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Developer Blog #150



Community members! In this blog, we will continue a tradition that has existed since before we released Call to Arms - Gates of Hell: Ostfront. The tradition is that we introduce you to a mission from the upcoming SP campaign in detail while briefly diving into history.
Are you interested in history? Keep reading!

[h2]Operation Market Garden[/h2]
September 17th, 1944. “Market Garden”, the largest airborne operation the world has seen to this day, takes place.
The strategic idea behind the operation is to cross several rivers, including the Rhine River.
With the allies crossing the last natural barrier in this section of the frontline, the Germans would be faced with the possibility of an Allied offensive straight into the heart of Germany.
For this purpose, the 1st Allied Airborne Army must seize at least nine bridges.
These bridges must then be held until the British XXX Corps arrives to take over. Its commander, Brian Horrocks, has orders to cover over 100 Kilometers (over 60 miles) in 48 hours. The plan is ambitious, and everyone knows it.
At Nijmegen, the US 82nd Airborne Division is tasked to take several bridges; the fighting in this region will become known as the “Battle of Nijmegen”

Nijmegen was bombed in February 1944

[h2]The crossing of the Waal river[/h2]
Of the nine bridges, the road bridge at Nijmegen is the biggest. It spans the Waal River and has a total length of over 600 meters and elevated ramps on either side. In other words, it’s enormous!
The 82nd Airborne Division is to take this bridge and four smaller bridges south of Nijmegen. The 82nd's drop zones are around Groesbeek and Grave.

A Flak 88 in Valkhof Park, Nijmegen, near the southern bridge ramp

The idea is first to capture the four smaller bridges and an elevated ridge in the area, followed by a move on the Nijmegen bridge.
To reach the bridge, part of the 82nd moves through Nijmegen. However, the Allies bombed Nijmegen, and the city was heavily damaged, so the 82nd could not move freely.
The ruined city is not the only obstacle to overcome; the Germans are also here!
After a few days of heavy fighting, the decision was taken to cross by canvas boat; after a very costly crossing, the Germans at the north end were finally overcome, and the bridge was taken.

After the battle

[h2]The mission in Gates of Hell[/h2]
In this mission (the 7th mission in the storyline), which plays out on the 20th of September 1944, it's been a few days since the bridges to the south were taken (or blown up by the Germans).
You’re with the 504th Parachute Infantry Regiment on this occasion.
Earlier, you and the 508th PIR entered the city, moving through Nijmegen to get to the bridge. The ruined city is a very challenging setting, and the Germans will not give up the bridge just like that!
Wouldn’t it have been better to go around the city on the east side? Well, it’s too late for that now…
You have orders to clear out the Germans. But they’re everywhere, and the streets are littered with the rubble of the bombed city, which doesn’t help.
Approaching the bridge, you will be in awe of its size (it’s the largest map asset ever made in the GEM engine franchise), and you’ll find out that it’s well-defended; simply crossing the bridge to the other bank would be pretty risky.

HD Link

The solution is to cross the Waal river somewhere upstream by boat. In doing so, you would be able to flank the enemy. You will receive a British convoy delivering some canvas contraptions called the “Goatley Boat”, which can carry ten soldiers at a time. The crossing will occur somewhere west of the bridge, but to everyone’s horror, there are no paddles or oars! These were not included in the delivery; the men had to use their rifle butts to row across (If you are thinking that this British convoy might be a hint at our next faction, you are right. We can confirm the British Commonwealth as the next faction, and the first DLC for it will feature British and Commonwealth content from the Western Front).

HD Link

When you arrive on the other river bank, there is still plenty to do; it’s far from over. You must make do with whatever number of men you have left. You must work your way to the north ramp of the bridge, eliminate the German flank cover, drive them all away from the bridge, and secure the area. What could possibly go wrong?
Well, you will see that when you get there. Just make sure you give it absolutely everything!

HD Link

[h2]Epilogue[/h2]
That’s the real story and the GoH version of the Nijmegen battle side by side: a tale of heroism, unbelievable sacrifice, and perseverance.
Even though Operation Market Garden essentially failed, the 82nd Airborne made itself immortal in the process, at least in the eyes of the Dutch population. The 82nd's crossing of the Waal is commemorated by a monument erected at the location of the crossing.
This is one of the many monuments in the region that commemorate Market Garden.
Do you think you can re-enact the battle victoriously as well?

If you want to know the answer to that question, you should really wishlist Airborne:

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

[h2]Did you know?[/h2]
  • The British called Highway 69 “The Club Route” but the US name “Hell’s Highway” stuck
  • The bridge the Germans blew up at Son was repaired with wood beams the local resistance provided
  • The 2nd Battalion of the 506th PIR was just 50 meters (150 ft) away from the bridge when it was blown up

That’s it for now. Thanks for stopping by, and we’ll see you on the battlefield!

Developer Blog #149



Community members! Now that we have announced the Airborne DLC for Call to Arms - Gates of Hell, we will take our time - throughout a few blogs - to tell you more about the project and to fill you in on the history behind the missions it portrays.
Curious? Keep reading!

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

[h2]Missions[/h2]
As we revealed in the announcement, the DLC will contain 12 single-player missions, 5 for the 82nd and 7 for the 101st Airborne division.
The maps are created using real-life battlegrounds, but perhaps that goes without saying, because in Call to Arms - Gates of Hell, that will always be the case. Missions will also be playable in co-op; each of the missions will have room for four players.

HD Link

[h2]Storyline[/h2]
Call to Arms - Gates of Hell: Airborne features a storyline that takes you from D-Day to the war's end at the Elbe river crossings. It features iconic missions well-known to a large audience because the entertainment industry has re-enacted them on several occasions. Some Hollywood productions are more historically correct than others, but for the Airborne DLC we’re absolutely not following the entertainment industry; we use the actual records.

HD Link

The campaign will have several D-Day scenarios; of course, there are Market Garden related missions, and it wouldn’t be complete without the Battle of the Bulge. In the end, you even find yourself far inside Germany!
The campaign has more variety than ever, and as a result, it includes new voice lines for several situations, like when you meet French civilians in Normandy.
We will highlight one of the campaign missions in the next blog.

HD Link

[h2]New feel[/h2]
At the start of each mission, you will be briefed on the strategic situation and your location.
The voice-over and video show the general frontline situation, like in previous campaigns. However, in the Airborne campaign, this will be different; the initial video does not provide tactical information and orders.
In all of the “Airborne” missions, you will receive your tactical instructions and orders in the mission, not before.

HD Link

A combination of narration and video will get you up to speed with the situation “on the ground.” Secondary objectives are sometimes added as you go along because the mission situation develops constantly. For your primary task, a video will be played to hand you the next part of your assignment.
Many of the objectives will be hidden; each will earn you a Steam achievement.

Besides that, we added some very famous names to the roster. This is not too hard because the records are rather detailed and extensive. This way, we can also pay tribute to some of the most courageous men of World War 2, an opportunity we will not pass up!

HD Link

[h2]Roadmap[/h2]
We plan to release “Airborne” sometime in 2024, barring unforeseen situations.
For future reference, you can always check the Call to Arms - Gates of Hell development roadmap on our company website.

Wishlist Airborne today:
https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

[h2]Did you know?[/h2]
  • The next faction DLC is already under development
  • We’re moving discussions about this blog to our Discord server. You can join by clicking the banner below

That’s it for now. Thanks for stopping by, and we’ll see you on the battlefield!

Announcing the “Airborne” DLC!



We are proud to announce Call to Arms - Gates of Hell: Airborne !
This special DLC will only require “Ostfront” to play.
Time to start wishlisting! the store page is already up:

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

Airborne

Get ready for a spectacular, action packed experience!
This DLC will take the singleplayer format a step up, with its upgraded features.
Step in the shoes of a US paratrooper and get ready to go into action at the crack of dawn on D-Day. Take part in Operation Market Garden, the Battle of the Bulge and advance into Germany proper for the crossing of the Elbe river. Immerse yourself in the iconic battles that gained the 82nd and 101st legendary status!



As you may have come to expect from us, the battlegrounds will be the real thing; detailed recreations of iconic locations such as Brécourt Manor, the bridge at la Fière and the Nijmegen bridge during operation Market Garden.
Twelve single player/ co-op missions await, with all of the right maps and assets to immerse you deeply.

HD Link

[h2]Divisions[/h2]
The units that are featured in the Airborne campaign will be two of the most famous US divisions in military history: The 82nd and 101st airborne divisions.

In 1942, the 82nd “All American” was the first US airborne division ever to be formed.
Their baptism of fire followed in 1943, when they were paradropped over Sicily, and later over Salerno.
During the Normandy invasion, the 82nd carried out “Mission Boston”, in which one of its objectives was to take Sainte-Mère-Église. Obviously this mission will be included in the DLC, along with the other missions that tell you the story of the 82nd.

HD Link

The 101st “Screaming Eagles” is the second oldest airborne division of the US armed forces, also redesignated from being an “Organized Reserve” infantry division in 1942.
Like the 82nd, the 101st was dropped before dawn on D-Day, their objective being to secure the village of Saint-Martin-de-Varreville, and the causeways to (or from) Utah beach. The 101st became even more legendary during the Battle of the Bulge, when they defended the besieged Belgian town of Bastogne. This, and other famous battles will be included in the storyline for the 101st.

HD Link

[h2]New content[/h2]
Other than single player missions - which can be played as co-ops as well - there are some new vehicles and a lot of new assets.
The assets will be a big expansion to the options for the western front, including an assortment of assets for the Netherlands. Some pretty spectacular objects await!
On the whole, the table of contents is perfectly suited for the campaign.
You can find the content listing on the store page.

HD Link

[h2]Integration[/h2]
The Airborne DLC requires the Ostfront base game only, even if there are US forces involved. We obviously encourage anyone to try the Liberation DLC as well, which adds the US as a nation, but to play the Airborne DLC it’s not required.

https://youtu.be/jTobzr9IdUI?si=-raCy5VYZOpRteyD

So now you know what our next DLC is about. Wishlist it today:

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

Did you know?
  • “AA” on the 82nd airborne division’s shoulder patch stands for “All American”
  • The name reflected the fact that it had members from every US state
  • The 101st Airborne Division was formed around a nucleus of staff from the 82nd

That’s it for now. Did you see this coming? Let us know in the comments!

Update 50: Version 1.045.0



Community members! Today we will update the game to the next version. As you can see, we are not on vacation; we are adding and fixing a number of things and the game update is ready to go. We have fixed/updated the workshop to be able to use tags and categories correctly as well. But first, a comment on the next DLC;

[h2]The next DLC[/h2]
We are excited to share our next DLC with you guys and will reveal the store page plus an announcement very soon. With this DLC we are trying something a bit different in comparison to our previous DLCs and we hope you guys will like it. The wait is almost over!

On to the game update.

Changelog


[h2]Highlights[/h2]
  • Updated workshop.exe gui, fixed warnings, updated copyright notice, and added new tags (categories):
    - MP Map
    - SP Map
    - Mission
    - Gamemode
    - Unit Set
    - MP Compatible
    - Interface
    - FX
    - Sound
    - Total Conversion

  • Fixed wheeled 120mm Mortars (FIN, GER, RUS) from going underground when a component is broken while in moving or towing stance
  • Fixed players able to join a lobby that has no open slots because host made some slots closed or reserved
  • Fixed sync in MP for entity tags for "install" instruction and "mine" order (build fortifications / lay mines)
  • Fixed issue with MP code causing desync of vehicle destruction events and various other new anomalies introduced in last patch
  • Updated executable icons / shortcut
  • Fixed several issues related to human move orders, reloading and throwing grenades (see Everything Else section)

[h2]Conquest[/h2]
  • Fixed fauna on dcg_hotton map to be correct player number
  • Fixed flying tree on DCG_Tormasenvaara
  • Fixed stairs collisions DCG_Barrikady
  • Fixed "max_stage" for StuG 3 Ausf G to extended to end of war, for AI use.
  • Fixed "max_stage" for Kht-130 to NOT extended to end of war but end earlier like it should, for AI use.

[h2]Multiplayer[/h2]
  • Updated battlezones for 3v3 hurtgenwald
  • Updated position of bases on 2v2_fall domination

  • Fixed friend check not working for MP Lobbies (reserve slots)
  • Fixed outside view of MP lobbies to account for closed and reserved slots properly
  • Fixed players able to join a lobby that has no open slots because host made some slots closed or reserved
  • Fixed issue where air-stike called in by player in MP would fly in circle is player left match by not resets actor orders on transfer to other player if said actor is not select-able
  • Fixed sync in MP for entity tags for "install" instruction and "mine" order (build fortifications / lay mines)
  • Fixed issue with MP code causing desync of vehicle destruction events and various other new anomalies introduced in last patch

  • Fixed and cleaned up music scripts for all MP maps and game modes to stop multiple tracks playing at the same time
  • Fixed foxhole on 2v2 monastery
  • Fixed flying tree on MP Tormasenvaara
  • Fixed stairs collisions on MP Barrikady
  • Fixed missing after action report icon for doctrine_jagdpanzer4_l48_early, doctrine_107mm_m1910_30 mid and late

[h2]Single Player[/h2]
  • Fixes applied to skirmish missions
    - simplified assignment of player units at start (sp/coop).
    - Player is able to skip scenario which triggers soldiers assignment which in turn could kick before soldiers arriving in starting vehicle(s) are still in or out of vehicles
    - Previous script had a chance for soldiers in animation of disembark not being detected as either linked or not linked and ending up not being assigned. Now, this is fixed

  • Fixed Tutorial Mission 5 "Trial by Fire"
    - Added fail-safe so that if player uses all ap/at mines he is not blocked from progress.
    - Engineer truck arrives and auto replenishes specific mines if tasks are not complete and specific mines are depleted in the truck.
    - Fixed pathing which lead to reinforcement truck weird movement.
    - foxhole task now is accompanied with green zone area indicating where to build foxholes to complete the task
    - play task new sound instead of complete when showing task to defend vs counterattack

  • Fixed for German mission "Among the Heavens"
    - part1 end(alarm or stealth) and part2 start scenarios played only (with skip ability) in single player. Coop skips the scenario outright and executes skip events
    - part1end(alarm or stealth) / part2 / part3 handling of player units (>ai>delete>add>select) cleaned up and made coop secure and proper order of operations (actorstate/ables > player > autoassign)
    - fixed chances of certain tags being removed before other command executed on them
    - added capture_hotel zone to make player actually be within steps of the hotel for capture.
    - clean up and fixes to most calls around part1 end and part2. Avoid player# in commands unless you are certain and you need it, for coop purposes.
    - whenever selector is MID# remove player# requirement check in commands.
    - part2 groups use waypoint selector for tag changes on spawn instead of selector, avoid player# in commands.

  • Fixed Finnish Skirmish Mission "Honkaniemi"
    - replaced ptrd41 antitank soldiers on Soviet side to use soldier with Dyakonov Rifle Grenade Launcher
    - fixed missing path to fin t37a description

  • Fixed broken bushes on SP luttich
  • Fixed anachronistic wrecks on SP Moscow
  • Fixed factories on SP Petrozavodsk skirmish
  • Fixed railways on SP Seelow Heights skirmish

  • Replaced Sdkfz251 Ausf.C with Ausf.D in late war missions/skirmishes
  • Replaced T28 with T28E in Russian Skirmish: "No Land Beyond the Volga!"
  • Replaced SG34 with Maxim MG in German Skirmish: "Mamayev Kurgan"
  • Replaced Brandenburgers and Fallschirmjagers to be early war version with MG34 instead of MG42 in German Skirmish: "Battle of Moscow"

[h2]Everything Else[/h2]
  • Added "boat" icon for marine vehicles to minimap
  • Added back "SPG" icons for vehicles to minimap

  • Updated interaction_entity scripts to use call_synced for calls that are inside delays with random times that are not vfx related (Modders: it would be good to update your files as well to help with sync issues in online/coop)

  • Updated ammo trailers to have "ammo" minimap icon
  • Updated all rocket artillery vehicles to have "artillery" minimap icon
  • Updated several vehicles that were missing SPG (Self-propelled gun) or TD (Tank destroyer) minimap icons
  • Updated executable icons / shortcut
  • Updated Max distance for penetration stats in library from 250m to 200m
  • Updated searchlight FX
  • Updated accuracy of m18 recoil-less

  • Updated workshop.exe gui, fixed warnings, updated copyright notice, and add new tags (categories):
    - MP Map
    - SP Map
    - Mission
    - Gamemode
    - Unit Set
    - MP Compatible
    - Interface
    - FX
    - Sound
    - Total Conversion

  • Fixed enemy ignore not working for single units on move order
  • Fixed single human sometimes reloading when given a move order
  • Fixed humans in squad (not leader) sometimes reloading instead of following squad leader after move order
  • Fixed squad members getting stuck leaving the watch tower
  • Fixed squad members getting interrupted following squad leader by enemy
  • Fixed issue where ordering multiple cannons to move, rotate, or change stance would not work for all selected cannons by catching a corner case when adding vehicles to a squad that already commander one (remove commander in this case)
  • Fixed 2 issues with humans throwing grenades (especially over high walls):
    - Caching of the "weapon inside wall" state broke the target accessibility testing
    - Inconsistent internal "hold back" state that caused infinite aim prepare

  • Fixed wheeled 120mm Mortars (FIN, GER, RUS) from going underground when a component is broken while in moving or towing stance

  • Fixed 37mm_flak37 missing obstacles
  • Fixed incorrect HE accuracy for 107mm_k10 and 120mm_k78_31
  • Fixed MG Bunker Panzernest so that it cannot be crushed by non-tank vehicles
  • Fixed missing "hole" volumes in Pershing tracks
  • Fixed lower hull side armor for M4 Shermans
  • Fixed M4 early extra armor panels having 0 thickness
  • Fixed stug3g_fin ammo in the DT MG
  • Fixed missing sandbag on Finnish 107mm K/10 and 105mm K/13
  • Fixed vehicle views for: bt42, kht130_fin, l182, pz38's, t26_fin, t34_85_fin, t37a_fin, gaz_fuel
  • Fixed sdkfz8_flak18 trackright
  • Fixed missing pivot_back bone to some vehicles
  • Fixed cannon shooting sound for t3457_43

  • Fixed euro town walls for better soldier positioning
  • Fixed various warnings in game.log related to textures
  • Fixed folder name error that caused USA human talks to not play for "for impossibility_to_execute_an_order"
  • Fixed issue with some pipeline entities giving errors due entity name by renaming (pipeline2_xa to pipeline2_ax)
  • Fixed some units getting stuck on broken wall (fence_stone3)
  • Fixed some soldiers spawning without helmet due to full inventory
  • Fixed durability and armor of belgian_gate to be same as anti-tank hedgehogs
  • Fixed mass of M15 WP grenade

  • Removed wrong soviet soldier names

r17374-17587

That’s it for now, thanks for stopping by and we’ll see you on the battlefield!

Update 49: V 1.043.0 - Hotfix inbound



Community members! We are about to update the game, based on community feedback and reporting. In the previous update, a common crash was introduced which has been fixed today. There's also multiple functionality improvements. We recommend updating your game at the earliest opportunity.
Meanwhile, we're still on sale (today and tomorrow) so you may also want to check the current discount:

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

[h2]Content of the hotfix[/h2]
We've read the reports from the community and immediately set out to find the causes of several reported crashes. The fix for these is now ready. The new multiplayer minimap preview was extremely well received, so we've added it to singleplayer. Do you want to see it in conquest too? Let us know your thoughts, as always.

We also improved the AI; controllability of soldiers, assorted fixes, and a lot more. Check the changelog below.

All artwork on this page by screenshot competition winner Tetry852.

Thanks to everyone that gave us a detailed report; replication always helps when we're fixing bugs!
If ever you experience an issue with Call to Arms- Gates of Hell, we recommend the quickest way to get answers and support - which is our Discord server.

As always, we include a changelog below:

Update 49: V 1.043.0


Change Log


[h2]Highlights[/h2]
  • Added minimap preview display to single-player page

  • Fixed crash (ir:update) related to giving move orders
  • Fixed crash that could occur on some campaign missions in CooP

  • Fixed infantry when squad is dismissed (K) during a move order, to move to squad leaders position (like before) instead of stopping
  • Fixed AI crew infinitely exiting vehicle to repair when no repair kits are available
  • Fixed attack orders being forced by default (-> fix soldiers always running towards the enemy if they lose sight of it)

  • Fixed vehicle bar ammo switch being limited to specific ammo types

  • Updated "Last Stand" game mode to default to Standard Settings. Unit timers and custom CP / Resources are accessed via custom settings
  • Updated conquest's reinforcements, veterans, and stages window sizes for better compatibility with: 1680x1050, 1600x900, and 2048x1536 resolutions


[h2]Conquest[/h2]
  • Updated conquest's reinforcements, veterans, and stages window sizes for better compatibility with: 1680x1050, 1600x900, and 2048x1536 resolutions
  • Updated research/buy menu icons for Panther Ausf. D and G in conquest

  • Fixed duplicate localization entries for the new conquest squads
  • Fixed broken texture transitions on dcg_kylmapuro_winter
  • Fixed weather setting to use Summer presets on dcg_purple_heart_lane

  • Removed ocean environment sound that was in a cloudy/rainy weather preset for Liberation Conquest maps


[h2]Multiplayer[/h2]
  • Updated "Last Stand" game mode to default to Standard Settings. Unit timers and custom CP / Resources are accessed via custom settings
  • Updated description of Standard, Custom and Test Mode MP settings so users know if they'll earn XP for that match
  • Updated battlezones for 3v3_trenches

  • Fixed in MP game modes bot purchased, towed cannons from staying attached to towing vehicle and being able to shoot (desync)
  • Fixed some missing icons in after action screen in MP
  • Fixed case where night environment would not load on Liberation maps if night weather option was selected in MP lobby
  • Fixed MP lobby custom comment preventing ability to change mission/mode by repositioning the comment

  • Fixed custom bots for Last Stand using the wrong presets
  • Fixed 1v1_balzerveg by removing grass on roads
  • Fixed 1v1_balzerweg localization
  • Fixed missing Stug wreckage on 2v2_monastery

  • Removed ocean environment sound that was in a cloudy/rainy weather preset for Liberation MP maps


[h2]Single Player[/h2]
  • Added minimap preview display to single-player page

  • Fixed crash that could occur on some campaign missions in CooP
  • Fixed some header images for missions
  • Fixed doubled triggers on 1941_07-rus_smolensk
  • Fixed Germans using MG42s instead of MG34s SP Skirmish Smolensk
  • Fixed objects that would float because they were placed on top of carts for Finnish Mission: "The Raate Road"



[h2]Everything Else[/h2]
  • Updated lights FX for lamp posts

  • Fixed crash (ir:update) related to giving move orders
  • Fixed infantry when squad is dismissed (K) during a move order, to move to squad leaders position (like before) instead of stopping
  • Fixed AI crew infinitely exiting vehicle to repair when no repair kits are available
  • Fixed attack orders being forced by default (-> fix soldiers always running towards the enemy if they lose sight of it)

  • Fixed squad to follow player when controlling actor in 3rd person mode
  • Fixed vehicle bar ammo switch being limited to specific ammo types

  • Fixed missing bump map for French shop
  • Fixed several vehicles to have artillery mini-map icon that were missing it
  • Fixed roadway_border entities alignment to ground by adding back landpatch
  • Fixed t3476_41_fin (x and xx model too) polygon issue on hull front part
  • Fixed BM 82 rockets explosion FX
  • Fixed rare case when pioneer_1 had too many items in inventory and didn't get a helmet
  • Fixed various localization issues
  • Fixed various errors in game.log related to latest UI changes added in last patch
  • Fixed 2 RUS late war partisan breeds that referenced incorrect rifle ammo for captured K98, causing them to be unable to resupply
  • Fixed sounds for the updated idle animations introduced in last patch
  • Fixed case where sometimes unit "talks" would not play for Finnish tanks and cannons due to file structure

  • Removed old unconditional un-ignore of shooting enemies, only use the new un-ignore if danger level increases (fix move-click getting interrupted immediately)



r17288-17372