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Call to Arms - Gates of Hell: Ostfront News

Update 48: V 1.042.0

Update 48: V 1.042.0


Change Log


[h2]Highlights[/h2]
  • Added "late war" squads to all nations in conquest
  • Added mini-map preview to MP create session and lobby screens
  • Added achievements for Skirmish missions (GER, RUS, FIN) and new tutorial missions

  • Updated UI of MP server browser, create session, and lobby screens
  • Updated UI of Conquest screen to scale wider for larger resolution screens
  • Updated UI to add preview image of Campaign missions

  • Fixed vehicle bar ammo switch being limited to specific ammo types
  • Fixed skipping redundant placement updates (where the interpolated new placement is identical to previous one). This was causing the massive land entity updates on clients in first quant.
  • Fixed attack orders being forced by default (-> fix soldiers always running towards the enemy if they lose sight of it)


[h2]Conquest[/h2]
  • Added "late war" squads to all nations in conquest

  • Updated locked icon for conquest so it is easier to see the locked unit
  • Updated conquest campaign screen to scale wider for larger resolution screens
  • Updated visuals of library view window (3d view) of units in conquest

  • Fixed conquest mod value to be red (instead of version) if mods do not match when loading a conquest save
  • Fixed some conquest infantry units with wrong tier in the name
  • Fixed on Conquest maps, that connected factory building roofs will hide/unhide together as if 1 building
  • Fixed bad mg placement on dcg_rasputitsa
  • Fixed Finnish conquest maps to play the Finnish music
  • Fixed some US shermans to have max stage 99 that would be available until the end of the war


[h2]Multiplayer[/h2]
  • Added 2v2 Mortain to MP (Domination and Battlezones)
  • Added 3v3 Voronezh to MP (Domination and Battlezones)

  • Added map "King of the Hill" to Last Stand
  • Added map "Dubovka" to Last Stand
  • Added map "Krasny Bor" to Last Stand
  • Added map "Wotan" to Last Stand

  • Added ability to apply stage limits to single infantry that defender bot spawns on map
  • Added mini-map preview to MP create session and lobby screens
  • Added StG to latewar brandenburger squads

  • Updated UI of MP server browser, create session, and lobby screens
  • Updated chat windows to auto scroll to most recent message (bottom of chat screen)
  • Updated 4v4_Vahikkala industrial area for better pathing and cover
  • Updated 2v2 monastery
  • Updated 2v2 Industry map
  • Updated 4v4 swamp for battlezones
  • Updated 2v2 Fall Added more buildings, fences, thicker forests
  • Updated 2v2 Marvie Ridge Reduced size of hill in the middle
  • Updated 2v2 Monastery added bushes on approach to trench objective & extra foxholes, Changes to height elevation at trench objective
  • Updated 3v3 Wotan smoothed overall heightmap and added more buildings to the center, Defaulted colormap
  • Updated 4v4 Hill 331 added small hamlets to either side of the hill for objective substance
  • Updated 4v4 Hills Smoothed overall heightmap, added extra buildings to the center
  • Updated 2v2 Balzerweg rework, added new roads, more buildings, reworked art style
  • Updated 2v2 Countryside, changed ground elevation for the forest
  • Updated 2v2 Olshanka, Added extra road for spawn and bushes in forest
  • Updated 3v3 Glushkovo, Smoothed main road, added elevation to one side for fair play, added extra road out of spawn
  • Updated 3v3 Mortain station, Fixed infantry not able to run over train platforms, added farmhouses near artillery positions for cover
  • Updated 4v4 Swamp, Added extra road for side objective to main village, elevation on opposite side for flank protection
  • Updated 2v2 Ivanovka, added more clutter to the middle objective and cover
  • Updated 3v3 Lahkta increased width of river road to prevent vehicles from getting stuck on rocks
  • Updated 4v4 Grassland, added extra road from spawn, changed ground texture
  • Updated 2v2 balzerweg to 1v1
  • Updated zones for 2v2 fall, 2v2 marvie ridge, 3v3 wotan, 4v4 hill 331, 4v4 hills, 4v4 dubovka, 4v4 swamp, 4v4 grassland


  • Fixed on several MP that connected factory building roofs will hide/unhide together as if 1 building
  • Fixed small issues on Sainte marie du mont
  • Fixed incorrectly placed trees on 3v3_wotan that would cause pathing issues
  • Fixed pathing issue on the radar bunker on MP Hill 331
  • Fixed ammo zone on 4v4 sikovitsy "Last Stand" mode
  • Fixed issue with trees on road on 4v4 Rikila and new foxhole on 2v2 Monastery
  • Fixed issue on 4v4 Fields
  • Fixed floating buildable obstacles on 3v3_trenches

  • Fixed crew count for Finnish early war 47mm pstk39 doctrine buy
  • Fixed various truck crews to be artillerymen in multiplayer
  • Fixed some wrong unit number/composition in US squads
  • Fixed wrong buy menu group of squad_km_rifle_early_sup from being considered tier 1
  • Fixed early war support doctrine squad_marine_stoss_sup to use right doctrine
  • Fixed missing icons in after battle report for some doctrine units
  • Fixed preview of 3v3 Voronezh




[h2]Single Player[/h2]
  • Updated UI to add preview image of Campaign missions
  • Updated some conquest research prices

  • Fixed missing humanskin for pilots in German mission "The Ace of Swords"
  • Fixed humanskins missing winter tex mods in German mission "Among the heavens"
  • Fixed terrain under the bridge on German mission "Escaping the Pocket"
  • Fixed wrong player id# for some units both script and map, and cleaned up mission scripts on German mission "Clash at Narva"
  • Wotan factory invisible wall



[h2]Everything Else[/h2]
  • Added achievements for Skirmish missions (GER, RUS, FIN) and new tutorial missions
  • Added recoil animation for lahti m26

  • Changed terrain fx tag for HE shells from "he" to "all_he" to support several HE shell types
  • Changed Medium graphic settings preset to have medium shadows instead of high shadows
  • Changed minimap icon artillery
  • Changed double-click speed of wheeled vehicles from 80% to 90% of max speed to match tracked vehicles
  • Changed two of the worst looking gun-related idle animations and three of the empty idle animations

  • Fixed issue with squad formation move order sometimes resulting in squad members moving in circles around squad leader
  • Fixed various other minor issues with human move orders
  • Fixed coax MG's not firing at human targets as much as they could due to gunner waiting for HE shell to be ready in main gun
  • Fixed 3kg hafthohlladung AT grenades to break vehicle components by checking for stuff "tags" instead of tagging vehicle on contact
  • Fixed Panzer Pioneers soldiers that were missing building material to use their pickaxes
  • Fixed issue with sound for videos playing inside a mission would sometimes not play

  • Added some left and right rotation to 60cm Karl Thor, so it can shoot better on uneven terrain
  • Fixed armor value of transmission housings on M4A3(76)W, M4A1(76)W and M4A1(76)W mid
  • Fixed turret cheek armor on M4A3 (late)
  • Fixed turret cheek armor hitbox on M4A3 (early) by removing it
  • Fixed 5th seat on Sdkfz. 7/2 to be considered passenger and not crew
  • Fixed "camo" problem for Bison
  • Fixed missing tracks break animation for Panzer3j and Panzer3j1
  • Fixed missing engine break animation for Panzer3h
  • Fixed panzer3n gun barrel problem
  • Fixed panzer4d and f1 gun break animation
  • Fixed Sdkfz 10/4 wipers animation from playing when glass is folded down
  • Fixed headlight fx on Panther Ausf A
  • Fixed 107mm M2 Mortar to have taller sandbag fortification
  • Fixed USA engineer trucks inventory to contain all items (applies to newly spawned trucks only)
  • Fixed name of right headlight bone for vfx on several USA tanks
  • Fixed USA field jumbos track armor that would not tear off when hit/broken
  • Fixed m4a3_76w FXfire3 bone
  • Fixed T-35 M1936 track shields changing to xx model when broken
  • Fixed several edge cases when wheels of vehicles were broken and disabled movement but could still move by toggling engine off/on or crew recovering from stun
  • Fixed motorcycle class vehicles movement to be disabled when all wheels (3) are broken
  • Fixed fx/sound issue with ZiS-30 when ammo destroyed
  • Fixed 3rd person views for Finnish trucks and Sdkfz 7
  • Fixed panzer742r passenger pose
  • Fixed jagdpanzer 4 variants engine volumes
  • Fixed Opel Blitz (2cm Flak) hierarchy problem of gun_rot's fixer mesh.
  • Fixed gun volumes for nashorn, jagdpanzer4_l48 early, m4a3 76w field variants, m36, m4a2 76w late
  • Fixed missing distant MG34 shooting sounds for Jagdtiger

  • Added decals to appear when shooting through tents and other construction entities made of fabric material
  • Added new texmods for papers stamp
  • Fixed explosion fx to not play when shells hit fabric material and the shells do not detonate (continue to pass through)
  • Fixed broken garrison position for russian wooden house
  • Fixed roof to hide when units inside for large tents
  • Fixed roof to hide when units inside for factory halls
  • Fixed roof to hide when units inside for industrial awning
  • Fixed roof to hide when units inside for factory_variant1
  • Fixed roof to hide when units inside for factory_compound_ii
  • Fixed roof to hide when units inside for factory_compound_i
  • Fixed pathing issues for regel_bau_502
  • Fixed pathing around watch_tower for small cannons
  • Fixed some wooden fences that could cause wheeled cannons to get stuck on the edges
  • Fixed volumes for electrical post standard_wood_rural
  • Fixed blend issues with doors on shop_store02 and shop_store03
  • Removed landpatch from roadway_boarders to improve performance, fix errors in logs, and make building sandbags on them more functional

  • Fixed edge case where ammo cook-off event could happen several times
  • Fixed ammo cook-off to apply correct tag to prevent AI from recrewing vehicles
  • Fixed missing sound from open top vehicles on fire before cook-off
  • Fixed distant sound layers for recoilless rifle
  • Fixed offmap barrage vFX
  • Fixed some wooden barrels playing destruction fx too many times when being crushed
  • Fixed inventory view of ammo for 125mm ampulomet m1941. Was transparent and hard to see
  • Fixed towing stat on T30 icons
  • Fixed repairing icon to continue to show over dead humans head
  • Fixed human interaction code related to burning if they manage to put the fire out through entering water so that they do not continue to scream or have burn vfx
  • Fixed body volumes of BAR, BAR Bipod, and Browning M19A6
  • Fixed vehicle damage view for T20 fuel component
  • Fixed bt-42 missing interior polygons.
  • Fixed kv2 texture ( added mg hole on mantlet)
  • Fixed stuh-42 wrong x and xx textures.
  • Fixed wrong bolt animation on M1919A4

  • Fixed German Headgear descriptions
  • Fixed russian localisation of mg42 belt variant
  • Fixed volumes on various small arms and ammo items
  • Fixed flare pistols missing mass value causing them to float when dropped by killing humans
  • Fixed various German soldiers sometimes spawning without helmets
  • Fixed several vehicle views and medic icons
  • Fixed wrong FX for M18 recoilless HE shell, also allows proper targeting by AI when HE is loaded

  • Removed body shaking from fire animation of sdkfz250a_9


r16924-17286

Developer Blog #148



Community members! Today’s blog is about the things we plan to add to Call to Arms - Gates of Hell this month. We plan to update the game just before (or during) this year’s Steam Summer Sale, which starts on June 27th, and we think you will like it.
The highlight will be the set of changes coming to the Conquest game mode, but there’s more. Curious? Keep reading!

[h2]Conquest[/h2]
Expecting this will be quite welcome, we will introduce the often requested late war squads for conquest. This is now possible thanks to a rework of the defender bot logic. Now it will only purchase late-war infantry as the campaign moves on.
For the future - not for this update - we are looking at introducing a calendar system, but if we go that way at all we will let you know in future updates.





[h2]Achievements[/h2]
We have added the long-requested achievements for skirmish missions (Talvisota DLC) and for the new tutorials. Just one of those kinds of small details for a bit of improvement, adding to the experience. We’ll do this whenever we can.

[h2]Everything else[/h2]
We have added symbols to the minimap that make it easier to distinguish units, such as aircraft and artillery. These will improve the ease of interpretation.
We’ve also changed the way things look In-game when you set up for a match or mission. From now on, when selecting, you will see a preview of the minimap, as you can see from the images below.





We will also add 2 new MP maps to “Ostfront”, for the Domination and Battlezones game modes; besides this, we will add 4 new maps for the Last Stand gamemode, and 2 new MP maps to “Liberation”.
Several Ostfront maps were updated following feedback from the community as well.
Besides the new content, this update will also contain many updates and small fixes; the changelog is over 100 lines long! You can find the changelog HERE.

[h2]Open Beta[/h2]
This update will be in open beta for one day, so you can preview all the changes for yourself.
Anyone can participate in the open beta. Just as we did for the previous betas, users can give us feedback in a set of dedicated beta feedback channels on our Discord server.
To participate, you only need to switch your game to the beta version. When the beta becomes the live version, you don’t need to do anything to reverse the process.
To join the beta, 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.

Community artwork by @Docolicious

[h2]The next DLC[/h2]
Your reactions to our hint on Discord go in all kinds of directions, which is quite understandable. We will reveal everything as soon as possible, and we’ve got our heads down to get its store page up and running. It’s almost done, stay tuned!
On another note, we’d like to point out that this next DLC will only require the base game, “Ostfront”, to play. In our next blog we will explain a bit more.

That’s it for our “Summer Sale Update”. Will you participate in the open beta? Let us know in the comments!

[h2]Did you know?[/h2]
  • Call to Arms - Gates of Hell turned 3 years old on june 11th
  • Our base game has more than doubled in size since release
  • We are just 2 updates away from the 50th game update


Developer Blog #147



Community members! We are happy with the reception that Community Update 3 received.
However, since we read all of our feedback, we know there were a couple of issues. Today’s mini-blog is mostly about how we fixed some of those. Other than that, we’re also ready to tease the next DLC. So how do we go about this? Keep reading!

[h2]Update[/h2]
Update 1.041.0 is a follow-up to last week’s Community Update 3. It contains numerous “hot” fixes and improvements.
We have also done further work on the pathfinding, introduced new options for the ‘Last Stand’ game mode, and fixed some issues the players reported after CU3 went live.
This update also contains the result of community feedback on human models, and some other small changes. We hope you enjoy them!

Community artwork by @Unterkranchs

[h2]Last Stand[/h2]
We have added new options to the Last Stand game mode.
From now on you’ll have the option to use “test mode”, which gives players and AI endless resources.
You will also have the option to customize the total number of units players can have (CP) and when units unlock throughout the match (Unit Timer Factor) with this upgrade.
We think these changes to the Last Stand mode meet the community requests, so we expect you’ll have some fun with that!



[h2]Teaser[/h2]
We have indicated in our previous blog that the first hint about the next DLC will be shown on our Discord server first. We intend to keep that promise; our Discord server is the life of the party when it comes to any comms around Call to Arms - Gates of Hell anyway.
Finding players, getting answers, you name it; everything happens on Discord first. You can click on the banner below or HERE to join.
We will drop a hint around 21:00 CEST, make sure you don’t miss it!

Community artwork by @Masshole

[h2]The future[/h2]
We are developing 2 DLCs in parallel while we also work on fixing issues and introducing new QoL changes to the game, as always.
The DLC that we’ll be hinting at on Discord today will come first; that will be followed by the next faction.
The new faction is already coming together nicely, and we’ll reveal it as soon as we can. As you can see we have our hands full; and we will not stop at these projects. Our plans reach beyond 2025!
Any idea what we’ll be hinting at today? Tell us on our Discord server, or let us know in the comments!

Update 47: V 1.041.0 "Hot Fix"

Update 47: V 1.041.0 "Hot Fix"


Change Log


[h2]Highlights[/h2]
  • Added "Custom" and "Test" mode settings for Last stand. Because Last stand has different resource settings for the attacking vs defending team, adjustable MP settings is not currently possible. Higher CP presets give more MP.
  • Fixed vehicle pathing getting worse in Update 1.040.0. Setting that fixed human pathing had unintended negative affect on vehicles. Setting has been split so improvements to humans is kept and vehicles revert to previous quality
  • Fixed crash on loading single player campaign saves. Saves should load properly now
  • Fixed MP Main lobby chat to work (again)



[h2]Source Code Change[/h2]
  • Fixed vehicle pathing getting worse in Update 1.040.0. Setting that fixed human pathing had unintended negative affect on vehicles. Setting has been split so improvements to humans is kept and vehicles revert to previous quality
  • Fixed crash on loading single player campaign saves. Saves should load properly now
  • Fixed the options/game setting preferred direct control mode not working and giving erroneous value
  • Fixed repair order for vehicle components to prioritize repairing broken components first (was accidentally undone in V1.040.0)
  • Fixed issue where all humans in a squad (except squad leader) would not shoot at enemies when after a formation move order
  • Fixed issue with squad spread on cover move order where sometimes humans would go to cover, but then leave and come back to squad leader (happened with flora cover types most commonly)
  • Fixed MP Main lobby chat to work (again)
  • Fixed vehicles sometimes not getting their zeroing bonus when firing multiple shots at the same location do to barrel being to close to other objects, like sandbags
  • Fixed issue where firing a Panzerfaust crouched and too close to cover would cause human to become permanently stuck


[h2]General Changes[/h2]
  • Added "Custom" and "Test" mode settings for Last stand. Because Last stand has different resource settings for the attacking vs defending team, adjustable MP settings is not currently possible. Higher CP presets give more MP.
  • Added new mini map icon for aircraft
  • Added cook-off FX and events for open top vehicles and half-tracks/armored cars with cannon/flamer ammunition
  • Added new slow cook-off variant to cook-off events
  • Added missing voice lines for officers in Soviet Mission "Operation Bustard Hunt"

  • Updated turret tear impulse to get more realistic impulses and avoid excessive turret spinning on tank ammunition detonations
  • Updated K98 shooting sounds
  • Updated Goliaths (Sdkfz302 and Sdkfz303b) to explode when their body reaches broken state

  • Increased component durability for (Sdkfz302 and Sdkfz303b) to be similar to car class units
  • Increased explosion damage when ammo and engineer vehicles detonate. Previously they used standard settings instead of being uniquely more destructive.
  • Increased resources gained from capturing ammo points in Last Stand from 50MP to 400MP

  • Reduced repair time of Goliaths (Sdkfz302 and Sdkfz303b) to be similar to car class units
  • Reduced CP requirements for air strikes to 0 in MP game modes
  • Reduced USA bazooka M6 and M6A1 (early rocket types) ability to penetrate at high angles (>50°) of impact on armor via overmatchSlope

  • Fixed some wooden barrels not being destroyed when run over by vehicles
  • Fixed reload animation speed for flare pistols (3s instead of 60s)
  • Fixed windshield wiper animation for Sdkfz. 6 (Cargo)
  • Fixed various mission script issues for USA mission "Christmas Trouble"
  • Fixed small arms metal hit FX was API FX for non API rounds
  • Fixed dead fire FX on US half-tracks was too low
  • Fixed enemy airstrike spawn points on dcg_samree_depot
  • Fixed case where player could lose game around artillery operator progress in "Tutorial 4: Reinforcements"
  • Fixed aiming bone on 107mm M2 mortar so that it can rotate properly when aiming behind the mortar's current facing

  • Removed option to limit direct control type in MP game mode lobbies (classic, 3rd person, no direct control) (deprecated)



[h2]Human Model Changes[/h2]
  • Added new German face camo shield for covered Stalhelms
  • Added new German Gas Masks as inventory items
  • Added new German Bandanna mask as inventory item
  • Added German sniper veil to regular snipers breeds
  • Added Gebirgsjager leg wear
  • Fixed missing descriptions for new head wear entities
  • Fixed Pioneer pouch weights
  • Fixed KM overseas caps
  • Removed unused head wear (no models associated with them)
  • Removed tricolor from M43 helmet


r16859-16924

V-E day, and Community Update 3 is live!



Community members! To mark the day world war 2 ended in Europe, we have just released the second part of Community Update 3.
For the occasion, your game will have a different splash screen (see the image above) on opening.
This free update is our 8th large content update for Call to Arms - Gates of Hell: Ostfront. As we summarized in developer blog #146, this update adds a ton of material, and there are several QoL changes you will want to check out!

Mission accomplished

It is always our mission to keep developing, and to keep in touch with you, the community. This Community Update, like the ones before, specifically adds items to the game the community has requested - as the name already suggests. In a sense, this kind of work is never finished of course, but we’re very happy to release this update to all Call to Arms - Gates of Hell players.
We expect that the new content and the improvements in this update will have quite an impact.
Part one of Community Update 3 has been out for a number of weeks, and now it’s time for part two. This concludes one more step in our never ending project for - and inspired by - the GoH community; so, as far as we’re concerned, that means “mission accomplished” is only a temporary state.

HD Link

Highlights

Today's update headliners are the new tutorial missions, new German human models, and the “Last Stand” game mode. But there’s a lot more!
Part 1 consisted of new sound, optimisation, new maps, new vehicles and a lot of small fixes.
Part 2, as described, will have tutorials, humanskins, and a game mode, however it contains a good number of fixes and tweaks as well. If you add the 2 parts of Community Update 3 together there’s literally hundreds of changes and to go over all of them is literally a “long read”.

New shadows

We have reworked shadows to give a higher degree of graphical fidelity. The shadows are now sharper, the rays are traced with more accuracy, and are an excellent improvement alongside the new human models. Enjoy the improved shaders in third person! Please note that what was previously called "ultra" shadow setting is now the "high" setting. With the new update, the "ultra" setting casts very high resolution shadows that are only suitable for high end graphic cards. If you encounter any performance issues on "ultra", please lower your shadow settings. Even taking it down one notch will still be an upgrade compared to the situation before the update.
In order to avoid nasty surprises, the 'ultra' shadows are not part of the general video presets, and will have to be set manually.

HD Link

Changelog

Apart from those headlines, there will be many, many changes for part 2. The changelog is available HERE.
Add this to the changelog of part 1, which had over 300 entries, that makes for a total of around 350 changes in total for Community Update 3.
So, in case you were wondering what we’ve been up to lately, this is part of it. Our policy is to keep improving anything we realistically can, and our Community Updates (and Content Updates) prove that.

Did you know?
  • This summer, in June, it will be 3 years since the release of “Ostfront”
  • This summer will also bring a new announcement
  • By “Summer” we mean anywhere between early june and late september
  • The next DLC will be hinted at on our Discord server first, at some point

That’s it for now, thanks for stopping by; have fun with the update and good luck on the battlefield. Any guesses about the next DLC? Let us know in the comments!