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Development update #113: The Talvisota SP campaign, Pt.1



Hello everyone, it’s time to start a series of mission stories - like we have done for “Ostfront” in the past. We’ll also show some new assets in the process.
We intend to do a couple of these, without giving everything away before you even get your hands on it; let’s not spoil everything in advance.

Check out Call to Arms - Gates of Hell: Talvisota and add it to your wishlist!
https://store.steampowered.com/app/1911520/Call_to_Arms__Gates_of_Hell_Talvisota/
Here we go with the first mission in the campaign:

Summa

When the Soviet government made demands for territory in 1939, it was clear that war between Finland and the Soviet Union might break out. Preparation for war had already started, and the cornerstone of the Finnish defenses was still under construction.
Known as the “Mannerheim line”, the main defensive position had been modernized in steps. The original plan dated back to 1918; in the years after, the first bunkers were constructed, albeit that these were of non- reinforced concrete. In the 1930’s the line was modernized and expanded. Work on the line was still ongoing when war broke out on November 30th, 1939.

Anti- tank obstacles typically were set up in zig- zag lines and were made from rock, which made them very brittle and fragile to the huge artillery guns used against them.

(HD Link) The order of battle and the initial attacks in november/ december 1939

During the first 2 weeks of december 1939, the Finnish army conducted a fighting retreat from the Soviet border to the Mannerheim line. Small skirmishes had slowed down the Soviet offensive just enough to buy a few more days for the Mannerheim line to be prepared.

The commanders in chief: Gustav Mannerheim (left) and Kliment Voroshilov.

Then, on the 16th of december, the attack on the Summa sector began. The attacks came in waves; several attempts were made and a number of Soviet tanks broke through the line.
This breakthrough was stopped soon after, but the attacks kept coming.

The importance of this line for the Finnish army was compounded by the fact that the line behind it, the Salpa line, was not expected to hold for very long. They could not allow a Soviet breakthrough at the Mannerheim line. Everything was at stake.

The battle has been depicted historically accurately, with the exact line-up of fortifications, trenches and bunkers. Each bunker has been modeled to the real specifications and we researched a lot of documentation to bring this legendary battle to life.

The mission in Gates of Hell

You will be in charge of defending this section of the Mannerheim line. The question isn’t whether the red army will attack or not, the question is when they will attack.
There is no way of escaping this battle, because there’s nowhere to escape to. You’ve been digging trenches and setting barbed wire lines everywhere.
There is an awareness that the south- eastern part of your position is not the strongest. Without knowing how much time you’ve got left, you’ll have to try to set up more defenses on that side.

Soon, the enemy will be here and you’ll undergo your baptism of fire. The shortage of AT guns has prompted a different kind of bunker design, and the whole defensive concept will be put to the test very soon.
People have been comparing the Mannerheim line with the Maginot line; in reality, they could hardly be more different from each other. In some bunkers, the AT guns are positioned to cover the sides of the bunker only. The idea is that the enemy may try to overrun the line with tanks, exposing the more vulnerable sides to the AT guns in the bunker’s sides. They will be allowed to almost break through, only to find out that the areas between the bunkers are actually designed to be killing zones.
That’s all great in theory, the question is: will it work?

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You will have to prepare for the oncoming attack by placing yet more mines. Put them in the way of the most likely attack routes, and just lay as many as you can. Wherever you see fit, dig more trenches. Do anything you can to enhance what’s already there.
The left side of your position faces a very marshy area, which we think is too difficult to cross with any heavy vehicle, but there are no guarantees they won’t try!

If the experiences of the past two weeks are anything to go by, the attack will be massive. We expect the Soviet tanks and infantry will be deployed in huge numbers, so the line will be put through its first serious test. The same goes for your men; they are not battle hardened and you need to make sure they don’t panic!
The barbed wire fences and AT traps are virtually untested, we don’t know if the dragon’s teeth in front of the line will hold back tanks for real. Some testing was done and it seems they might shatter when hit by large calibre shells.

Of course we can’t predict what will happen, but you will have to improvise. One way of doing that is to try and capture enemy equipment. Maybe you should form a raiding party to recover and repair some vehicles? You should always be ready to loot and re- use anything you can anyway! Try to capture a few tanks, they would already be a great addition.

What’s that unusual engine note in the distance? Do we expect more of our troops retreating towards us? No. It must be something else then. The noise is getting louder, this sounds like a lot of engines… there! A tank emerges from the treeline, but what on earth is it?

Man, it’s huge. And look at that, it’s got 2 turrets! This is bad news. Sound the alarm! get into cover immediately and start coordinating the defense!
Then, all hell breaks loose. Take cover! Big shells are incoming on your position. That must be a huge caliber. Where does that come from?
There’s no doubt that a massive attack will begin as soon as the bombardment stops. Tell your men this is the right moment to summon their “sisu” (guts & courage), and that there can be no surrender.

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Back to the present day. We think you will like this mission, for which we obviously recreated the assets needed to historically represent the real thing.
Like for Ostfront, the landscape is recreated to represent the 1939 situation. These landscapes will have a different look and feel compared to “Ostfront”, because we used a new set of textures - and since we recreate maps from the original landscape, the result is quite different from what you see in Ostfront.

Assets and models

The content we produce for Finland makes for a full- blown set of unique tanks, vehicles, guns and infantry which were unique to the wars that Finland fought.
Together with a good load of other assets, this will almost double your possibilities in the editor.
The Finnish houses and other buildings we are adding will obviously look different from their Russian or German counterparts. We have created a good set of new buildings to work with. As you can see in this update, the legendary Summa line fortifications will also be included; altogether there’s a lot you haven’t seen yet, but we’ll definitely show some more in the next devblogs.

HD Link Inside bunker SJ4 “Poppius”

That wraps up this first episode of our blogs on SP missions. More will follow, mixed in with blogs about other subjects. Will you dive in the editor on the day of release? Would you recreate any famous battles? Which ones? Let us know in the comments!

Development update #112: Early war



Community members!
We announced Talvisota in our previous blog, which revealed that we will add Finland and the 3 conflicts it fought between 1939 and 1945.
Along with the release of the Finnish expansion pack - and because the winter war started in 1939 - we will release the free Content Update III which introduces the early war stage.
In this update, we will focus on the definition of early war and how it influences gameplay.

Evolution

With the introduction of early war, the landscape of multiplayer will dramatically evolve.
Early war feels very different from the other periods. Most importantly, Infantry plays a bigger role. In 1939, armor had not yet been developed to the point of being impregnable to anti-tank weaponry. But there were cases - as you will find out - where one needed creative ways to take out a tank or vehicle.
We improved how the AI can use anti-tank grenades in our previous game update, and this is one step of many toward making early war a novel and exciting experience.
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Artillery

Artillery is ever- present in the battlefield; in a wide array of types and sizes, but there are numerous ways to counter it. New units (which we will announce when we finish implementing them) will be introduced for that reason.

We have also taken this opportunity to further develop the artillery in the game and overhaul it. Firstly, we have given artillery units new max ranges with a mathematical model that best adapts the historical max ranges to our game scenarios.
We are also working on a new feature coming to Call to Arms - Gates of Hell: direct and indirect fire switchability. It will make certain units be able to bridge the gap between classic direct-fire weapons and artillery, and therefore make it more accessible to counter long range weapons. It will affect units which historically had indirect fire sights. We will reveal more about this feature on our developer telegraph channel on our Discord server once we have reached the desired results.

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Units

We created lots of units, squads and assets for the early war periods, some of which were used throughout world war 2. From Legendary vehicles like the sd.kfz.222, to beasts like the 280mm Br-5 (the bigger brother of Stalin's sledgehammer) going through heavy haulers like the sd.kfz.6 and the lightest but spiciest of weaponry like the Maxim quadruple machine-gun. There will be much more; we’ll list them in one of our next updates.

With the addition of early war, in combination with the Domination gamemode - which we introduced in Community Update I - the variety and possible combinations for multiplayer in Gates of Hell have already increased by quite a margin.
With the arrival of the Finnish nation, the battlefields will be spiced up once more! There will be all sorts of new units and locations. We won't stop there, and we have plans to add new game modes and new nations in the future. We will reveal these when we’re ready to do so.

Talvisota


https://store.steampowered.com/app/1911520/Call_to_Arms__Gates_of_Hell_Talvisota/

All of the development we mentioned above was required to make Talvisota in the first place. Those that acquire the Talvisota expansion will be presented with a series of unique new units and game mechanics. Finland's military arsenal consisted of previously purchased foreign units such as tanks, artillery and aircraft. Besides this, it had built several defensive lines, comprising a fair number of unique bunkers. During the winter war, they added a lot of captured material to the arsenal; much of it was modified for Finnish use, producing equipment that was used exclusively by the Finns.
Of course, and as you have come to expect from us, we've not simply duplicated the original item; we have implemented all the Finnish modifications and improvements. Finland provides quality over quantity, which can be intensely rewarding and sometimes unforgiving. Above all else, it will be absolutely unique.

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Content

That’s it for our first global explanation on the addition of the early war period.
In our next devblogs we will be more specific on the contents of Talvisota and Content Update III, and how they will be integrated. We also plan to do devblogs about some of the Talvisota SP/ skirmish missions, which are all based on those wintery scenes that made for unprecedented, savage, ice cold and bitter battles.

That’s all for now, thanks for stopping by & see you on the battlefield!

Update 23: V 1.020

Update 23: V 1.020



Change Log


  • Added destruction physics to numerous game objects: Buildings, pipes, concrete blocks, etc.
  • Added 100% chance of spawning with satchel charges to engineers of both nations in multiplayer
  • Added tank crew squads to conquest
  • Added improved sdkfz250a boarding animations.
  • Added the domination gamemode to some 4v4 maps
  • Added define for construction objects with a HE surivability threshold of a 75mm HE
  • Added missing particles to entitymanager
  • Added some new interaction code for different destruction types
  • Added when humans are hit with large construction debris they get knocked unconscious temporarily
  • Added new squad icons for different AT/AP miners, pilots.

  • Updated broken medium parts impulse values for more natural and realistic physics
  • Updated CP value of 1 to tank and cannon crew in conquest (due to tank crew squads being added)
  • Updated active weapon ui background
  • Updated Italian localization for new conquest command squads
  • Updated AT weapon icons so they always show in singleplayer easy/normal
  • Updated splash screens and copyright strings
  • Updated lighting on dynamic campaign maps for better look and readability
  • Updated third person veterancy icons

  • Fixed "waiting for server" online freeze bug
  • Fixed AI can now effectively use AT grenades against moving vehicles
  • Fixed satchel charges to properly appear in inventory of the opel blitz engineering truck
  • Fixed rare case when human throwing a grenade, that the grenade would collide with arm during the animation and cause grenade to fall at soldiers feet
  • Fixed resupply of Stuh 42's 105mm HE shell
  • Fixed cannons using up sandbags that have "no_sandbag" prop
  • Fixed cannons using up more than one "sandbag item" in inventory at a time when building sandbags
  • Fixed FSM state for humans in watch tower. Should allow MG's to fire from inside now.
  • Fixed sandbags on wooden watch towers to break/fall when watch tower does
  • Fixed crew count for Sdkfz 250/11 in Multiplayer
  • Fixed issue with Stuh42 not loading new HE shells
  • Fixed 3rd Person view for Sdfkz 251/1
  • Fixed unit vision through openings in several factory buildings
  • Fixed Minor pathing issues in 2v2_industry and dcg_f_lazurnyi maps
  • Fixed unit vision through openings in several factory buildings
  • Fixed issue with 105mm LEFH 18 not using HE against long range targets (issue only in beta build)
  • Fixed 2v2_courtyard water issues where in some spots of standing shallow water vehicles would sink.
  • Fixed 3rd and 1st person views for Blitz 3.6 2cm Flak 30

  • Increased officer limit from 1 to 2, cost was reduced from 250 to 125MP, and grants -25CP bonus
  • Increased limit of domination victory points from 500 to 750
  • Increased CP of tank crew and artillerymen from 0 to 2CP
  • Increased CP of tier 1 infantry from 1CP to 2CP (except doctrine tier 1 squads)
  • Increased CP of non-riflemen tier 2 infantry from 2CP to 3CP (tier 2 squads take as much CP as tier3 or 4 infantry, to not discriminate advanced infantry by CP)
  • Increased CP evolution throughout the game from 100,125,150 to 100,150,200 to account for higher CPs of infantry.
  • Increased cost of light MG emplacements by 10MP
  • Increased CP of artillery to reflect it's potential effectiveness, especially in Domination gamemode
  • Increased directional momentum inherited by falling pieces
  • Increased resupply cost of 203mm and 210mm artillery HE shells from 50 to 75
  • Increased damage done by MG's at and closer than ~30 meters distance for increased realism
  • Increased ballistic curvature of grazing howitzers to differentiate them more from direct-fire AT weapons
  • Increased resupply cost of indirect-fire HE shells, to increase the long-term ongoing cost of utilising artillery
  • Increased human rotation speed so they are snappier at intercepting moving targets

  • Reduced reload time for 203mm B4 and 210mm Morser from 90s to 70s.
  • Reduced HE ammo of mortars by half to fall in line with previous artillery changes and rely more on ammo logistics.
  • Reduced CP values of cannons and vehicles in conquest to balance out the addition of crew CP.
  • Reduced range of medium mortars from 170 to 160m
  • Reduced range of medium-heavy mortars from 200 to 180m
  • Reduced range of heavy mortars from 250m to 230m
  • Reduced range of anti-personnel grenade to reduce the grenade rush.
  • Reduced damage done to humans by Anti-Tank rifles from 4.6 times a standard rifle to 2.2 (avoid AT unhistorically used as anti-infantry sniper)
  • Reduced CP of vehicles to account for the higher CP of crew
  • Reduced tank gun accuracy slightly at 100m distance to help reduce effectiveness of sniping infantry with AP shells

  • Removed sandbags from 28mm PzB41 cannon (barrel is to low to ground for sandbags to be useful)
  • Removed construction x models that cause pathing issues from 3v3_barrikady


Note for modders


If you require technical assistance to make your mods work, write us in the Workshop Discussions

We also have the previous game version in the beta options in the game, for players to revert temporarily if they wish to play their mods until the authors update them.

Development update #111: Talvisota



Hello everyone, we are proud to announce the contents of the first expansion pack today.
It has been 9 months since Ostfront was released, and it’s been a fantastic experience for us to see the development - not only in our game, but also in our community.
It’s time for the next step.
So which nation will be added? We saw a lot of guessing, speculation and deducting going on in our Discord server lately, and this was great to watch. Some users came really close or guessed it right without knowing; anyhow, the wait is over!

https://store.steampowered.com/app/1911520/Call_to_Arms__Gates_of_Hell_Talvisota/

Talvisota

The second release will add Finland!
Three different conflicts took place in and around Finland between 1939 and 1945.
“Talvisota” means winter war in Finnish. This was the first war for Finland since 1918, and we have recreated several of the greatest battles of the winter war. After that, the continuation war and the Lapland war made for some absolutely unique action, which we will depict as well.

Finland had its own equipment, from tanks to aircraft. Besides that, the Finnish army used a lot of captured equipment; they re- armed, modified and upgraded it and deployed it beside their own original equipment. This will be present in our game as well.

Moreover, a lot of effort went into recreating Finnish landscapes, resulting in a set of beautiful new maps to a stunning degree of detail that give you the right feel and immersion connected to this part of the world.
Talvisota gives you the Finnish faction, with an enormous collection of vehicles and weapons, a single player campaign and a plethora of new maps.

Also, by popular demand, the classic skirmishes return. Built from the ground up in a new revolutionary format, these will propel the singleplayer segment of Call to Arms - Gates of Hell: Ostfront to a completely new level, as Talvisota will contain the skirmishes for all the nations in the game.

Let’s have a look at some images:

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Wishlisting

We can imagine you want to see more; well, now you can, on the all new Talvisota Store page.
On the store page we’ve listed the Expansion pack content in more detail, so check it out now - and remember to hit that wishlist button!

Development of Talvisota has been ongoing since September of last year. Progress has been steady and constant. We’re approaching the final stages of development, however we’re not ready to set a precise publication date yet.

Talvisota will require “Ostfront” ownership, it is an expansion which cannot be purchased independently.

Players who do not own Talvisota can still play against the Finnish faction and observe the capabilities and units of Talvisota so they can form an educated opinion before buying.


If you want to keep an eye out for future news about Talvisota, join our Discord server, where the ‘developer telegraph’ channel will keep you posted on development weekly.

That’s it for the moment. Did you expect Finland? Let us know in the reactions!


See you on the battlefield!

Last opportunity!



Hello everyone!

Your last chance to grab Call to Arms - Gates of Hell: Ostfront with the highest discount so far! We recently released a major update for the game, including new units, maps and gamemode. ːcta_emo10ː

Call to Arms received an update as well, including all the latest engine and netcode fixes. Find out more here!


https://store.steampowered.com/app/400750/Call_to_Arms__Gates_of_Hell_Ostfront/

https://store.steampowered.com/app/302670/Call_to_Arms/


https://store.steampowered.com/bundle/15829/Call_to_Arms__Complete/

Follow our developer website to stay updated on future sales, new games and updates. You may also want to join our official Discord to stay in touch with us more closely!