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Call to Arms - Gates of Hell: Ostfront News

Season’s greetings!



Community members and friends! We wish everyone an excellent end to 2024 and a brilliant start to 2025. Today, we just want to take a short look back and another short look to the future as well.

[h2]The year in review[/h2]
So what would be our highlights? For us as a team, anything we release is a highlight of the highest order. The year started well in that respect, with the game on sale. Then, we announced Community Update 3 and published it in 2 parts. Then, we announced Airborne around the summer sale.
Airborne was released October 17th.
The player base grew quickly in this phase, you have undoubtedly noticed that. We listened to the feedback on Airborne and made some improvements as part of Community Update 4, which we released a week ago. This update also includes the long awaited new/ old gamemode, Frontlines, and improved some important aspects of the game in general. Since Airborne was released, Call to Arms - Gates of Hell is the world’s most played RTT in the WW2 theme at times, that’s what we see in the statistics.
That was already a great experience, which was recently followed by passing 30K members on Discord!
Of course, we would not have been able to do a lot of this without the relentless support from our community.

HD Link

[h2]Our community[/h2]
We want to thank everyone that made 2024 special for us. As you may know, we enjoy a lot of support from volunteers that help create the game and its community. It would absolutely not be the same without these people. A big thank you goes to
  • Our moderators, making and keeping the GoH Discord server a civilized place for all walks of life
  • Our translators from around the world, who tirelessly do the localisation of existing and new content
  • Our fan wiki and thread moderators, who help keep information clear and concise
  • Our beta testers, who help deliver a good game
  • Our technical supporters, who cure technical issues in the community
  • Everyone else that contributed, be it by making great mods or video content, or by answering community questions; thank you all!

[h2]The future[/h2]
The year 2025 will start off nicely as the current Winter Sale (the 6th GoH sale of 2024) lasts until January 2nd. With part 2 of Community Update 4 dropping in late January, followed immediately by the Steam Strategy Fest on January 20th, we’ll be off to a good start in 2025 for sure!
In 2025, we will officially announce the British faction as well; we’ll publish a trailer when that happens of course. The British, as a faction, is a huge job, but it’s progressing.
Besides all of the above, maybe we might release another - small - DLC, there will be more about that next year.

https://store.steampowered.com/bundle/26447/Call_to_Arms__WW2/

If 2024 is anything to go by, the next year will be over before you realise it; just remember that our plans reach well beyond 2025 and we’ll keep you updated on every development as usual. This year might be over, but nothing stops here. We’re not nearly done yet.

That’s it for today, thanks for stopping by; have a great time, be safe everyone, and we’ll see you in 2025!

Winter sale & Community Update 4



Community members!
First of all, the Winter Sale just started and the discount is juicy, to say the least!
Secondly, as expected, we have ended the Open Beta of Community Update 4; now it’s time to introduce this update to everyone, in time for the holiday season.
Since we have already specified almost everything in our previous blog and in the changelog, this will be a short message. So, it's time for the winter sale, have you seen the discount?

https://store.steampowered.com/bundle/26447/Call_to_Arms__WW2/

[h2]Open Beta and Part 2[/h2]
Community Update 4 has 2 parts; the first one, which is being released today, has had a successful open beta the past few days; we have read the feedback, thanks for everyone that contributed! A few tweaks were made, based on the feedback. You can read the change log HERE.
This update was meant to be ready when the Winter sale starts, and we’re glad we made it.
The second part will probably be ready just before the Real-Time Strategy Fest, which starts January 20th, 2025.
We will do a separate devblog for part 2 to list what’s going to be in there, stay tuned!

HD Link

[h2]Airborne[/h2]
After reading all of the feedback over the past two months, we have decided to make some important changes to the Airborne DLC. The mission progression lock has been removed, which means that from now on, players can freely pick any mission in the campaign to be played any time. It was added because we wanted the players to complete the storyline missions in a chronological order, but the initiative was not well received.
Another important change to the Airborne campaign is that practically all enemy equipment and vehicles can now be captured and used. This wasn’t the case before, because we wanted to adhere to the historical manner in which the campaign events took place. However, many of our players complained that being able to loot and reuse enemy equipment is an integral part of the game, and there was criticism towards the inability to do so in Airborne missions. These changes will also be included in today’s Part 1 of CU4, as it is clearly based on community feedback.

[h2]Holiday Season[/h2]
We’d like to thank everyone for their support this year! It has been quite a ride, and with the first part of Community Update 4 out today, we will now carry on to complete part 2 while most of the world indulges in festivities of some kind.
If you have some time off in the next few weeks, and friends to play with, this is the moment to gift them something great that will keep on giving replay value long after the winter (and the sale) has ended!

https://store.steampowered.com/bundle/26447/Call_to_Arms__WW2/

Anyone who picks up Call to Arms - Gates of Hell in this sale would probably benefit from playing the reworked tutorial missions, or watching the tutorial videos that we keep on our YouTube channel; and if any questions remain, the quickest way to support is - without a doubt - our Discord server. Click below to enter;


That’s it for now, thanks for stopping by and have a great holiday season! Will you be on vacation, or just continue to play? Let us know in the comments!

Update 53: COMMUNITY UPDATE 4, PART 1

Update 53: V 1.048.0


"COMMUNITY UPDATE 4, PART 1"


Change Log


[h2]Highlights[/h2]
  • Enabled crewing of captured vehicles and equipment on Airborne DLC missions due to popular demand

  • Added Frontlines game mode + 5 Maps
  • Added reload progression bar for vehicles weapons to left control panel, left unit panel, and overhead unit icon (active weapon only)
  • Added ability to click on enemy add see their FOV (only works when Fog of War is on. Plan to expand later to when Fog is off)
  • Added vehicles will stop and engage enemy when given an F5 (Attack) move order
  • Added full destruction to Ostfront buildings: factory_barracks and sov_2st_build1
  • Added unit limits to display on multiplayer purchase menu and hint UI



[h2]Single Player[/h2]
  • Unlocked Airborne missions so you do not have to play them in order

  • Added to all skirmishes an option to allow Units to unlock permanently for the reinforcement menu when a flag is captured, even if later lost
  • Added new/separate single-player menu for tutorial missions (no longer nested under Germany)
  • Added to Finland in conquest, veteran crew for BA-6, BA-10, T-26E, T-26_33, KHT-130, T-50, BT-42, T-28, T-34 (76 & 85), KV-1 (40e & 42), and ISU152

  • Reduced CP of LVT-4 in conquest to match it's CP in MP (4 without counting crew)

  • Fixed storefront building on SP Carentan
  • Fixed vehicle wrecks on SP Mamayev Kurgan
  • Fixed issue where humans could get stuck in building on Tutorial 5: Trail by fire

  • Among the Heavens(ger 04)
    - Fixed softlock cases. Last task to hold and task to destroy mortars are both reliant on one another in bad timing
    - Also enemy mortars sometimes were stuck at starting waypoints off map
    - Fixed world clip interfering with AI movements

  • Wacht Am Rhein(ger west 04)
    - Fixed script trying to assign and perform commands on multiple 'stump_shed_medium' entities
    - Fixed situation where certain reinf1* vehicles would clip or telefrag other vehicles

  • Stand at La Fière(airborne 04)
    - Fixed manor "ger_alert" to fix bike messenger leaving too fast before player in most situations is close enough. It now requires Germans see enemy brain in manor + firing of weapons within area + at least dead German in manor area.



[h2]Multiplayer[/h2]
  • Added initial version of Frontlines game mode and 5 Maps
  • Added unit limits to display on multiplayer purchase menu, hint UI, and in Lobby Docrine Preview
  • Added obstacle entity for Frontlines to divide players during prep time and disable shooting through fog exploit
  • Added 45 min game time option to multiplayer game modes
  • Added 'periodicFactor' to balancingFactorBonus that affects the gained MP every period (150s) for Frotnlines Attacker BOTs

  • Updated 2 man engineer teams to both have mine detectors
  • Updated and reorganized bot scripts (lua) to be more modular, cleaner, and expandable (WIP)
  • Updated Battlezone flag entities to be close to the center of their zones due to bot issues
  • Updated buy menu UI to include up to 7 buttons without scrolling

  • Fixed one cause of issue where host changing settings in lobby would cause the time period to revert to default (late war) after other users are 'Ready' causing them to not have a doctrine selected / no doctrine units in match
  • Fixed in MP, selection props update on unit spawn (sometimes the update happened too late which made it impossible to issue an order immediately after the spawn)
  • Fixed cases where friendly bots could attack their allies (user/bot). Actions such as advance/move/attack now verify team check where needed.
  • Fixed (Last Stand) defender base bots using waypoints for setting up cover and spreading out, so that bots do not run around back and forth
  • Fixed missing small icons for several entities
  • Fixed ability to transfer units in Frontlines
  • Fixed one method players exploit and far-shoot HE shells while in direct control in Multiplayer (working on others)



[h2]Multiplayer Balance[/h2]
  • Added Finnish early war AP miner "single buy" team
  • Added Finnish veteran tank crew (level 3) to captured soviet armored vehicles in the Doctrine (DP) button
  • Changed Finnish engineer and miner cool down times to match other nations. Finnish ones are still cheaper than other nations
  • Increased cap weight of Finnish tier 1-2 infantry from 25% bonus to 50% bonus
  • Increased default small arms weapon skill preset for Finnish infantry (+1). Does not affect health, stamina, cannon weapons, etc

  • Added M2 .30cal MG to mid war USA MP buy menu
  • Added M1917 .30cal MG to late war USA MP buy menu
  • Added WP rocket to USA late war "single buy" Bazooka team
  • Added HE and WP grenades to USA late war "single buy" Rifle grenade team
  • Added HE grenades to USA mid war "single buy" Rifle grenade team
  • Reduced cost modifier of USA Squads with recon MG jeeps and MG/mortar emplacements from 1 to 0.85 - 15% cheaper
  • Changed cool down group of USA ranger mortar squads to be separate from full ranger squads due to being a 6 men squad, in line with other elite small squads

  • Balanced for Battlezones, the flag zones on 1v1_isigny_ruins, 2v2_suburbs, 3v3_brozha, 3v3_mikli

  • Added limit of 4 to doctrine_ford_3ton_breda_early
  • Added limit of 4 to doctrine_sdkfz10_flak38_fin
  • Added limit of 5 to doctrine_p204_f
  • Added limit of 3 to doctrine_white_death
  • Added limit of 2 to doctrine_m72_snipers_late
  • Added limit of 3 to doctrine_squad_vetsniper_early(ger)
  • Added limit of 4 to doctrine_dshk_late
  • Added limit of 5 to doctrine_kht130_mid
  • Added limit of 5 to doctrine_mmg_carrier_mid

  • Changed doctrine_sdkfz221 to come with 2 vehicles
  • Changed doctrine_t28_38_fin from double to single vehicle
  • Changed doctrine_75mm_m3a3_late towing vehicle from m3a1_transport to wc52_50cal
  • Changed doctrine_50cal_quad_m45_mid towing vehicle from wc51 to wc52_50cal

  • Increased limit of doctrine_sdkfz251d_16 from 4 to 5
  • Increased limit of doctrine_squad_assault_early from 5 to 10
  • Increased cost of doctrine_su100y from 125 to 130 dp
  • Increased cost of doctrine_sdkfz221 from 10 to 15 dp
  • Increased cool down of doctrine_sdkfz221 from 150 to 180 seconds

  • Reduced cool down of doctrine_kht130_mid from 240 to 180 seconds
  • Reduced cool down of doctrine_squad_volksgrenadieredetach from 180 to 120 seconds
  • Reduced cost of doctrine_squad_assault_early from 10 to 5 dp
  • Reduced cost of doctrine_squad_command(fin) from 10 to 5 dp
  • Reduced cost of doctrine_heavy_engineer_late(fin) from 45 to 40 dp
  • Reduced cost of doctrine_ba6_fin_early from 25 to 15 dp
  • Reduced cost of doctrine_ba10 from 25 to 15 dp
  • Reduced cost of doctrine_bt7a_early from 30 to 25 dp
  • Reduced cost of doctrine_t30 from 20 to 15 dp
  • Reduced cost of doctrine_ford_3ton_breda_early from 20 to 10 dp
  • Reduced cost of doctrine_t26e from 20 to 15 dp
  • Reduced cost of doctrine_t26mod38 from 20 to 15 dp
  • Reduced cost of doctrine_p204_f_early from 15 to 10 dp
  • Reduced cost of doctrine_pz38h_735 from 25 to 20 dp
  • Reduced cost of doctrine_80mm_sgrw34_rapid_early from 30 to 25 dp
  • Reduced cost of doctrine_bt5_early from 30 to 25 dp
  • Reduced cost of doctrine_t28_38_fin from 75 to 35 dp
  • Reduced cost of doctrine_sdkfz231 from 20 to 15 dp
  • Reduced cost of doctrine_panzer2f from 25 to 20 dp
  • Reduced cost of doctrine_20mm_flak38_early from 20 to 15 dp
  • Reduced cost of doctrine_sdkfz10_flak38 from 20 to 15 dp
  • Reduced cost of doctrine_47mm_pstk39 from 30 to 25 dp
  • Reduced cost of doctrine_37mm_pak36_early from 25 to 20 dp
  • Reduced cost of doctrine_45mm_m37 from 25 to 20 dp
  • Reduced cost of doctrine_l62 from 30 to 25 dp
  • Reduced cost of doctrine_20mm_itk40_towed from 20 to 15 dp
  • Reduced cost of doctrine_sdkfz10_flak38_fin from 15 to 10 dp
  • Reduced cost of doctrine_m15a1_cgmc_mid from 20 to 15 dp
  • Reduced cost of doctrine_105mm_k34 from 75 to 70 dp
  • Reduced cost of doctrine_107mm_k10 from 70 to 65 dp
  • Reduced cost of doctrine_120mm_k78_31 from 70 to 65 dp
  • Reduced cost of doctrine_122mm_m1910_mid from 65 to 60 dp
  • Reduced cost of doctrine_122mm_m1910_fin_mid from 65 to 60 dp
  • Reduced cost of doctrine_122mm_a19_late from 90 to 80 dp
  • Reduced cost of doctrine_150mm_sfh18 from 80 to 75 dp
  • Reduced cost of doctrine_150mm_sfh18_fin from 80 to 75 dp
  • Reduced cost of doctrine_105mm_m3 from 65 to 60 dp
  • Reduced cost of doctrine_114mm_m1 from 80 to 75 dp
  • Reduced cost of doctrine_155mm_h17 from 80 to 75 dp
  • Reduced cost of doctrine_155mm_schneider_us_mid from 80 to 75 dp
  • Reduced cost of doctrine_155mm_gpf_us_mid from 90 to 85 dp
  • Reduced cost of doctrine_t19_hmc_mid from 70 to 65 dp
  • Reduced cost of doctrine_m7_hmc_mid from 80 to 75 dp
  • Reduced cost of doctrine_m7b1_hmc_late from 80 to 75 dp
  • Reduced cost of doctrine_hummel_late from 95 to 90 dp
  • Reduced cost of doctrine_100mm_nbw35 from 35 to 25 dp
  • Reduced cost of doctrine_100mm_nbw35_fin from 35 to 25 dp
  • Reduced cost of doctrine_107mm_m2 from 30 to 25 dp
  • Reduced cost of doctrine_120mm_krh40 from 35 to 30 dp
  • Reduced cost of doctrine_120mm_pm38 from 40 to 30 dp
  • Reduced cost of doctrine_120mm_sgrw42 from 35 to 30 dp
  • Reduced cost of doctrine_170mm_minewerfer from 35 to 25 dp
  • Reduced cost of doctrine_200mm_ldgw40 from 40 to 35 dp
  • Reduced cost of doctrine_203mm_h17_early from 85 to 80 dp
  • Reduced cost of doctrine_203mm_b4 from 90 to 85 dp
  • Reduced cost of doctrine_203mm_m1_mid from 90 to 85 dp
  • Reduced cost of doctrine_210mm_morser18 from 90 to 85 dp
  • Reduced cost of doctrine_150mm_nebelwerfer41_fin_late from 80 to 70 dp
  • Reduced cost of doctrine_150mm_nebelwerfer41_late from 80 to 70 dp
  • Reduced cost of doctrine_panzerwerfer42_late from 100 to 90 dp
  • Reduced cost of doctrine_m4a3_calliope_late from 120 to 115 dp
  • Reduced cost of doctrine_210mm_nebelwerfer42_fin from 95 to 90 dp
  • Reduced cost of doctrine_210mm_nebelwerfer42 from 95 to 90 dp
  • Reduced cost of doctrine_300mm_bm31 from 95 to 90 dp
  • Reduced cost of doctrine_300mm_nebelwerfer42 from 115 to 105 dp
  • Reduced cost of doctrine_sdkfz251d_1_stuka from 110 to 105 dp
  • Reduced cost of doctrine_pz38h_w40 from 125 to 105 dp
  • Reduced cost of doctrine_600mm_thor from 120 to 105 dp
  • Reduced cost of doctrine_dshk_late from 10 to 5 dp
  • Reduced cost of doctrine_50mm_flak41_mid from 35 to 30 dp
  • Reduced cost of doctrine_75mm_m1a1_mid from 35 to 30 dp
  • Reduced cost of doctrine_76mm_m5_m1_mid from 55 to 50 dp
  • Reduced cost of doctrine_75mm_itk37_mid from 60 to 50 dp
  • Reduced cost of doctrine_76mm_k02_30_40_mid from 30 to 25 dp
  • Reduced cost of doctrine_75mm_pak9738_mid from 40 to 35 dp
  • Reduced cost of doctrine_90mm_m1a1_mid from 70 to 60 dp
  • Reduced cost of doctrine_84mm_k18_late from 50 to 45 dp
  • Reduced cost of doctrine_50mm_pstk38_late from 30 to 25 dp
  • Reduced cost of doctrine_75mm_pak40_fin_late from 40 to 35 dp
  • Reduced cost of doctrine_75mm_k44 from 60 to 50 dp
  • Reduced cost of doctrine_85mm_52k_late from 40 to 35 dp
  • Reduced cost of doctrine_90mm_m2_late from 55 to 45 dp
  • Reduced cost of doctrine_88mm_flak36_late from 55 to 50 dp
  • Reduced cost of doctrine_kht130_mid from 10 to 5 dp
  • Reduced cost of doctrine_mmg_carrier_mid from 10 to 5 dp
  • Reduced cost of doctrine_m4_mortar_carrier_mid from 25 to 20 dp
  • Reduced cost of doctrine_t30_hmc_mid from 35 to 30 dp
  • Reduced cost of doctrine_m10_gmc_mid from 50 to 45 dp
  • Reduced cost of doctrine_m15a1_cgmc_mid from 25 to 20 dp
  • Reduced cost of doctrine_m8_hmc_mid from 35 to 30 dp
  • Reduced cost of doctrine_m4_75_early_armor_mid from 40 to 35 dp
  • Reduced cost of doctrine_m4a1_75_mid_armor_mid from 40 to 35 dp
  • Reduced cost of doctrine_panzer3l from 40 to 35 dp
  • Reduced cost of doctrine_tankodesantniki from 55 to 50 dp
  • Reduced cost of doctrine_2xkv1 from 100 to 85 dp
  • Reduced cost of doctrine_m3_lee_rus_mid from 35 to 30 dp
  • Reduced cost of doctrine_churchill3 from 55 to 50 dp
  • Reduced cost of doctrine_2x_m4a2_75_early_rus_mid from 55 to 50 dp
  • Reduced cost of doctrine_3x_m4_75_early_armor_mid from 75 to 65 dp
  • Reduced cost of doctrine_3x_m4a1_75_mid_armor_mid from 75 to 65 dp
  • Reduced cost of doctrine_kv8 from 50 to 45 dp
  • Reduced cost of doctrine_kv1_42_fin from 70 to 60 dp
  • Reduced cost of doctrine_kv1_42_mid from 70 to 60 dp
  • Reduced cost of doctrine_t60 from 20 to 15 dp
  • Reduced cost of doctrine_grillemk103 from 30 to 25 dp
  • Reduced cost of doctrine_ot34_late from 35 to 30 dp
  • Reduced cost of doctrine_t3457_43 from 35 to 30 dp
  • Reduced cost of doctrine_kv1_42_fin_late from 45 to 40 dp
  • Reduced cost of doctrine_kv85 from 50 to 45 dp
  • Reduced cost of doctrine_sdkfz251d_22 from 40 to 35 dp
  • Reduced cost of doctrine_sturmartillerie_unit from 50 to 45 dp
  • Reduced cost of doctrine_m4a3_105_hvss_late from 50 to 45 dp
  • Reduced cost of doctrine_m4a3_75w_e4_5_late from 35 to 30 dp
  • Reduced cost of doctrine_m18_hellcat_late from 40 to 35 dp
  • Reduced cost of doctrine_m36b1_gmc_t33_late from 70 to 60 dp
  • Reduced cost of doctrine_m26_pershing_late from 90 to 80 dp
  • Reduced cost of doctrine_nashorn_late from 85 to 80 dp
  • Reduced cost of doctrine_tiger1hunt from 90 to 85 dp
  • Reduced cost of doctrine_panzer5g from 90 to 85 dp
  • Reduced cost of doctrine_tiger2p from 115 to 110 dp

  • Removed ace tankman from Ace Tiger, Panther and IS-2. Ace tank commander remains to give vehicle bonus stats



[h2]Everything Else[/h2]
  • Added reload progression bar for vehicles weapons to left control panel, left unit panel, and overhead unit icon (active weapon only)
  • Added when move order pathfinding fails for code to try slightly different target position. Help reduce units not moving when given move order.
  • Added ability to click on enemy add see their FOV (only works when Fog of War is on. Plan to expand later to when Fog is off)
  • Added code to kill/throw humans from indestructible buildings garrison positions when hit with blast energy
  • Added mine detection UI radius (decal) to humans
  • Added vehicles will stop and engage enemy when given an F5 (Attack) move order
  • Added full destruction to Ostfront buildings: factory_barracks and sov_2st_build1
  • Added new set of human talks for soviet soldiers: Andrey Usenko (Ryfier)
  • Added Luhas AP mine to Finland

  • Increased mine detector radius from 5m to 10m
  • Increased spreading on PPSH slightly
  • Increased reload time for drum SMGs from 4.5 to 5 seconds
  • Increased cannons traverse (rotation) speed when in "move" stance. Amount changed scales with cannon mass, low mass equal very little change
  • Increased rotation speed of 17cm K18 and 21cm Morser 18 when in "firing" stance (both have turntable mount)
  • Increased Karl Thor traverse (rotation) speed when in "move" stance speed slightly
  • Increased 122mm A19 accuracy slightly at max range to be inline with other artillery
  • Increased 17cm K18 accuracy at max range (adjusted for it's max range being capped to 520m)
  • Increased 21cm K39 accuracy at max range (adjusted for it's max range being capped to 520m)
  • Increased resupply cost of mortarger_100 shell from 5 to 10 (now it's in between the 80 and 120 size costs)
  • Increased distance AI can throw AT grenades from 10m to 16m

  • Reduced heat damage transferred by humans, construction, and flora entities that are on fire
  • Reduced heat damage done by WP particles slightly
  • Reduced cannons start and stop turn time when in "move" stance. Should reach max rotation speed and stop rotating quicker
  • Reduced minimum crew required to move 300mm_m30 and 300mm_m31 from 4 to 3

  • Updated mobility stats of all KV and SU-152 models
  • Updated armor thicknesses and volumes of all KV and SU-152 models
  • Updated T-30 armor values and changed name from 1940 to 1941
  • Updated heads with proper nomenclature for future replacement.
  • Updated slightly the over-match value for 88 pzgr.39 at certain angles
  • Updated building destruction interaction code for buildings with parts, to delete their invisible x model entity. Performance and fire damage optimization.
  • Updated fin_ambient_lvl1.wav loud from 80dB to 87dB
  • Updated su76 shield volumes that are not body, to no_target for AI
  • Updated Finnish early war engineer truck (ford_3ton_eng) to have 'Luhas' mines in inventory

  • Fixed issue with multiple vehicles selected would disappear from the left quick select unit panel
  • Fixed upper nose extra armor value being too high compared to combined thickness (40+25) KV models, (50+25) S/85 models
  • Fixed KV-1 mod 1942 to have 90mm side armor instead of 75mm
  • Fixed KV-2 not having extra nose armor plate hitbox
  • Fixed Pz.756 not having extra hull side/turret ring plate hitboxes
  • Fixed hit/pen FX on external armor plates on KV which counted as hull/turret component
  • Fixed effective thickness reduction on all layered armored plates and spaced armor arrays on KV models (25+75 no longer counts as a solid 100, but rather ~93 etc..)
  • Fixed m15a1_cgmc to be able to shoot both the dual .50cal and 37mm at the same time/target
  • Fixed t34 76 41 xx model errors
  • Fixed suspension system of panzer3e,f, m, l, flame variants
  • Fixed Marder II main gun sounds
  • Fixed tiger2p to have the same component durability preset as other Kingtiger
  • Fixed Karl Thor HE shells not spawning killzone
  • Fixed structure view for Panzer3 Ausf.N

  • Fixed "includes" for various USA weapon entities that affects LOD's among other things
  • Fixed aiming with MG being miss-aligned at short ranges while standing
  • Fixed walk_1hand animation speed to match the movement speed of humans (carrying fuel cans and mine detectors)
  • Fixed Finnish engineers to be able to resupply their dynamite
  • Fixed ger/late/sturm_1 soldier to have correct weapon skill category for his stg44
  • Fixed humans on fire playing death_cry talks too frequently that they'd overlap
  • Fixed WP grenades not deleting after down playing smoke fx / exploding

  • Fixed inconsistent fire damage area removal on owning entity deletion
  • Fixed props given to wooden fences and other small wooden entities so they use proper burning scripts
  • Fixed several Ostfront wooden buildings that had {extender "edifice"} that didn't need it. (optimization)
  • Fixed wood parts (destroyed pieces of structures) to be crush-able by vehicles
  • Fixed newer wooden barrels (Liberation) to break on burn
  • Fixed obstacle shapes for large fuel container entities' x models
  • Fixed regel_bau_694 variations to hide roof when humans enter
  • Fixed factory_halls building windows not able to be shot through with small arms

  • Fixed description for USA quad mount to M55
  • Fixed various localization issues


r1-506

Community Update 4: Open Beta



Community members! We will make the first part of our next Community Update available in an open beta today. Read about the contents and how to participate. This free content is coming to all users! Part 2 will be released later, stay tuned for that; for now, part 1 goes into open beta.

[h2]Highlights[/h2]
This update will contain additions to the game, plus a good number of improvements and fixes at the same time.
We will make the entire change log available soon; for now, these will be the highlights of the update:
  • A new game mode; “Frontlines”
  • Several Ostfront assets have been made destructible
  • Added 45 min game time option to multiplayer game modes

We described the way the “frontlines” game mode will work in devblog 153, it’s the return of a legendary classic in a brand new way. This might well be the most requested feature from the Call to Arms - Gates of Hell community, and now it’s here!



Beside the highlights, the changelog is another whopping 200+ lines of changes, many of which having to do with balance change suggestions as requested by the community.
These suggestions were made on the official Call to Arms - Gates of Hell Discord server, the place where you can discuss anything to do with our game, and then some.
We will publish the complete changelog the moment the update goes live, which will take place in a couple of days.

Community Art by @Masshole

[h2]Opting in[/h2]
To join the beta, you only need to switch your game to the beta version. Later, when the beta becomes the live version, you don’t need to do anything at all to reverse the process.
If you want to participate, go to your Steam library, right-click on the game, select properties - betas - open beta. You can switch back to the current version at any time, using the same process.

The Changelog can be found HERE.

That’s it for now; enjoy the beta - and don’t forget to join our Discord server by clicking below.

Developer Blog #153



Community members! It’s time to tell you about the next big free game update that will be released this year. This update will add a good deal of content and some improvements, too.
It will be published in 2 parts, with the second part coming early in 2025. So what’s in part 1? Keep reading!

[h2]Free update[/h2]
This one's for you!
The 10th big free game update (besides the 42 minor game updates since release in June 2021) is coming. As most community members will know, we add several updates containing free content to Call to Arms - Gates of Hell every year. This year will be no exception; Community Update 3 was completed in May, and the first part of Community Update 4 will also be ready before the year ends.

[h2]Content[/h2]
As far as the base game goes, this additional content increases “Ostfront” to roughly double the content it had when it was initially released. All in all, a lot of new content is coming your way.

HD Link

[h2]New Game Mode[/h2]
Earlier this year, we stated that we planned to add another new game mode in 2024. That is going to happen, indeed.
During the sale that followed the release of the “Airborne” DLC, we also stated that “a legend will return.” The legend we are talking about is that new game mode; it is a heavily reworked version of the classic one you know, with some important improvements that will make it more fun. The new game mode we’re talking about is “Frontlines.”
This mode has been requested by many in the community, so this is the legend we mentioned will make a return!

[h2]How it works[/h2]
Let’s start with a short explanation for those unfamiliar with this game mode.
“Frontlines” is an asymmetrical battle; the attacker has more resources than the defender, whereas the defender has an advantage because of the terrain the map offers.
At the start of the match, there is some preparation time, allowing the defender to augment the characteristics of the map with minefields, obstacles, clever positioning of weaponry, etc.
During this preparation phase, the attacker buys all the weapons of choice used in the attack. The amount of MP and CP is higher for the attacker than for the defender, so the attacker has a broader range of options and a lot of resources to play with.


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Then, when the preparation phase is over, it’s up to the attacker to take two “Frontlines,” each line consists of 3 smaller capture zones followed by one large capture zone. In a 2v2 frontlines match, for instance, if both attackers accomplish this, the first frontline is considered “taken,” and the defender must retreat and defend the second frontline.
While the battle is raging, a timer counts down the total match duration set by the host. This means there is limited time to take the frontlines; the more time in the match, the likelier it is for the attacker to capture both frontlines.
A round ends when the timer runs out, or all flags are captured.

In previous games with Frontlines, this is when round 2 would start. The map would reload, and teams would switch sides. The Defender would become the Attacker. However, at this point, it was common for players to quit and leave the game early, and it was rare for players to complete both rounds of frontlines with all players.
We wanted to remove this frustration while still capturing the essence of this game mode. We think the result is an improved version of this legendary game mode.

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[h2]Frontlines in Gates of Hell[/h2]
How it works in Call to Arms - Gates of Hell will be slightly different.
To introduce this gameplay style with a much lower chance of players quitting, we have made an important change; the battle will consist of 1 round, during which both defender and attacker have an equal chance of winning! If you want to trade places after the battle, you can still return to the lobby and play again. However, the balance should be such that both sides can win if they have the same ability or experience.

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[h2]Maps for Frontlines[/h2]
We intend to initially release 5 maps for this mode, ranging from 1 v 1 to 4 v 4. These will automatically scale down to the number of players in the lobby if the number is lower than the number of available slots. However, in this version of Frontlines, you can use bots! That means you will have a way to even out the number of occupied slots, and you’ll even be able to fight with human players on just one side.

In due course, we will produce Frontlines maps for Ostfront, Talvisota, and Liberation; the first set will be 5 maps, and over time, this number will go up to 12 and include maps for the Talvisota and Liberation DLCs as well.

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[h2]Destructibility[/h2]
We have also worked on the destructibility of several assets; several buildings will be made destructible with Community Update 4. Work on this will continue, and we will keep bringing more asset destructibility in the future. When Community Update 4 goes live, we will list the upgraded assets in our change log.
Destructibility, especially of “Ostfront” assets, has been on many players’ lists of wishes for changes in Call to Arms - Gates of Hell, so we’re glad we finally got around to upgrading this as well.

[h2]Open Beta[/h2]
We intend to start an open beta on Monday the 16th, so everyone will have a chance to try the new content for themselves. The open beta will run for several days; if nothing unexpected happens, Community Update 4 - part one - will go live just in time for the Steam winter sale, which will be our 3rd sale in 2 months!

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[h2]What’s next[/h2]
The first thing is the open beta for part one of Community Update 4. Part 2 is due in 2025, and it will be released as soon as it’s ready. We will be detailing the contents for part one when it goes live; part 2 deserves a separate blog, which we’ll produce as soon as possible.

[h2]Anything else?[/h2]
  • We will feature in the Steam Real-Time Strategy Fest starting January 20th, 2025.
  • During this fest, we will probably introduce reworked Soviet uniforms. Stay tuned!
  • The official announcement of the British faction will be made in 2025