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Call to Arms - Gates of Hell: Ostfront News

Update 2

Update 2: V 1.000.2

 
  • Added destroyed models for KV-85
  • Added destroyed models to MG emplacements for conquest AI
  • Added improvements for "Among the heavens" mission
  • Fixed Ba-64 mobility
  • Fixed SGrW 42 accuracy
  • Fixed Autosave on bootcamp (disabled it temporarily)
  • Fixed out of sync bkg explosion sound
  • Fixed Sturmtiger from exploding endlessly
  • Fixed Sturmtiger rocket to not be visible or destructible when it is being reloaded
  • Fixed (reduced) frequency of "cover_enter" emotes from humans

Update 1

Update 1: V 1.000.1


  • Added autoassingn (coop) troops for part3 of Elbrus mission
  • Added improvements for Kerch mission
  • Added new vehicle views for 203mm_b4 and 85mm_52k cannons
  • Added new vehicle views for gaz67 and gaz67b
  • Added new vehicle view for Tiger I
  • Added panzer742r x models
  • Increased cost of panzer1f doctrine unit (late war) and increased it's cool down timer
  • Increased accuracy of 120mm mortars
  • Decreased accuracy of 80mm mortars at max range
  • Decreased frequency for human "alert" emotes by 50%
  • Fixed more crashes: note worthy one is conquest coop when attacking
  • Fixed localization of 45mm_m37
  • Fixed marder3m crew, reload, armor, and recoil animation
  • Fixed panzer5g missing cookoff fx
  • Fixed sturmpanzer4 missing cookoff fx
  • Fixed t26 38 turret lights
  • Fixed icons for pak36 late and pak38 late
  • Fixed starting position of 88mm_flak18 in vyazma mission now that they rotate 180° upon changing firing stance
  • Fixed enumerators for KV1 series
  • Fixed ba64 model when engine breaks

Development update #100: Announcing release

Release

We are proud to announce that Call to Arms - Gates of Hell: Ostfront has just been released!
“The time has come to experience the hell that soldiers endured”. Are you ready for it?
This RTT/ RTS DLC to Call to Arms will blow your mind with its dedication to history, immersive and unparalleled vehicle combat and switchable top down, direct control and third person views in real time.

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An aeronautical engineer, a closet salesman, a gas fitter, an ex- air force mechanic, a retired pornstar and a collection of students and professionals from all walks of life joined forces in Barbedwire studios to create their first ever product, and now it’s ready!
We want to thank Digitalmindsoft for their great support and expertise; without them, this project would not have been finished.
We also want to thank our closed beta testers for completing a huge task; without them, this would not have been possible. They have done a fantastic job.

This project has received tremendous support from the community. Be it sharing historical sources and knowledge, sharing ideas or helping us answer countless questions, the support came from all sides.
To all of those who supported us along the way; thank you!

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Release version

Our release version will offer much more than the open beta, and we plan for a first update to expand on the initial content soon after release.
On release, there will be Conquest, PvP and SP content.
We will initially offer 10 SP missions, to be expanded by 2 more which are to be published after release. Furthermore there will be 20 multiplayer maps and 18 conquest maps.

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What’s next?

After release, we will focus on the 2 SP missions to be added to the Ostfront experience.
These will practically end that development cycle and will be added as soon as possible. When that is done, the next development cycle will start.
In the course of the years ahead we want to expand Call to Arms - Gates of Hell until many different theatres have been covered.

Did you know?
  • In 5,5 years, we published 100 official development updates and about 25 blog posts, each in 2 languages, almost averaging 2 per month.
  • The winners of the “guerilla quiz” and the 2019 “Stalingrad” competition will receive their product key as soon as possible.

If you’re still in here reading, well done! But now, surely you want run off to put Call to Arms: Gates of Hell in your library using our STORE PAGE.

See you on the battlefield!

Development update #99: Beta results and steps ahead

Dear community members!
The Open Beta playtest is over. Did you like our demo? Did you have some fun?
We want to thank everyone that took part; there was very useful feedback, and it’s now time to use it and prepare for imminent release.
In this update we want to tell you about what to expect from the release, and about what happens after.

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Release

We are in this for the long term. We are confident that we will be able to develop and improve Call to Arms: Gates of Hell for years to come and we feel the community will support us in achieving our goals.
In part, this is based on the detailed feedback we got from the community during the open beta. We have tackled the most important issues, such as fixing crashes, improving pathfinding, and fixing other issues that were found. For multiplayer improved the fog of war experience among other things. We will continue to improve after release.

“Release Roderick” (Pontius Pilatus)

Release Content

In our initial version, you get the following:
  • 2 Training missions
  • 10 SP missions
  • 18 Conquest maps
  • 20 MP maps
  • 180 vehicles
  • Mid and late war multiplayer settings
  • Switchable 1P and 3P views for vehicles
  • 3P view for infantry
  • One multiplayer gamemode (Battle Zones) with fully customisable settings
  • Editor
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Updates

After release, we will continue updating the game by fixing bugs, adjusting game balance and preparing large content updates.

Infantry and realistic squad overhaul, uniforms changing by season, additional missions and much more are among the updates to expect after release.

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The next module

As we have announced, we will be developing a number of modules to add new factions, each with their own history, equipment, campaigns and new features. These will be paid expansions. Work on the next module has already started. It’s important to get a head start, so we don’t take too long between new releases. We will keep you posted on progress of course.

Did you know?
  • The quickest way of asking us anything is our official Discord server. We have a very helpful community.
  • You can read about our methods in the blog on our Company website.
  • You can still check the meta game questions and answers HERE.

Phase 2 Update II

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Dear community,

We have updated the beta with some of the upgrades we've been working through before our upcoming release, which will come much closer than you think. Some very needed improvements will also arrive with the release package as they need more time.

Some of these changes came from your feedback! I hope you have enjoyed this ride with us thus far and we'll be around listening to your feedback until the last day of the beta. See you on the battlefield!

Multiplayer
  • Added rifle grenade ammo for rifle grenade squad assistant.
  • Standadised win score at 1000
  • Fixed crew type on 4.7cm pak
  • Fixed crash when hiding UI at end of match (Ctrl + Alt + Shift + D)
  • Reduced price and CP of kubel MG
  • Reduced capture weight of German pioneers from 6 to 4
  • Reduced health of tank crew
  • Reduced human double click speed from 19kmh to 18kmh
  • Reduced building supply cost for hedgehog, barbed wire, barricades
  • Removed grenades from tank commanders
Conquest
  • Fixed numerous crashes on co-op.
  • Fixed tanks spawning on fire or other mishaps
  • Fixed AI issue with starting on Easy difficulty
  • Improved Attacking AI to not have a CP limit. Units should attack more in groups/waves instead of a trickle
Maps
  • Various improvements to maps
  • Fixed dcp_pinsk environment settings to use summer weathers instead of spring(snow)
General
  • Added new pathfinding model for wheeled vehicles, they won't get stuck on small slopes nor they will bug out and stop mid-route. Their route will be calculated at once and displayed on the minimap correctly (even if it's a long one) after ordering the movement.
  • Improved vehicle mobility formulae and responsiveness
  • Improved detection and spotting rules (fog of war delay still needs to be fixed, but after a unit is spotted the rules for re-fogging are now more intuitive and streamlined).
  • Improved HDR shading
  • Improved Panzer V Ausf. A
  • Improved German officer cap to show infantry colour.
  • Improved various infantry model textures
  • Improved AI when shooting on the move.
  • Improved crash FX for aircraft
  • Increased rifle grenade HE accuracy
  • Increased blast damage of 132mm bm13 rockets (katyusha)
  • Increased bullet damages at range by ~10%
  • Increased Vehicle component break sound volume
  • Increased human chassis rotation speeds
  • Fixed german officer specular texture
  • Fixed flares from disappearing when hitting trees
  • Fixed LOD position on bm13_studebaker
  • Fixed spelling of "Battalion" in localization
  • Fixed third person control for blitz3_6_flak30
  • Removed blastwaves from muzzle to prevent units from damaging themselves


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