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Call to Arms - Gates of Hell: Ostfront News

Game Update - open beta ends



Community members! Version 1.051.0 becomes the new game version today.
Thanks to the open beta, we’ve been able to test everything and we’ve even fixed a few issues.
If you took part in the beta, thanks for your efforts!

[h2]Changes from Open Beta[/h2]
  • Added in game options ability to disable new mouse/cursor hints
  • Added prop 'no_mouse_hint' so modders can disable the new armour thickness hint text on specific units/vehicles
  • Fixed underside of sdkfz 222a shield cover
  • Fixed broken texture on DCG_lalobbe
  • Increased manpower cost of m4_105, m4a3_105, stuh42 due to range increase (+10-30mp)
  • Increased kill/game score for su100 and isu122s
  • Reduced kill/game score for kv85 and isu152
  • Disabled mouse cursor tip on animals
  • Updated Chinese localization
  • Updated maps of domination gamemode, to select starting objective in the middle more often
  • Day of Days (usa 01): several tweaks
  • Operation Bustard Hunt (rus 03), several tweaks
  • Seelow Heights Skirmish (rus skirmish 04), several tweaks
  • The Bloody Ardennes (ger west 05), several tweaks

To read the entire changelog, click HERE.

Questions? You’re welcome to join our Discord by clicking on the banner:

Update 56: V 1.051.0

Update 56: V 1.051.0


Change Log


[h2]Source code/Crashes[/h2]
  • Fixed crash when firing bombs (weapon_bomb) in manual control
  • Fixed crash in actor_state command if selected actor has no brain
  • Fixed generic crash
  • Fixed several bugs/crashes with auto medic feature in coop and mission scripts

  • Updated entire interaction script to be disabled during scene shutdown
  • Updated error msg when conquest doesn't find maps
  • Updated entities to be removed that cannot be found from campaign files (instead of crashing)
  • Updated game to return COLOR::MINE if Steam user is invalid instead of crashing
  • Removed associated entity from entity spawn command (which should be a gamecommand anyway). technically, just ignore that it isn't there. fix 'entity' naming shadowing which only adds more confusion


[h2]Conquest[/h2]
  • Fixed "mines sign spotted" talk warning case where in cooperative mode if mine field/signs were at or near middle of the map (0,0,0) when host spawns units it would cause the warning to play as game engine spawns and teleports user units for split moment via center of the map. Script now checks if units are still near mine sign for real.
  • Improved "mines sign spotted" warning so that nearest soldier to mine sign will say it(name) even if its tank commander inside tank.
  • Fixed ai crew fixing their vehicle(s) and then just running off. If any human of a squad is repairing "repairing" tag treat it same as SQUADinSCRIPT and ignore it.

  • Fixed indestructible table3(0xd37) in the middle of village yard on dcg_pinsk
  • Fixed broken ocean mask and terrain fx/pp on dcg_pinsk
  • Fixed missing heightmap polygons, broken ground textures and water terrian pathing on dcg_semois_river
  • Fixed floating trees on dcg_mikli_winter map
  • Fixed on DCG Maupertus Airfield parked/wrecked planes floating


[h2]Single Player[/h2]
  • Fixed in USA mission: Hedgerow Hell - Increased viability for allied infantry units
  • Fixed in USA mission: The Waal Bridge - scripts for coop
  • Fixed in FIN mission: Through Ice and Fire - invincible user soldiers(2)

  • Fixed in GER mission: Operation Luttich - clean up of assignment of arriving tanks with passengers on them
  • Fixed in RUS skirmish: Bloodshed at Seelow Heights - all russian vehicles at player hq made usable
  • Fixed in RUS mission: The Citadel - missing heightmap polygons and broken ground textures
  • Fixed in RUS mission: Closing the Pocket - misaligned trenches and ocean mask

  • Tutorial 5: Trial by Fire(2-combat)
    - fixed assignment of arriving reinforcements as in coop its possible for crew to bail/stay inside or half to bail before cinematic/assignment.
    - remove all enemy ai humans personage.

  • Day of Days:
    - Fixed coop crash (crash-support-specialk6)
    - Fixed localization
    - Fixed water zone
    - Fixed some map specific pathing issues
    - Teleport player units to part2 clip if any outside of it
    - Removed player medic rally on the beach
    - Increased viability for allied infantry units
    - Fixed missing broken ground textures and floating entity

  • Hold Fast!
    - Fixed Sherman arriving at barriers(task4) not being assigned in coop upon destruction of barriers.
    - Fixed barriers destruction check, in case they are somehow vaporized or disappear instantly in coop.

  • Carpathian Turmoil
    - fixed narrator/09 playing many times over in coop.
    - fixed all scenarios to stop using trigger on next(bad for coop!)
    (DO NOT USER trigger on next/cancel in scenarios! Only use event on next/cancel)


[h2]Multiplayer[/h2]
  • Fixed minimap for 1v1 farmland
  • Fixed on MP 4v4 Sikovitsy missing polygons in water area and fixed ocean mask


[h2]Everything Else[/h2]
  • Added "under-mouse" hints to editor and Singleplayer (already exists in MP modes)
  • Added "Armor" parameter (volume thickness) to under-mouse hint
  • Added missing localization references for new key assignment options for DE and ES languages

  • Grenade changes:
    - Increased primary blast wave radius for m36 impact grenade from {2m min, 3m max} to {3m min, 5m max}
    - Increased 2nd blast wave energy for m24 and m32 stick grenades from 0.70 to 0.95
    - Increased 2nd blast wave radius of f1, mk2 and m32 grenades to match rgd33 {3m min, 9m max} to {4m min, 10m max}
    - Reduced threshold for humans to take extra damage from grenades blasts from 0.9 to 0.8 energy

  • Increased range of USA Sherman 105mm HE from 180m to 190m
  • Increased range of USA Sherman 105mm HEAT from 170m to 180m
  • Increased range of German Stuh42 105mm HE from 180m to 190m
  • Increased range of German 105mm HEAT from 180m to 190m

  • Cleanup of unused ground textures (test folder)

  • Updated some Ostfront ground texture
  • Updated portraits of soviet partisan and winter soldier narrators

  • Fixed missing fire fx for tank ammo destroyed events
  • Fixed panzer2f x model and texture
  • Fixed panzerjager 1 shields to swap textures when the body component is broken
  • Fixed suspension for the kubelwagen variants
  • Fixed Sturmpanzer 4 from being able to use Stielgranate 42 shell from other vehicles

  • Fixed building sandbag line with engineers sometimes skipping sandbags. Happens when they touch each other/too close together
  • Fixed euro trench_frame entities to cast obstacles so units don't get stuck on them when placed as "destroyed" trenches
  • Fixed concrete bunkers regel_bau_134, regel_bau_501, regel_bau_621 missing roof after damaged
  • Fixed concrete bunker regel_bau_23 from deleting when damaged

  • Fixed missing explosion sounds for fx ex_mort_sm_wood
  • Fixed incorrect fireSoundclose for 122mm_m30s gun




[h2]Changes from Open Beta[/h2]
  • Added in game options ability to disable new mouse/cursor hints
  • Added prop 'no_mouse_hint' so modders can disable the mouse hint text on specific units/vehicles

  • Fixed underside of sdkfz 222a shield cover
  • Fixed broken texture on DCG_lalobbe

  • Increased manpower cost of m4_105, m4a3_105, stuh42 due to range increase (+10-30mp)
  • Increased kill/game score for doctrineonly su100 and isu122s
  • Reduced kill/game score for doctrineonly kv85 and isu152

  • Disabled mouse cursor tip on animals
  • Updated CH localization
  • Updated maps of domination gamemode, to select starting objective in the middle more often

  • Day of Days (usa 01)
    - Improved user units during transfer from end of part1 to part2. Now, if player have some soldiers in the back that's not part2 clip such as front bunker or manned German mortars, all those units will properly transition along with other player units.
    - Move 101 sniper/rifleman as before only if they are not crewing a mortar(don't try to waypoint linked human).

  • Operation Bustard Hunt (rus 03)
    - Reworked part1 to part2 user units transfer including fixing chance of coop crash.
    - Now user will get to keep most of his units from part1 instead of only small area from part 1.
    - Disabled allied medic auto heal to prevent issues of healing map corpses(especially if loading save).

  • Seelow Heights Skirmish (rus skirmish 04)
    - fixed supply trucks pathing issues(at spawn/purchase).

  • The Bloody Ardennes (ger west 05)
    - Fixed situation where player would clear entire south area of the village thus no enemies around prisoners but could not free and use prisoners until entire village was cleared(task2). This was confusing.
    - Prisoners are now freed and assigned to player when player clears area round them even if task2 is not completed.

r1656-1949

Game update/ hotfix: Open Beta


Community members and friends, we have a game update ready to go. Soon after the last version updates, some bug reports began to come in, and these have all been investigated. Today, we will start the open beta to fix those errors. You can join the open beta for the next 3 days.
If, after that, we have confirmation about these fixes, the update will go live.

[h2]New feature[/h2]
A brand new feature is the display of armor value (thickness of volume) when the user's cursor is on a vehicle. It does not include slope or any other relative parameter; it only includes the thickness of the armor itself at that spot (cursor position). It works on all vehicles and has been added to all game modes (MP, SP, Conquest, and editor).

This is how the new feature looks on- screen.

[h2]Crashes[/h2]
We have fixed some crashes that were reported, with numerous potentially problematic situations. You can see these in detail at the top of the list in the change log.

[h2]Conquest[/h2]
We have fixed several glitches that relate to warnings about minefields and repairing, while also correcting some cosmetic details on DCG maps. Details for this can also be found in the change log.



[h2]Single Player[/h2]
We have also done more work on existing maps and missions. Several bug fixes and improvements were introduced to these single-player missions:
  • Hedgerow Hell
  • The Waal Bridge
  • Through Ice and Fire
  • Operation Luttich
  • Bloodshed at Seelow Heights
  • The Citadel
  • Closing the Pocket
  • Tutorial 5: Trial by Fire
  • Day of Days
  • Hold Fast!
  • Carpathian Turmoil
There will be many other minor fixes and tweaks, mostly QoL and cosmetic issues, such as the “ammo cook-off not showing fire effects”. If you want to know every detail of the many changes in this version of the game, please check the change log.

[h2]Opting in[/h2]
To join the beta, you only need to switch your game to the beta version. Later, when the beta becomes the live version, you don’t need to do anything at all to reverse the process.
If you want to participate, 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.

That’s it for now; enjoy the beta - and don’t forget to join our Discord server by clicking below.

The Steam Wargames Fest is here!



Wargamers and friends! Allow us to introduce you to Call to Arms - Gates of Hell, the wargame that is much more than just a wargame. In this short message, we explore which elements make up its insane replay value.

For starters, check out the discount:

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

[h2]War Game[/h2]
Call to Arms - Gates of Hell is unlike any game in its theme because of how it was designed; the elements that set it apart are its replay value, realism, and the use and recreation of actual historical battlegrounds.
It offers PvE and PvP options and five game modes.



The main goal of this wargame is to offer something that is more or less representative of actual war, in terms of atmosphere and scenarios.

[h2]Damage model[/h2]
In Call to Arms - Gates of Hell, the internal components of tanks and vehicles are modeled.
Because of that, it matters where you hit your opponent’s tank, which can be decisive in battle. Combine this with the fact that landscapes in this game are recreated from the actual battlegrounds, and you will have a situation in which real-life tactics actually work!



[h2]Instantly Switchable Views[/h2]
Besides the classic top-down views, this game also offers (instantly switchable) first-person views of vehicles, tanks, and artillery.
For infantry, the top-down view is also available. However, you can choose to play infantry in 3rd person view as well! Some infantry units offer 1st person views, such as snipers and officers carrying binoculars. Regular infantry can be used in 3rd person view.

[h2]Skill[/h2]
Is a war game like this easy to learn? Probably not.
The difference with other games is the level of micro-management it allows and requires.
In Call to Arms - Gates of Hell, a series of extensive tutorial missions is available; these are highly recommended, especially if you are new to the game, but even seasoned players have confessed that they learned something from these tutorials. We’ve extracted and bundled the tutorials into a set of 3 videos, available on our YouTube channel in a separate playlist that can be found by clicking HERE.
If you want to see what content creators have produced for this game lately, check YouTube or Twitch.



[h2]Content of the WW2 bundle[/h2]
The WW2 bundle currently contains the following;
  • 4 factions
  • 59 single-player missions, of which five tutorial missions
  • 16 skirmish missions
  • 98 multiplayer maps
  • 5 Multiplayer game modes
  • A Dynamic Campaign Generator
  • 31 dynamic campaign maps
  • Over 750 different tanks, vehicles and weapons
  • Thousands of high-quality map assets
  • Action in Eastern, Northern and Western Europe
  • A built-in editor


Call to Arms - Gates of Hell will be expanded over time; in 2025, we will add the British Commonwealth on the Western front.

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

So there you have it. Call to Arms - Gates of Hell will be on sale for just one week; if you’re that wargame lover looking to get something that’s endlessly replayable, exciting, and realistic, this is your chance!
If you have questions, you can get quick answers and support by joining our official Discord server by clicking below.

Game Update & Sale inbound!



Community members! The Open Beta for version 1.050.0 becomes the live version right now.
That means this update is now available for everyone! Automated medic, new key assignment options, the change log is immense.

That’s not all, we can reveal that Call to Arms - Gates of Hell will feature in the Steam Wargames Fest. That starts in 3 days, make sure you take the opportunity!

To read the entire changelog, click HERE.

Questions or comments on v 1.050.0? Join our Discord by clicking on the banner: