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Call to Arms - Gates of Hell: Ostfront News

Devblog #159



Hello everyone! Today, we’ll be revealing the contents of the next free update, “Content update 6,” and the upcoming Talvisota update.
Over the years, among the almost 60 updates that we have released, the most important ones have been the 4 Community Updates and 5 Content Updates. This will be the 10th major update to the game. This time, we also update the Talvisota DLC.

[h2]Talvisota[/h2]
The Talvisota DLC will see a considerable upgrade. We will add a vast amount of new units, new human models, and one additional single-player campaign mission to the Finnish forces.
The quality and optimization of the new Finnish human models will match those of the previously updated models for the USSR and Germany, as well as those for the USA.
The new human models were developed with support from the community. A big thank you goes to @Sandels_FI for sharing his time to work closely with us over the past months, sharing his vast knowledge on this particular topic.



We’ve also created a new single-player mission for Talvisota; it will feature Simo Häyhä in an action-packed mission that will make you feel the horror and freezing cold of the Winter War.

The update includes 18 new vehicles, over 400 new human models, 38 new headgear pieces with their variations, and new Swedish weapons, voices, and units. The time has come for the Swedes to reinforce the Finns.

[h2]Conquest[/h2]
This update brings the first set of improvements and new features to Conquest, with more planned in the future. It will be a long road for our small team to take Conquest to our final vision, but today, you will receive the first set of new features and essential optimizations.

[h3]Persistent Maps[/h3]
Currently, when playing a battle at a specific location in the Operation, the game map is randomly changed each time a new battle occurs at that location.



Now, each location of the Operation map will always be a single map. It will still be randomized when the operation is first created, and after that, the maps remain the same for each location.

This change enables us to add a new feature: Persistent Maps.

Persistent Maps means that entities that were built or destroyed in previous battles remain in place and are added to in each subsequent battle on that same map. For example, Conquest will now remember building destruction, knocked down and destroyed trees, craters, destruction stamps, player-built fortifications like foxholes and tank traps, destroyed vehicles, and more.

Before 1st battle

Start of 2nd battle


Before 1st battle

Start of 2nd battle

Persistent Maps is supported in CooP as well. You'll see a small percentage number next to non-host players when they join CooP lobbies of maps with saved destruction (players will auto download the map changes to avoid desync, and the new percentages show download progress).

[h3]Operation Completion[/h3]
We have added a new option to Conquest that appears when you complete any operation.

Previously, after winning an operation, you would be given the choice to either end your campaign and start a new one from scratch or continue your campaign in a special 'unlimited' operation that does not allow for any progression on the operation map.

Now, the new feature allows you to choose what your next operation will be while keeping your current units and progression.



This means you can continue playing with your unit force endlessly, from one operation to the next. This feature paves the way for future improvements we would like to bring to Operations.

[h2]Environment[/h2]
Throughout Content Update 6 and beyond, we will be releasing a partial rework of the “Ostfront” environment assets. Over the last 10 years that we’ve been working on the game, the level of detail and technical complexity of our models has advanced dramatically. The time has come to update Ostfront to the standards of our Western Front assets. We will be doing so gradually, as our small team is spread thin among multiple fronts. In this update, you will get a select few higher-quality models and textures for some important assets.

[h2]Anti-Aircraft weapons[/h2]
An important breakthrough was made with anti-aircraft targeting. We identified the cause of the issue where AA guns would aim at but not fire at enemy aircraft, and have subsequently fixed it. This has been a long-standing issue we have investigated many times, and thanks to a key piece of information from a community-provided bug report, we’ve managed to find the cause and address it.

[h2]Optimization[/h2]
The update comes with several changes that improve general performance; the extent to which these will affect performance will vary from user to user, but you should expect an improvement.

Conquest
Several optimizations have been made for Conquest. These optimizations reduce the amount of memory Gates of Hell consumes when playing Conquest. Testers reported reductions varying anywhere from 10%-50% in memory usage depending on their settings. These improvements also have a bonus side effect of reducing the load times into a Conquest battle.

Vegetation
We have replaced several “Ostfront” vegetation assets that were detrimental to performance with more optimized versions.

Human Models
The new Finnish human models and headwear use over 1GB less space on disk than before, and they reduce the amount of memory needed when playing a battle that includes the Finnish faction.

[h2]Visuals and video options[/h2]
We have also taken the time to address other rendering issues. Ambient Occlusion has been improved with better Horizon-Based Ambient Occlusion parameters. The video option presets were tweaked to give a better image. A new video option, “Maximum (32+GB),” has been added, further improving the game's visuals. However, it requires 32GB of RAM or more to operate stably.

[h2]Animations[/h2]
That’s not everything; we will also bring new animations to the game. We’ve made several improvements, implemented new features, and created new animations using Motion Capture.





The new animations take advantage of a new randomization feature. Soldiers will run and walk differently from one another, perform different variations of animations, to create more natural and immersive gameplay.



Another new animation feature is the additive animation system. This allows multiple animations to play simultaneously without overwriting one another. With this new technology, we’ve implemented a system that makes soldiers flinch when a bullet or blast hits them.



[h2]Open Beta[/h2]
Content Update 6 and the Talvisota update are now available in open beta.
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.
We will release the update when the open beta has proven to be stable.

For the full Changelog click HERE

[h2]Finest Hour[/h2]
The development of the Finest Hour DLC continues in parallel, and we’ll be sharing a bit more of its contents in future blogs, so stay tuned.

That’s it for now; what will be your favorite addition from this update? Let us know in the comments!

[h2]Did you know?[/h2]
  • The release of “Ostfront”, our very first game, happened on June 11th, 2021
  • Data shows that the community doubled in size after the release of the “Talvisota” DLC
  • Today, the average number of concurrent players is around 5 times higher than in 2021
  • Christoffer Weiss, one of the voice artists for the “Talvisota” DLC, starred in the movie “Beyond the frontlines”, a great movie about the continuation war.

Call to Arms: Panzer Elite - Destruction!

[h3]A new devupdate for Call to Arms: Panzer Elite is available!
[/h3][p][dynamiclink][/dynamiclink][/p][p]Enjoy![/p]

Panzer Elite: Call to Arms - Dev Diary

[h3]Hello Commanders![/h3][p]Development on our next-generation Call to Arms game in Unreal Engine 5 is in full swing. Check out our two latest dev diaries to learn more about the new in-game combat physics. We also recently released a gameplay teaser.

[/p][p]We're excited to hear your feedback, have a great week![/p][p][/p][p]Find out more here:[/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]

Game Update inbound



Community members! The open beta for version 1.053.0 is over; it's time to give the improvements to all players. That means everyone now gets to play version 1.053.0, which contains one highly requested change!

[h2]Open Beta ends[/h2]
As usual, we have run an open beta; since no issues were found, we will now update the live version. In case you missed it, the main changes are:
  • Added new feature to the cooperative gamemode that allows the hosts to change how purchased reinforcements are distributed to the players
  • Fixed recently introduced crash for conquest when resupplying or buying new units on the campaign screen
  • Fixed crash if an explosion occurs before the GUI is entirely created
  • Fixed crash during scene destruction

You can find every one of the 50+ changes in the Changelog.

[h2]Live version[/h2]
If you took part in the open beta in the past few days, your game will not need an update. You can simply opt out of the beta and be done. If not, your game will update according to your preferences.

We hope you will enjoy the quality of life improvements. Which of the over 50 entries in the changelog is your favorite? Let us know in the comments - and we’ll see you on the battlefield!

[h2]Did you know?[/h2]
  • Call to Arms - Gates of Hell was the first game on this engine to introduce interchangeable 3rd and direct control views.
  • We now have a queuing system for ranked battles on our official Discord.


Update 58: V 1.053.0

Update 58: V 1.053.0


Change Log


[h2]Highlights[/h2]
  • Added new feature to CooP lobby of skirmish/campaign missions (not conquest) that allow the hosts to change how purchased reinforcements are distributed the players:
    - If on, enables reinforcements to go to the player who buys the unit from the reinforcements tab
    - If off, reinforcements are distributed evenly to all players regardless of who buys the unit

  • Fixed recently introduced crash for conquest when resupplying or buying new units on the campaign screen
  • Fixed crash if an explosion occurs before GUI is fully created
  • Fixed crash during scene destruction
  • Fixed sync of able changes (fix soldier dropping into bleeding state not throwing the weapon away on client, because personage able change from interaction script wasn't synched to client.)


[h2]Conquest[/h2]
  • Fixed recently introduced crash for conquest when resupplying or buying new units on the campaign screen

  • Fixed cases where price modifier for infantry with rifle grenades was +20 instead of +10
  • Reduced price modifier for infantry with rifle grenades from +10 to +5 for infantry in squads. Single buy (2 man teams) remain same price as before
  • Reduced price modifier for USA infantry with a bazooka from +50 to +40
  • Reduced price modifier for GER infantry with flamethrower from +60 to +50 (matches current multiplayer pricing)

  • Fixed broken texture on DCG Elsenborn


[h2]Single Player[/h2]
  • Added new feature to CooP lobby of skirmish/campaign missions (not conquest) that allow the hosts to change how purchased reinforcements are distributed the players:
    - If on, enables reinforcements to go to the player who buys the unit from the reinforcements tab
    - If off, reinforcements are distributed evenly to all players regardless of who buys the unit from the reinforcements tab

  • Skirmish scripts and logics updated:
    - refined and fixes to randomized enemy towable vehicles reinforcement
    - enemy side now uses additional value to determine whether it should bring better units even if player did not advance. If flag captures are exchanged back and forth a lot and enemy keeps recapturing them it boosts their morale.
    - towed cannons by ai that are detached via logics will rotate and build sandbags when not engaged, facing general location of user army.
    - tow vehicle and towed cannon actions improved when engaged or noted user forces.

  • Fixed lack of autosaves in the mission: Pavlov's House(1942_09_pavlovs_house)
  • Fixed chicken & tomato plant damaged buildings blocking enemy ai defenses and positions in the mission: The Siege of Sevastopol(1942_06_sevastopol)
  • Fixed small number of users who crash during intro related to animations at start in the mission: Dropped into the Fire(1944_06_02_sainte_mere_eglise)

  • The Legend of Krasny Bor(1943_02_krasny_bor)
    - Fixed "suicidal" rush by enemy tanks(mostly above normal difficulty) for players HQ ignoring combat in most instances.
    Now, all tier tanks of enemy have a chance to engage in combat and only resume pathing if ai brain allows it, this is not for all tanks but controlled by few factors like how close they are and not all tanks can do this.
    - Adjustement of some timings and loops during attack wave per difficulty.

  • Among the Heavens(1942_09_elbrus)
    - Fixed issues related to "Eliminate Enemy Mortars".
    - Enemy mortars now properly setup and reach intended destinations.
    - Rewritten enemy mortars task logics, they bombard coverage area unless they see player units, then they will operate normally until they no longer see player.

  • Through the Fire(1941_08_porlampi)
    - full QA pass as this mission had references via tags to many entities (rus_phase2) which no longer exist, and some slotid# would attach themselves to various entities such as medic_zone2 of user medics and other things, which in turn when command called on them would result in problems.
    - retreat calls clean up, and clean up of various orders to enemy units.
  • this was done to determine if recent coop crash in this mission was in fact tied to script and old items no longer existing being tagged and resulting in things like medic_zone2 being tagged of user medic.

  • The Siege of Sevastopol(1942_06_sevastopol)
    - Fixed enemy infantry at first 3 strongholds having very aggressive advance settings and free modes resulting in many enemy soldiers leaving their defense task areas.
    - Added minor ai logic tweak where infantry at first 3 strongholds will react to player units detected inside the zone and close combat and attempt to move and fight while player is in the zone(seperate per each stronghold).

  • Stalin's Big Guns(1941_08_ino_station)
    - Fixed enemies being active mid way through clip 1 progress far in clip 2 and shooting at player from the fog.
    - improved clip 1 -> 2 transition teleport of players units.
    - Fixed map bugs and broken polygons.

  • The Siege of Sevastopol(1942_06_sevastopol)
    - Fixed trench_modular entities blocking entrances to all the machine gun nests(trench_pillbox).
    - Fixed coop double voices of narrator due to multiple instances of same trigger.

  • Through ice and fire(1939_12_summa)
    - Fixed not controllable sniper in small guard tower[volume attach01 saved as touch 0 able map since script entity was inside while f2 save

  • Yugoslavian Heroes (1945_04_yugoslavia)
    - Fixed destruction of gold boxes

  • The Trap (1944_03_trap)
    - Fixed softlock when skipping last shot during cutscene
    - Fixed walls and sandbag for town MG in SP Trap

  • Red Tide (1941_12_feodosia)
    - Fixed date in RU localization
    - Fixed typo DE localization


[h2]Multiplayer[/h2]
  • Reduced price modifier for USA infantry with a bazooka from +50 to +40
  • Reduced price modifier for infantry with rifle grenades from +10 to +5 for infantry in squads. Single buy menu (2 man teams) remain same price as before

  • Fixed flying grass on 2v2_hutor
  • Fixed broken texture sets on 3v3_general_winter
  • Fixed frontlines 1v1_barbarossa defender spawn to have less objects in area
  • Fixed small lake on 2v2_hunting to be more shallow

  • Fixed in MP modes, AI bots crew that exit a vehicle to repair it from just running off


[h2]Everything Else[/h2]
  • Increased range of Sherman m4a3_75w_e4_5 hull flamer from 40m to 55m
  • Increased thickness of canvas material on vehicles to 0.5mm

  • Updated reverse speeds (increase) for M5 Stuart, M8 HMC, M18 Hellcat, M26 Pershing, and T26E4 to match newer found data
  • Updated tank's turn start and stop times to be slightly faster for lighter vehicles (~15%) and taper off to being no change for the heaviest of tanks
  • Updated mine sign with new default texmod provided by community member (Red_Snow) that is easier to see

  • Fixed sync with clients of the repairing tag for humans repairing vehicles used for AI and bot scripts in CooP campaign, conquest, and MP modes with bots

  • Fixed track trace fx coming from wrong location on M18 Hellcats
  • Fixed t28 variants turret transparency issue
  • Fixed t35 and t28 mesh issues
  • Fixed no texture swap for when the gun is broken, and added missing gun_r & gun_b animation. (For pz4g, pz4h, pz4j and finnish pz4j)
  • Fixed t1e3_m4a1_75_xx missing face on the engine_hatch1
  • Fixed Sherman floating turrets
  • Fixed missing "ammo" volumes for the m4a3_75w_e4_5 (Flamer Sherman) for flamethrower fuel
  • Fixed double meshes for the M3 Halftrack
  • Fixed minor texture and mesh issues with the Kfz 70
  • Fixed and remade gun_b anim. Fixed texture swap for mantlet on stug3f. Added missing hatch sounds for anim. open & open1.
  • Fixed gun_b anim and texture swap for mantlet on stug3g_late.
  • Fixed gun break animations on MO-4
  • Fixed 3rd/1st person views for m4a1_75_dd
  • Fixed disabled MG reload animation for m15a1_cgmc
  • Fixed MO-4 searchlight to be disabled when broken
  • Fixed marder2 to not have "hatch" open/close option to hide crew member on MG
  • Fixed molotov grenades when dropped from inventory and contacting a vehicle spawning many fire fx and not causing fire/burn damage

  • Fixed aimingTolerance of rifle pattern file
  • Fixed missing "fix" bones for dutch_church02
  • Fixed missing x model to Dutch church02
  • Fixed french_shop blocking vision in some of the windows

  • Fixed issue with Turkish localization
  • Fixed missing localizations for actions burn and call_ally

  • Removed duplicate portrait icons


r2336-2530