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Call to Arms - Gates of Hell: Ostfront News

Huge Update, Midweek madness!


One of our biggest updates was just released. We explained the contents of it here, and you can read the exciting change-log here

Midweek madness just started, and that means Call to Arms - Gates of Hell will be available at a 50% discount - so if ever there was a good time to try your hand at something pretty realistic, it’s now!

Call to Arms - Gates of Hell has just received a big update, dedicated to its community. This update brings the total number of tanks, vehicles and heavy weapons to over 250. Besides 12 single player missions and skirmishes, 30+ historical PvP maps are included. Dynamic campaigns are endlessly replayable.
We will be announcing our next faction very soon, so this week might be the perfect time to get into this WW2 game and be prepared for what’s next.

https://store.steampowered.com/bundle/15824/Call_to_Arms_Gates_of_Hell__Ostfront/
https://store.steampowered.com/bundle/15829/Call_to_Arms__Complete/



Help us spread the word, tell all your friends!
Our next update will be about our next faction.

See you on the battlefield!

Update 22: Community Update I

Update 22: V 1.019


"Community Update I".

Change Log
  • Added new MP game mode: Domination
  • Added new MP Map: 2v2 Suburbs
  • Added new MP Map: 3v3 Factory
  • Added BT-7A
  • Added BA-10
  • Added Sdkfz 250/3
  • Added Sdkfz 250/11
  • Added new vision feature for sdkfz 250/3 Commander
  • Added 2.8cm Pzb41
  • Added new model for T28
  • Added platform for Unit Formations (Line abreast formation is the only one for now)
  • Added new terrain types: Thick Forest (all units except infantry are blocked) and Slope (greately reduced mobility).
  • Added "slow_on_crush" to wooden electrical poles
  • Added 3 smoke shells to StuG 3 Ausf.B inventory
  • Added new overhead helper icons for small arms AT weapons (currently in easy and normal difficulty offline)
  • Added many new squad overhead icon types for easier read-ability and better understanding of specific unit.
  • Added kettenkrad_eng to conquest
  • Added that mid and late war periods are labelled with the historical years they belong to.
  • Added missing hatch/door sounds to new vehicles
  • Added rear smoke generator to the Stu.IG. 33B
  • Added new units to MP bot purchase scripts
  • Added missing penal soldier portrait
  • Added BT7A to Multiplayer for mid war in the irregular doctrine, tier 1, replacing DshK Stand
  • Added DshK Stand to mid war standard units
  • Added Sd.kfz.250/3 to Multiplayer for mid and late war in the respective offensive doctrines
  • Added puddle trench stamp
  • Added new 1st person sight for 28mm_pzb41
  • Added missing spanish localization
  • Added a second HE ammo for the German 105 and gave it to the StuH42. The StuH can shoot both, but will come equipped with the new one Not tagged to be priority over AP and HEAT shells
  • Added passenger seats to BT5 and BT2 Tanks
  • Added new Command units to conquest as part of the branch for Call-In Stages 2-5
  • Added some new animations for the sdkfz250a series
  • Updated infantry cover in trenches to be more natural and friendly for the player.
  • Updated minimap style for more realistic cartography and easier readibility.
  • Updated font in multiplayer buy menu to fit longer unit names.
  • Updated some parts of Spanish localization.
  • Updated penetration stats of 76mm_kt26 to be of shrapnel shell (T-28, BT7A).
  • Updated ranges for direct-fire tank guns: Reduced the difference in max range between the most powerful guns and the least, in order to soften the capability gap in tank combat between tanks of different technology tiers. Medium tanks can come closer to counter heavies more effectively.
  • Updated wooden posts to not fall over when set on fire
  • Updated ammo preference for vehicles when targeting cannons to prefer HE above all other ammo types for player units
  • Updated Multiplayer flag points with ammo resupply zones to resupply all ammo types and not just small arms.
  • Updated Conquest Tech Tree to be more readable and improve progression logic
  • Updated Vehicle costs in Conquest to match Multiplayer costs
  • Updated factory ground pipe 3d models with destructibility
  • Updated generic btr vehicle view (sdkfz231)
  • Updated conquest icons for command squads
  • Updated soviet inscription decals
  • Fixed netcode bug where running over certain entities stopping vehicles when it shouldn't. Fix includes changes to interaction_entity scripts.
  • Fixed missing weather options for 3v3_barrikady in battle zones
  • Fixed non-convex roof volumes for sov_2st_build1
  • Fixed engine hatch repair animations for T34 and SU series tanks
  • Fixed these cannons ability to zero in when gun stops rotating. Work-around fix "reset" no longer needed: 105mm_lefh18, 150mm_sig33, 47mm_pakt, 75mm_legebig18, 75mm_legbig18_snow, 45mm_m37, 45mm_m42, 76mm_m43
  • Fixed bug with 20mm_flak30 sometimes not firing
  • Fixed pivot bone issues that could may have affected weapon firing for: 37mm_61k, blitz3_6_flak30, 37mm_flak37
  • Fixed color matching of Ba-64 texture
  • Fixed airborne selection sprites
  • Fixed altitude haze MP Farmland
  • Fixed MP Map Valley borders by adding details to them
  • Fixed mobility defines so Goliath tank variants cannot "sprint" to 25kph.
  • Fixed collide-able settings for volumes on generic_ruin_0# buildings
  • Fixed Italian localization error for weather settings on 1v1_riverbank
  • Fixed props for hedgehog service entity
  • Fixed season texture on construction of sandbags and engineering props
  • Fixed error in larger explosion fx related to scale
  • Fixed fuel type and various stats for T28
  • Increased accuracy of StuG 3 Ausf.B main gun
  • Increased accuracy of ML-20
  • Increased rotation speed of MG's on Sdkfz251 halftracks
  • Removed unhistorical Nato symbols from the "Ace of Swords" loading screen


Note for modders

You should update your interaction codes to make use of all the novel features and improvements. The gun files have also been modified and will require changing the names of some of the defines. If your mod has a custom set/pather.set, it will need updating with the latest terrain types.

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 #110: Community update I



Hi everyone, we have great news for you!
This blog is about our community update, and during the coming times we will make the biggest Call to Arms - Gates of Hell announcement yet!

Community Update 1

Let’s start with the community update that is about to be released. More details can be found in our previous devblog. We have been testing the update and progress is very good. Our testers really enjoy the new game mode, Domination. The amount of changes is huge, and they have a big impact on the whole game. Players will not have to wait much longer as we plan to release the update very soon.

New gamemode: Domination

The new formations feature will enable us to add historical squad geometric layouts in the future.

Announcement

Next week we will officially announce the second module for Call to Arms - Gates of Hell.

We have shared a fair number of hints about Module II recently, which has triggered much speculation and discussion on our Discord server. Some very clever players have narrowed down the possibilities, but they weren’t 100% sure.
By the way, Module II will contain a large amount of awesome additions, not just a faction. Stay tuned!

Well, that’s it for the moment. Are you looking forward to the update? Let us know in the comments!

Development update #109: Community update reveal



Hello everyone, as we announced on our Discord server last week, we are ready to reveal the planned content of our community update!
As our roadmap states, this is the next one in line and it will be a free update for all players.
We call this the community update because most of these additions were made by request of the community.
So exactly what will be in the update? Let’s have a look.

New game mode

This might be one of the most requested items since we published Call to Arms - Gates of Hell. The new game mode is called “Domination”.

The primary objective of Domination is to deal as much damage to the enemy taking as little as possible in return. For the lovers of the series, it may sound reminiscent of the 'Combat' gamemode, but it's about to get way more interesting. It's a very flexible gamemode which we hope will be exciting for the broad spectrum of players. Whilst it is not strictly necessary to capture key locations on the map like in Assault Zones, both teams have a forward outpost which must be defended at all costs. The outposts can be fortified over time with the use of engineers.

The gamemode will also be quite dynamic, because secondary objectives will be made available as the battle progresses, prompting the player to advance into diverse specified areas. The defensive-style players can choose to ignore the secondary objectives, but fortune favours the brave: The team which completes secondary objectives gets an MP point reward. So, it doesn't bring the team immediately closer to victory, but it could be decisive in the long term.

HD link

Moreover, the map zone will expand in either lateral direction as the doctrine tiers become available. This will enable flanking opportunities and new strategies to be used.
During testing and after the public release, we may find ways to further develop the gamemode with your feedback.
We think this mode will make for excellent gameplay and we think you’ll have an absolute blast playing it! We uploaded a tutorial for Domination on YouTube.

New units

We will be adding a number of units. Some of these have been requested by many players. This is what we intend to add:
  • Ba-10
  • T-28 will receive a revamped new model
  • BT-7A
  • Sdkfz 250/3
  • Sdkfz 250/11
  • 28mm Pzb41
New maps

We will add two new MP maps:
  • 2v2 Suburbs
  • 3v3 factory
Factory 3v3 map

And then some

We hope to have finished our manual when we push the update live. This was among the most wanted items for GoH and we hope it will help those that are new to the game.
We have also added Improvements to trench and cover systems, to make it easier and quicker to build cover in the desired direction.

Besides that, we plan to add a platform that allows you to develop formations for infantry squads in conquest.
Last but not least, we have made the existing UI easier to read, and a bit more intuitive.
HD Link

This is what we planned for the (free) community update; testing will start in the next couple of days and we’ll keep you posted about the release, mainly via our Discord server. You can click the banner below to get there.

That’s it for the moment, thanks for dropping in & see you on the battlefield!

Update 21

Update 21: V 1.018


Prelude for Community Update I.

Change Log
  • Added new vision logic for tanks/AT guns: Once spotted, a target will remain spotted as long as it is within max range and line of sight isn't broken. Target won't dissappear into the fog while you're shooting at it, unless stealthy.
  • added new size 3 HE explosion snow FX
  • Added mine detection action flash fx
  • Added new mg13 model and added suspension to panzer1B.
  • Added suspension to Ba-6
  • Added new 3d model for MG-13
  • dded new 3d model for SSH35 & SSH39 helmets
  • Added targeting of cannons with AP shells for Player units when unit does not have HE shells loaded. Prevents tanks from charging with MGs on AT guns when player doesn't manually switch the tank to load HE.
  • Added define for auto calculation of tracer length for all shell tracers
  • Updated interface elements: Weapon view, portrait view.
  • Updated lobby right click menu style
  • Updated Soviet SSH35 & SSH39 helmets
  • Updated altitude haze on several maps
  • Updated flamethrower fx gravity to match fire projectiles
  • Updated properties/cannon_armor.ext and vehicle.ext to support more volumes to be part of the body component
  • Updated human behavior when standing in cover and switching to an item on belt (ex. grenade). They will switch faster and remain standing, instead of rotating 180­° and squatting.
  • Updated engine sounds for panzer5 and t34 to be mixed in volume better
  • Updated Flak 30 texture
  • Updated several explosion FX with new dynamic sprites
  • Updated inventory size of several shells for consistent scaling relative to other shells
  • Updated shell filler and weight calculation
  • updated "small_environment" loudness. Fix for barrel water sfx
  • Updated font on conquest research tree/unit portraits to avoid name clipping
  • Updated some parts of Russian localization
  • Fixed crash on selecting actor without brain ("quant crash ir:update")
  • Fixed [direct control] linked position update of objects in hands
  • Fixed [netcode] synchronizing the reloading and healing animation speedup
  • Fixed soldier pose setup after grenade throwing in prone stance
  • Fixed emit bones on 120mm mortars (they were reversed)
  • Fixed pather ID for wheeled mortars so they don't get stuck on objects as often
  • Fixed hit/blast fx not always playing when hitting trees
  • Fixed bazooka class weapons so the rockets cause blast damage when hitting other materials besides the ground
  • Fixed water and mud fx to play for 170mm+ shells
  • Fixed missing passenger seats for T-70 and T-70m
  • Fixed german voice acting having medic-cries in unsuitable situations
  • Fixed hedgehog (tank traps) from blocking vision
  • Fixed obstacles for wired_obstacle4 (baredwire)
  • Fixed all demolition charges to be detonatable from near by blast waves
  • Fixed vision for NKL-26 aerosled gunner when MG is removed or switched for another weapon
  • Fixed MG42 barrel opacity
  • Fixed sturmpanzer4 enumerator texture
  • Fixed mortar crew from interfering with AI aiming and firing
  • Fixed component and armor code for train class vehicles
  • Fixed crew count for T27 + 45mm_m42 Doctrine Unit
  • Fixed crew count for SiG33 B in Multiplayer
  • Fixed interaction scrips for aero sleds engine code when body is broken
  • Fixed 57mm_zis2 and 76mm_zis3 to deploy a shorter sandbag emplacement so that the gun doesn't become blocked with gun depression.
  • Increased distance Sdkfz 302 and 303b (Goliath) can drive before running out of fuel
  • Increased responsiveness and turn speed of Sdkfz 302 and 303b (Goliath)
  • Increased amount of fuel given per second, to flamethrower weapons in auto resupply zones (10 to 50)
  • Increased rate of fire of AT rifles
  • Increased slightly accuracy at max range of 152mm_ml20
  • Decreased difficulty on easy
  • Removed duplicate entries in localizations



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

We also have the previous game version as 'previous 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.