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Call to Arms - Gates of Hell: Ostfront News

Only 3 days left in the sale!



Community members! We are thrilled at the great increase in players over the past week and a half. The most played WW2 RTT in the world welcomes all new players!
In the meantime, the sale will end in just 3 more days; have you told all your friends about the public secret that is our highest discount ever?

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

And, if you recently bought our game, did you know we have compiled some important tutorial videos?

[h2]The Curve[/h2]
You may know from experience that Call to Arms - Gates of Hell is an intricate game that takes a while to fully master. The game features a vast array of mechanics for an RTS, some very unique, and these play an important part in the game’s realism and immersion; it’s not the most forgiving gameplay. In other words, there is a learning curve.
To flatten this curve, we recently added new tutorial missions and put out a set of tutorial videos on our Youtube channel.

Community artwork by @Amzingdoge

These are compiled from the in- game tutorial missions, which we cannot recommend enough to new - or even returning - players.
These missions teach you the basics of our game. Besides the official tutorials we made, we also keep a playlist of tutorials which our very lively community has produced over time.
We strongly recommend you have a look at either of these; you can find the official ones HERE.

[h2]The WW2 bundle[/h2]
The highest discount you can achieve at any time is by buying the “World War 2 Bundle”.
That goes for the current sale as well as for future sales. The bundle adds another 10% discount, which is put into effect on checkout. So if you’re looking at your cart wondering where that 10% goes, just remember it will be applied on checkout.
To remind everyone what you will have if you buy - or complete - the ww2 bundle, this is what it gets you:
  • 4 factions
  • 59 single-player missions, of which 5 tutorial missions
  • 16 skirmish missions
  • 98 multiplayer maps
  • 4 Multiplayer game modes
  • A Dynamic Campaign Generator
  • 31 dynamic campaign maps
  • Over 750 different tanks, vehicles and weapons
  • Thousands of high-quality map assets
  • Action in Eastern, Northern and Western Europe
  • A built-in editor

As you can see, that’s a lot of replay value; and with the current sale, it’s beyond great! Get the bundle today:

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

[h2]Support[/h2]
Even with the tutorials, we can imagine you might still have a question, or you might want to get some support playing the missions or organize a match in Multiplayer. Maybe you just want to chat about WW2 in general, share a family war story, and take part in the screenshot competition.
In that case you definitely want to join the official Gates of Hell Discord server!
It’s the right place for your ww2 chats, technical support, feedback and much more. You can join by clicking on the banner below.

[h2]Something is brewing[/h2]
Something is on the horizon. A legend from the past is returning, stronger than ever. Are you ready, commanders?
Coming soon as part of Community update 4, stay tuned!

The world’s most played WW2 RTT is on sale!



Community members! We launched the Airborne DLC last week, and for the first time, we did so at a discount. Besides that, the entire game is on sale for the rest of October. If you ever considered trying one of our other DLCs, this definitely is the right time to do so. What’s in it for you? Keep reading!

[h2]The WW2 bundle[/h2]
The entire game is currently on sale; you can get each element at up to 75% discount. However, if you buy the World War 2 bundle before October 31st, you get another 10% off!
So what do you get in the bundle, besides the extra discount?
  • 4 factions
  • 54 single-player missions
  • 16 skirmishes
  • 98 multiplayer maps
  • 31 dynamic campaign maps
  • Over 750 different tanks, vehicles and weapons
  • Thousands of high-quality map assets
  • Action in Eastern, Northern and Western Europe
  • A built-in editor
Community art by @ColoradoConnor

Feel free to compare this list to any other game; it’s literally hundreds - if not thousands - of hours of replay value packed in a single bundle of endless possibilities.
This kind of sale does not happen very often, but right now, you still have the opportunity to use the best offer in the entire Call to Arms - Gates of Hell history. The sale ends after October 31st.
Get it now, commanders; this is not the time for hesitation!

Click below to see how your discount turns out:

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

Developer Blog #152



Community members!
We are thankful for all the reactions we got to our Airborne DLC launch.
In the meantime, we have fixed a few issues that were reported after launch, resulting in today’s game update.

[h2]Hotfix[/h2]
We have included several changes in this update:
  • We fixed a critical error where Airborne owners could not host campaign missions in cooperative mode if they did not own the Liberation DLC.
  • Fixed multiple issues in Airborne campaign missions.
  • Improved multiplayer server browser to reduce the time to connect to game lobbies, which is especially helpful when there are many lobbies and players. We have limited room to improve the connectivity because it is up to Steam to provide it, so it is outside our control for the most part. However, we did improve the game’s processes to lower connection times.
The update is now available for download! (Hint: restart Steam if you do not see it available yet)
You can find the changelog HERE.

Community art by @RUSSTG44

[h2]Player Record[/h2]
We broke the player record on Sunday when we had close to 9000 concurrent players.
These numbers make Call to Arms - Gates of Hell the currently most played WW2-themed real-time tactics game worldwide; however, records are there to be broken, so we have our heads down to produce the next faction: the British.
We’d like to thank you for your continued support, and we are delighted to see the enthusiasm in the community!

The number of concurrent players eventually went up to over 8900

[h2]Sale[/h2]
As you may have noticed, we have put the game on sale outside Steam’s sale schedule to allow more people to try the DLCs and grow the community.
The sale will continue until the end of the month (31 October), so tell all your friends, and let’s grow the community even more!
Don’t let the opportunity slip, check the discount;

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

Update 52: V 1.047.0 - Hotfix

Change Log


[h2]Highlights[/h2]
  • Fixed Airborne DLC owners who do not also own Liberation DLC to be able to play Airborne missions in CooP
  • Fixed CooP progression blocker on Airborne Mission #6: Battle of Bloody Gulch
  • Fixed crash on the Finnish mission "Through the Fire"
  • Improved connectivity on the server list (much faster connect times to server) by disabling steam ping requests (the steamworks query system is way too slow and out of our control).


[h2]Multiplayer[/h2]
  • Added 4th SMG passenger to T-70M Doctrine buy in MP late war
  • Fixed default weather for 1v1 Losheim Gap
  • Decreased capture weight of officer from 15 to 10
  • Improved connectivity on the server list (much faster connect times to server) by disabling steam ping requests (the steamworks query system is way too slow and out of our control).


[h2]Single Player[/h2]
  • Fixed for Airborne DLC owners who do not own Liberation DLC to be able to play Airborne missions in CooP by creating a 2nd USA faction. A more permanent solution to come soon.

  • Fixed crash on the Finnish mission "Through the Fire"
  • Fixed kv1 crew/passengers in Kharkov skirmish (1943_02-ger_kharkov)

    [h2]Airborne Missions[/h2]
  • The Pathfinders (airborne 01)
    - German reinforcements if arrive they now arrive in improved method, as before they stayed AI move disable even infantry in truck/ht, after entering map once in they now perform better, and if they allowed to reach their final destination(if player hides) they disembark passengers and reach the search light manor lights patrol, show 2 pointers where they enter as before was only 1 and there are 2 entry points. Improved for coop as well.

  • Dropped into the Fire (airborne 02)
    - Fixed de-sync of video and audio for the briefing video
    - Fixed officers group being angry and attacking your initial soldier(s) at first meet until any command is performed on assigned soldiers by user.
    - Improved convoy handling.
    - All of enemy patrol reinforcements arrivals, especially initial groups are now way more dynamically dependant on whats going on before they are called. This includes the fact if player has many more soldiers via coop, recruited number of paradrop soldiers and if he caused enough alarm. All these factors determine initial call. Remaining patrol waves are also dependant on players progress now instead of only timing after first. Meaning if player progresses enough they have higher chance to execute, this will spread out reinforcements instead of waves occuring early and not much near convoy arrival.
    - Improved enemy sniper logic. Sniper will react if player sneaks into same house or area( - Fixed case where in coop, enemy sniper would not become discovered flag the moment he is active.
    - Fixed dropped and landed allied paratroopers so that if player is near and in process of being assigned, allied ai react does not interfere with user recruited paratrooper move mode at same time.

  • Hold Fast! (airborne 03)
    - Fixed outro_completed
    - Fixed action music script not being triggered when battle starts
    - Improved howitzer variable task check so that talks of each howtizer out does not overlap.
    - Fixed howitzers taken out tasks count issue. (destroyed || gun broken)variables.

  • The Eagles and the Devils (airborne 05)
    - Fixed player units transition when clips change and previous clip parts are no longer accessible. Both 1->2 and 2>3 clip switches now use script that can handle anything, deletes any enemy units left over in clip no longer playable but not inactive, separates player foot and vehicle units and moves them to new clip, in 3rd clip switch it also moves any ammo boxes player might have exited without realizing clip will switch.
    - Clip for 3 is not executed right away, instead new clip that contains pink world lines of previous clip to allow units be handled by script, only then clip 3 is truly on.
    - Clip2 & task or Clip 3 & its task WAITS to execute if revive hero task is active, this to prevent case where you are trying to revive hero and your units are moved, but bleeding hero is not. If of course he was in the part of old clip no longer visible on new.
    - Fixed civilians zone, to make sure they only fit in clip 3 even though they are active as of clip 2. Reduce # of civilians at random as well.
    - Fixed mix of different texmods on french_shop roof parts.

  • Battle of Bloody Gulch (airborne 06)
    - fixed coop progression blocker.
    - Stop other/enemy_attack_hq from calling itself again after task 5 complete.
    - Fixed task 02 so it cannot flip flop Fail<>Comp.
    - Fixed 2nd timer to use seconds not minutes.
    - Fixed rescue_squad assignment/user (again) This was because if player skipped 2 scenarios instantly in row, squad spawns it leads to way point command still execute after proper script assignment.
    - Recon team rescue conditions check if not only dead but if not bleeding anymore, same for radio op.
    - Recon team rescue can only fail after complete if all die and radio op rescue was not yet accomplished.
    - Task4 cannot fail after its completed, as at that point you keep airstrike even if he dies by design(it has no script to remove if he dies).
    - If task 3 shown and 2 failed, show 3 failed too(radio op must be dead as 2 failure means all recon dead and not bleeding).
    - Shermans deployed if task 5 is completed but stugs still active(all).
    - Expand pink world zone few meters to allow waypoint spawning of both german and player vehicles not to have a teleport safe case where it spawns just outside and is unable to move.
    - Made sure all german reinforcements(mainly non inf) entire radii of waypoint is within active world clip as some were at the line and this could lead to unit stuck at waypoint spawn.
    - Handle sherman reinforcement by not depending on gamezone, fixes any case where tank will arrive but not be assigned.
    - Secret, no longer player assigned, retreats to hq area after secret complete, handling of his status vs germans masking improved. Remains as cannot die.
    - Fixed broken heightmap polygons

  • Surrounded at Noville (airborne 09)
    - Changed task: 'destroy enemy rocket artillery' is now a primary objective because win condition required all enemy vehicles to be destroyed anyway

    - Crimson Ridge(airborne 10)
    - Task06(secure bridge) clean up of completion script.
    - Fixed Task06 failure so it cannot occur moment completion trigger kicks in, it was possible to fail and game lose for few moments even if player reached and about to complete.
    - Added fail safe upon securing bridge, check if any players units are on foot, if none then perform unlink on the selected soldier of player units that is to be "planter". This is critical. Add final failsafe, if planter does not exist for myserious reason, spawn one and move him to bridge.
    - Once planter finishes both plants explosives planted considered completed instantly, this to prevent case where he planted but died on way back which would result in fail.
    - Handle planter switch to ai and user with ables as well, to prevent coop crash case if player in dc with that soldier before.
    - Planting explosives can only fail if not only planter is shot but bled out(non revivable).
    - Planter is not killable at initial moving to bridge as to keep consistent with initial talks, can die after starting planting.
    - Added a fail safe that if planter on bridge somehow gets path blocked or dies and its revived this could prevent waypoint command execution, thus fail safe is script after timer is up will still complete bridge explosives as planted as long as planter is alive(task07 not failed). Don't rely only on waypoint commands execution.
    - Fixed browning not being grab-able
    - Changed environment during load to be black

  • When will it end? (airborne 12)
    - Fixed soviet officer sometimes deciding to swim across the river


[h2]Everything Else[/h2]
  • Moved Winters and Spiers talk audio files from Airborne DLC .pak to Base game files

  • Fixed reload animation for sdkfz7_1 not playing and speed of animation
  • Fixed "cannon" class vehicles from being able to be crewed by both gunner team and driver team at the same time after body component had been broken/repaired.
  • Fixed minor issues in translations of Airborne DLC
  • Fixed roof not hiding when units enter for Dutch buildings added with Airborne DLC


r18632-18706

WW2 strategy game Call to Arms Gates of Hell launches new airborne ops DLC

As much fun as RTS games like StarCraft or Command and Conquer can be, there's a special satisfaction to recreating battles from real-world history. In that manner, Call to Arms: Gates of Hell remains one of the best World War II strategy games on PC. A standalone expansion to the original game, itself a product of Digitalmindsoft after it spun off from collaborating with Best Way on the Men of War series, Gates of Hell just got a brand-new DLC focusing on US airborne operations during WW2.


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