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Call to Arms - Gates of Hell: Ostfront News

Special announcement



Community members!
Exactly 80 years ago today, Operation Market Garden started.
To commemorate this iconic operation, we will announce the planned release date for Call to Arms- Gates of Hell: Airborne!
We also take a look at the historical background of what - at the time - was the biggest airborne operation in history.

[h2]80 years[/h2]
On September 17th, 1944, Operation Market Garden got under way. Expectations were high; if this operation would achieve its goals, it was more or less generally assumed that the war would be over soon, maybe even before Christmas. As it turned out, that was not to be; a number of setbacks, such as the presence of the 9th and 10th SS Panzer Divisions, British field radios not working, and the distance between the Arnhem drop zones and the bridge contributed to the failure to capture the Rhine bridge.
Ever since there has been a lot of debate; was Market Garden a success or a failure?
Bernard Montgomery, who had proposed the operation, called it a 90% success.
However, since the key bridge at Arnhem was not taken, the Rhine still formed a formidable defensive line for the Germans. When the operation was called off, the chance to end the war by Christmas was definitely gone.



[h2]Aftermath[/h2]
The consequences of Market Garden were severe. Even when the British Paras had been evacuated from the Arnhem area, the corridor around “Hell’s Highway” was still hotly contested. Fighting continued without pause for weeks.
Arnhem itself was looted bare and set on fire by the Germans during the battle, and it remained a ghost town until the war’s end.
The Germans also halted river traffic from the agricultural East Netherlands to the West Netherlands, which caused a famine that cost the lives of an estimated 20.000 Dutch citizens during the following winter.
The supplies for the operation had to be replenished by road, all the way from Normandy. Because the British hadn’t captured the north side of the Scheldt estuary, the port of Antwerp was of no use to the Allies yet. The criticism of General Montgomery’s strategy was mainly about the fact that the Scheldt estuary should have been taken before considering an operation like Market Garden, to ensure a much better supply situation.



[h2]Remembrance[/h2]
The paratroopers involved had all gone above and beyond the “normal” call of duty, and had suffered severe casualties. For instance, the 82nd Airborne took horrendous casualties when crossing the Waal river at Nijmegen.
At the location they chose to cross the river, a monument was erected to commemorate their heroics, as you may remember from our previous blog.
The Market Garden paratroopers are all considered real heroes by the population of the Netherlands. Every year, in September, all of them are invited to join the veterans’ parade, where the Dutch people honor the veterans and remember the fallen.

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[h2]Airborne Release Date[/h2]
With all of the history and heroics of these Airborne troops in mind, today is a perfect day to announce the release date for Call to Arms - Gates of Hell: Airborne. If you want to re- live some of the most brutal and iconic battles by the US 82nd and 101st Airborne Divisions, you can do so from October 17th!
Obviously there’s more to the Airborne DLC than Operation Market Garden; in fact, it starts in Normandy. After Operation Market Garden, it takes you through the Battle of the Bulge, and into Germany proper.

If you haven’t yet, wishlist Airborne today:

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

[h2]The next faction[/h2]
Meanwhile, as we announced in our previous blog, we are developing content for the British Commonwealth. This DLC, the name of which will be announced shortly, will contain Western Front action. After the release of “Airborne” we will show you more.
This development is in the hands of one part of the team, while the other part is at work to improve the game and chase bugs as usual.
We always schedule new faction DLCs to follow non- faction DLCs like Airborne. That has been our method from the very moment we released “Ostfront” in 2021.

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[h2]Did you know?[/h2]
  • “Airborne” will contain voice cameos from a handful of (Youtube) Content Creators
  • It will also contain voice acting and narration from modern day veterans
  • The British Commonwealth DLC has already been in development for nearly a year

That’s it for now, thanks for stopping by and we’ll see you on the battlefield!

Developer Blog #150



Community members! In this blog, we will continue a tradition that has existed since before we released Call to Arms - Gates of Hell: Ostfront. The tradition is that we introduce you to a mission from the upcoming SP campaign in detail while briefly diving into history.
Are you interested in history? Keep reading!

[h2]Operation Market Garden[/h2]
September 17th, 1944. “Market Garden”, the largest airborne operation the world has seen to this day, takes place.
The strategic idea behind the operation is to cross several rivers, including the Rhine River.
With the allies crossing the last natural barrier in this section of the frontline, the Germans would be faced with the possibility of an Allied offensive straight into the heart of Germany.
For this purpose, the 1st Allied Airborne Army must seize at least nine bridges.
These bridges must then be held until the British XXX Corps arrives to take over. Its commander, Brian Horrocks, has orders to cover over 100 Kilometers (over 60 miles) in 48 hours. The plan is ambitious, and everyone knows it.
At Nijmegen, the US 82nd Airborne Division is tasked to take several bridges; the fighting in this region will become known as the “Battle of Nijmegen”

Nijmegen was bombed in February 1944

[h2]The crossing of the Waal river[/h2]
Of the nine bridges, the road bridge at Nijmegen is the biggest. It spans the Waal River and has a total length of over 600 meters and elevated ramps on either side. In other words, it’s enormous!
The 82nd Airborne Division is to take this bridge and four smaller bridges south of Nijmegen. The 82nd's drop zones are around Groesbeek and Grave.

A Flak 88 in Valkhof Park, Nijmegen, near the southern bridge ramp

The idea is first to capture the four smaller bridges and an elevated ridge in the area, followed by a move on the Nijmegen bridge.
To reach the bridge, part of the 82nd moves through Nijmegen. However, the Allies bombed Nijmegen, and the city was heavily damaged, so the 82nd could not move freely.
The ruined city is not the only obstacle to overcome; the Germans are also here!
After a few days of heavy fighting, the decision was taken to cross by canvas boat; after a very costly crossing, the Germans at the north end were finally overcome, and the bridge was taken.

After the battle

[h2]The mission in Gates of Hell[/h2]
In this mission (the 7th mission in the storyline), which plays out on the 20th of September 1944, it's been a few days since the bridges to the south were taken (or blown up by the Germans).
You’re with the 504th Parachute Infantry Regiment on this occasion.
Earlier, you and the 508th PIR entered the city, moving through Nijmegen to get to the bridge. The ruined city is a very challenging setting, and the Germans will not give up the bridge just like that!
Wouldn’t it have been better to go around the city on the east side? Well, it’s too late for that now…
You have orders to clear out the Germans. But they’re everywhere, and the streets are littered with the rubble of the bombed city, which doesn’t help.
Approaching the bridge, you will be in awe of its size (it’s the largest map asset ever made in the GEM engine franchise), and you’ll find out that it’s well-defended; simply crossing the bridge to the other bank would be pretty risky.

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The solution is to cross the Waal river somewhere upstream by boat. In doing so, you would be able to flank the enemy. You will receive a British convoy delivering some canvas contraptions called the “Goatley Boat”, which can carry ten soldiers at a time. The crossing will occur somewhere west of the bridge, but to everyone’s horror, there are no paddles or oars! These were not included in the delivery; the men had to use their rifle butts to row across (If you are thinking that this British convoy might be a hint at our next faction, you are right. We can confirm the British Commonwealth as the next faction, and the first DLC for it will feature British and Commonwealth content from the Western Front).

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When you arrive on the other river bank, there is still plenty to do; it’s far from over. You must make do with whatever number of men you have left. You must work your way to the north ramp of the bridge, eliminate the German flank cover, drive them all away from the bridge, and secure the area. What could possibly go wrong?
Well, you will see that when you get there. Just make sure you give it absolutely everything!

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[h2]Epilogue[/h2]
That’s the real story and the GoH version of the Nijmegen battle side by side: a tale of heroism, unbelievable sacrifice, and perseverance.
Even though Operation Market Garden essentially failed, the 82nd Airborne made itself immortal in the process, at least in the eyes of the Dutch population. The 82nd's crossing of the Waal is commemorated by a monument erected at the location of the crossing.
This is one of the many monuments in the region that commemorate Market Garden.
Do you think you can re-enact the battle victoriously as well?

If you want to know the answer to that question, you should really wishlist Airborne:

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

[h2]Did you know?[/h2]
  • The British called Highway 69 “The Club Route” but the US name “Hell’s Highway” stuck
  • The bridge the Germans blew up at Son was repaired with wood beams the local resistance provided
  • The 2nd Battalion of the 506th PIR was just 50 meters (150 ft) away from the bridge when it was blown up

That’s it for now. Thanks for stopping by, and we’ll see you on the battlefield!

Developer Blog #149



Community members! Now that we have announced the Airborne DLC for Call to Arms - Gates of Hell, we will take our time - throughout a few blogs - to tell you more about the project and to fill you in on the history behind the missions it portrays.
Curious? Keep reading!

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

[h2]Missions[/h2]
As we revealed in the announcement, the DLC will contain 12 single-player missions, 5 for the 82nd and 7 for the 101st Airborne division.
The maps are created using real-life battlegrounds, but perhaps that goes without saying, because in Call to Arms - Gates of Hell, that will always be the case. Missions will also be playable in co-op; each of the missions will have room for four players.

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[h2]Storyline[/h2]
Call to Arms - Gates of Hell: Airborne features a storyline that takes you from D-Day to the war's end at the Elbe river crossings. It features iconic missions well-known to a large audience because the entertainment industry has re-enacted them on several occasions. Some Hollywood productions are more historically correct than others, but for the Airborne DLC we’re absolutely not following the entertainment industry; we use the actual records.

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The campaign will have several D-Day scenarios; of course, there are Market Garden related missions, and it wouldn’t be complete without the Battle of the Bulge. In the end, you even find yourself far inside Germany!
The campaign has more variety than ever, and as a result, it includes new voice lines for several situations, like when you meet French civilians in Normandy.
We will highlight one of the campaign missions in the next blog.

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[h2]New feel[/h2]
At the start of each mission, you will be briefed on the strategic situation and your location.
The voice-over and video show the general frontline situation, like in previous campaigns. However, in the Airborne campaign, this will be different; the initial video does not provide tactical information and orders.
In all of the “Airborne” missions, you will receive your tactical instructions and orders in the mission, not before.

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A combination of narration and video will get you up to speed with the situation “on the ground.” Secondary objectives are sometimes added as you go along because the mission situation develops constantly. For your primary task, a video will be played to hand you the next part of your assignment.
Many of the objectives will be hidden; each will earn you a Steam achievement.

Besides that, we added some very famous names to the roster. This is not too hard because the records are rather detailed and extensive. This way, we can also pay tribute to some of the most courageous men of World War 2, an opportunity we will not pass up!

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[h2]Roadmap[/h2]
We plan to release “Airborne” sometime in 2024, barring unforeseen situations.
For future reference, you can always check the Call to Arms - Gates of Hell development roadmap on our company website.

Wishlist Airborne today:
https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

[h2]Did you know?[/h2]
  • The next faction DLC is already under development
  • We’re moving discussions about this blog to our Discord server. You can join by clicking the banner below

That’s it for now. Thanks for stopping by, and we’ll see you on the battlefield!

Announcing the “Airborne” DLC!



We are proud to announce Call to Arms - Gates of Hell: Airborne !
This special DLC will only require “Ostfront” to play.
Time to start wishlisting! the store page is already up:

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

Airborne

Get ready for a spectacular, action packed experience!
This DLC will take the singleplayer format a step up, with its upgraded features.
Step in the shoes of a US paratrooper and get ready to go into action at the crack of dawn on D-Day. Take part in Operation Market Garden, the Battle of the Bulge and advance into Germany proper for the crossing of the Elbe river. Immerse yourself in the iconic battles that gained the 82nd and 101st legendary status!



As you may have come to expect from us, the battlegrounds will be the real thing; detailed recreations of iconic locations such as Brécourt Manor, the bridge at la Fière and the Nijmegen bridge during operation Market Garden.
Twelve single player/ co-op missions await, with all of the right maps and assets to immerse you deeply.

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[h2]Divisions[/h2]
The units that are featured in the Airborne campaign will be two of the most famous US divisions in military history: The 82nd and 101st airborne divisions.

In 1942, the 82nd “All American” was the first US airborne division ever to be formed.
Their baptism of fire followed in 1943, when they were paradropped over Sicily, and later over Salerno.
During the Normandy invasion, the 82nd carried out “Mission Boston”, in which one of its objectives was to take Sainte-Mère-Église. Obviously this mission will be included in the DLC, along with the other missions that tell you the story of the 82nd.

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The 101st “Screaming Eagles” is the second oldest airborne division of the US armed forces, also redesignated from being an “Organized Reserve” infantry division in 1942.
Like the 82nd, the 101st was dropped before dawn on D-Day, their objective being to secure the village of Saint-Martin-de-Varreville, and the causeways to (or from) Utah beach. The 101st became even more legendary during the Battle of the Bulge, when they defended the besieged Belgian town of Bastogne. This, and other famous battles will be included in the storyline for the 101st.

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[h2]New content[/h2]
Other than single player missions - which can be played as co-ops as well - there are some new vehicles and a lot of new assets.
The assets will be a big expansion to the options for the western front, including an assortment of assets for the Netherlands. Some pretty spectacular objects await!
On the whole, the table of contents is perfectly suited for the campaign.
You can find the content listing on the store page.

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[h2]Integration[/h2]
The Airborne DLC requires the Ostfront base game only, even if there are US forces involved. We obviously encourage anyone to try the Liberation DLC as well, which adds the US as a nation, but to play the Airborne DLC it’s not required.

https://youtu.be/jTobzr9IdUI?si=-raCy5VYZOpRteyD

So now you know what our next DLC is about. Wishlist it today:

https://store.steampowered.com/app/2904660/Call_to_Arms__Gates_of_Hell_Airborne/

Did you know?
  • “AA” on the 82nd airborne division’s shoulder patch stands for “All American”
  • The name reflected the fact that it had members from every US state
  • The 101st Airborne Division was formed around a nucleus of staff from the 82nd

That’s it for now. Did you see this coming? Let us know in the comments!

Update 50: Version 1.045.0



Community members! Today we will update the game to the next version. As you can see, we are not on vacation; we are adding and fixing a number of things and the game update is ready to go. We have fixed/updated the workshop to be able to use tags and categories correctly as well. But first, a comment on the next DLC;

[h2]The next DLC[/h2]
We are excited to share our next DLC with you guys and will reveal the store page plus an announcement very soon. With this DLC we are trying something a bit different in comparison to our previous DLCs and we hope you guys will like it. The wait is almost over!

On to the game update.

Changelog


[h2]Highlights[/h2]
  • Updated workshop.exe gui, fixed warnings, updated copyright notice, and added new tags (categories):
    - MP Map
    - SP Map
    - Mission
    - Gamemode
    - Unit Set
    - MP Compatible
    - Interface
    - FX
    - Sound
    - Total Conversion

  • Fixed wheeled 120mm Mortars (FIN, GER, RUS) from going underground when a component is broken while in moving or towing stance
  • Fixed players able to join a lobby that has no open slots because host made some slots closed or reserved
  • Fixed sync in MP for entity tags for "install" instruction and "mine" order (build fortifications / lay mines)
  • Fixed issue with MP code causing desync of vehicle destruction events and various other new anomalies introduced in last patch
  • Updated executable icons / shortcut
  • Fixed several issues related to human move orders, reloading and throwing grenades (see Everything Else section)

[h2]Conquest[/h2]
  • Fixed fauna on dcg_hotton map to be correct player number
  • Fixed flying tree on DCG_Tormasenvaara
  • Fixed stairs collisions DCG_Barrikady
  • Fixed "max_stage" for StuG 3 Ausf G to extended to end of war, for AI use.
  • Fixed "max_stage" for Kht-130 to NOT extended to end of war but end earlier like it should, for AI use.

[h2]Multiplayer[/h2]
  • Updated battlezones for 3v3 hurtgenwald
  • Updated position of bases on 2v2_fall domination

  • Fixed friend check not working for MP Lobbies (reserve slots)
  • Fixed outside view of MP lobbies to account for closed and reserved slots properly
  • Fixed players able to join a lobby that has no open slots because host made some slots closed or reserved
  • Fixed issue where air-stike called in by player in MP would fly in circle is player left match by not resets actor orders on transfer to other player if said actor is not select-able
  • Fixed sync in MP for entity tags for "install" instruction and "mine" order (build fortifications / lay mines)
  • Fixed issue with MP code causing desync of vehicle destruction events and various other new anomalies introduced in last patch

  • Fixed and cleaned up music scripts for all MP maps and game modes to stop multiple tracks playing at the same time
  • Fixed foxhole on 2v2 monastery
  • Fixed flying tree on MP Tormasenvaara
  • Fixed stairs collisions on MP Barrikady
  • Fixed missing after action report icon for doctrine_jagdpanzer4_l48_early, doctrine_107mm_m1910_30 mid and late

[h2]Single Player[/h2]
  • Fixes applied to skirmish missions
    - simplified assignment of player units at start (sp/coop).
    - Player is able to skip scenario which triggers soldiers assignment which in turn could kick before soldiers arriving in starting vehicle(s) are still in or out of vehicles
    - Previous script had a chance for soldiers in animation of disembark not being detected as either linked or not linked and ending up not being assigned. Now, this is fixed

  • Fixed Tutorial Mission 5 "Trial by Fire"
    - Added fail-safe so that if player uses all ap/at mines he is not blocked from progress.
    - Engineer truck arrives and auto replenishes specific mines if tasks are not complete and specific mines are depleted in the truck.
    - Fixed pathing which lead to reinforcement truck weird movement.
    - foxhole task now is accompanied with green zone area indicating where to build foxholes to complete the task
    - play task new sound instead of complete when showing task to defend vs counterattack

  • Fixed for German mission "Among the Heavens"
    - part1 end(alarm or stealth) and part2 start scenarios played only (with skip ability) in single player. Coop skips the scenario outright and executes skip events
    - part1end(alarm or stealth) / part2 / part3 handling of player units (>ai>delete>add>select) cleaned up and made coop secure and proper order of operations (actorstate/ables > player > autoassign)
    - fixed chances of certain tags being removed before other command executed on them
    - added capture_hotel zone to make player actually be within steps of the hotel for capture.
    - clean up and fixes to most calls around part1 end and part2. Avoid player# in commands unless you are certain and you need it, for coop purposes.
    - whenever selector is MID# remove player# requirement check in commands.
    - part2 groups use waypoint selector for tag changes on spawn instead of selector, avoid player# in commands.

  • Fixed Finnish Skirmish Mission "Honkaniemi"
    - replaced ptrd41 antitank soldiers on Soviet side to use soldier with Dyakonov Rifle Grenade Launcher
    - fixed missing path to fin t37a description

  • Fixed broken bushes on SP luttich
  • Fixed anachronistic wrecks on SP Moscow
  • Fixed factories on SP Petrozavodsk skirmish
  • Fixed railways on SP Seelow Heights skirmish

  • Replaced Sdkfz251 Ausf.C with Ausf.D in late war missions/skirmishes
  • Replaced T28 with T28E in Russian Skirmish: "No Land Beyond the Volga!"
  • Replaced SG34 with Maxim MG in German Skirmish: "Mamayev Kurgan"
  • Replaced Brandenburgers and Fallschirmjagers to be early war version with MG34 instead of MG42 in German Skirmish: "Battle of Moscow"

[h2]Everything Else[/h2]
  • Added "boat" icon for marine vehicles to minimap
  • Added back "SPG" icons for vehicles to minimap

  • Updated interaction_entity scripts to use call_synced for calls that are inside delays with random times that are not vfx related (Modders: it would be good to update your files as well to help with sync issues in online/coop)

  • Updated ammo trailers to have "ammo" minimap icon
  • Updated all rocket artillery vehicles to have "artillery" minimap icon
  • Updated several vehicles that were missing SPG (Self-propelled gun) or TD (Tank destroyer) minimap icons
  • Updated executable icons / shortcut
  • Updated Max distance for penetration stats in library from 250m to 200m
  • Updated searchlight FX
  • Updated accuracy of m18 recoil-less

  • Updated workshop.exe gui, fixed warnings, updated copyright notice, and add new tags (categories):
    - MP Map
    - SP Map
    - Mission
    - Gamemode
    - Unit Set
    - MP Compatible
    - Interface
    - FX
    - Sound
    - Total Conversion

  • Fixed enemy ignore not working for single units on move order
  • Fixed single human sometimes reloading when given a move order
  • Fixed humans in squad (not leader) sometimes reloading instead of following squad leader after move order
  • Fixed squad members getting stuck leaving the watch tower
  • Fixed squad members getting interrupted following squad leader by enemy
  • Fixed issue where ordering multiple cannons to move, rotate, or change stance would not work for all selected cannons by catching a corner case when adding vehicles to a squad that already commander one (remove commander in this case)
  • Fixed 2 issues with humans throwing grenades (especially over high walls):
    - Caching of the "weapon inside wall" state broke the target accessibility testing
    - Inconsistent internal "hold back" state that caused infinite aim prepare

  • Fixed wheeled 120mm Mortars (FIN, GER, RUS) from going underground when a component is broken while in moving or towing stance

  • Fixed 37mm_flak37 missing obstacles
  • Fixed incorrect HE accuracy for 107mm_k10 and 120mm_k78_31
  • Fixed MG Bunker Panzernest so that it cannot be crushed by non-tank vehicles
  • Fixed missing "hole" volumes in Pershing tracks
  • Fixed lower hull side armor for M4 Shermans
  • Fixed M4 early extra armor panels having 0 thickness
  • Fixed stug3g_fin ammo in the DT MG
  • Fixed missing sandbag on Finnish 107mm K/10 and 105mm K/13
  • Fixed vehicle views for: bt42, kht130_fin, l182, pz38's, t26_fin, t34_85_fin, t37a_fin, gaz_fuel
  • Fixed sdkfz8_flak18 trackright
  • Fixed missing pivot_back bone to some vehicles
  • Fixed cannon shooting sound for t3457_43

  • Fixed euro town walls for better soldier positioning
  • Fixed various warnings in game.log related to textures
  • Fixed folder name error that caused USA human talks to not play for "for impossibility_to_execute_an_order"
  • Fixed issue with some pipeline entities giving errors due entity name by renaming (pipeline2_xa to pipeline2_ax)
  • Fixed some units getting stuck on broken wall (fence_stone3)
  • Fixed some soldiers spawning without helmet due to full inventory
  • Fixed durability and armor of belgian_gate to be same as anti-tank hedgehogs
  • Fixed mass of M15 WP grenade

  • Removed wrong soviet soldier names

r17374-17587

That’s it for now, thanks for stopping by and we’ll see you on the battlefield!