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Introducing Hell Let Loose: Vietnam

Welcome to the Vietnam War
[p]We are thrilled to announce our next chapter: Hell Let Loose: Vietnam.[/p][previewyoutube][/previewyoutube][p] [/p][p]Hell Let Loose: Vietnam is the first new entry in the Hell Let Loose franchise, transporting the series into the Vietnam War. It builds on everything that made our World War Two-based Hell Let Loose so popular, including large-scale 50 vs 50 battles, immersive realism, and deep strategic gameplay. This new title takes advantage of the change in setting to deliver fresh gameplay systems and new ways to fight. Expect era-specific weapons, environments, and challenges, from brutal jungle combat to tense tactical scenarios where success depends on coordination, strategy, and teamwork, reimagined for an entirely different battlefield.[/p][p]To find out more about Hell Let Loose: Vietnam please read our 'Introduction to Hell Let Loose: Vietnam' blog, and discover more about our newest title in the franchise.[/p][p]Find out more about Hell Let Loose: Vietnam[/p][p] [/p]
What does this mean for Hell Let Loose?
[p]We know this announcement will spark excitement for many as the franchise expands into a new conflict. For others, it may also raise concerns about the future of Hell Let Loose.[/p][p]Rest assured, the introduction of Hell Let Loose: Vietnam does not affect our ongoing development of Hell Let Loose. Team17 remains fully committed to the Hell Let Loose franchise.[/p][p]To deliver Hell Let Loose: Vietnam, Expression Games has built a second dedicated team, ensuring that we will be able to support both titles simultaneously. One game will not come at the expense of the other. Our focus is on maintaining and growing both experiences for the community.[/p][p]Running both games side by side also creates opportunities to share updates and improvements, enhancing each title. With the community continuing to support us, we will keep supporting both games.[/p][p]Looking ahead, there’s a huge amount of content still to come for Hell Let Loose before the end of 2025, and we are already hard at work on our next roadmap Hell Let Loose in 2026.[/p][p] [/p][h2]What is coming next to Hell Let Loose?[/h2][p]The next big milestone for Hell Let Loose will be Update 18, which delivers a large refresh of Stalingrad, major changes to the armour system, and much more.[/p][p]You can already catch a preview of what’s coming in our recent Dev Briefs:[/p][p]Following that, Update 19 will introduce our next map, as well as the introduction of the Self-Propelled Artillery vehicle.[/p][p]SPAs will be the newest vehicle coming later this year[/p][p][/p][p]There’s so much to look forward to in Hell Let Loose, and we’re excited to experience it together with our community.[/p][p][/p][p]- Team 17 and Expression Games[/p][p] [/p][h2]FAQs[/h2][p]If you have questions about Hell Let Loose: Vietnam or what this means for Hell Let Loose, check out our FAQ page.[/p][p]We’ll keep it updated as new questions come in, so you’ll always have the latest information.[/p][p]See you on the front lines.[/p][p][/p][h2]Vietnam Q&A Livestream[/h2][p]This Friday, our community manager Ben, will be going live on the Hell Let Loose Official Twitch channel alongside Hell Let Loose: Vietnam developers Matt and Kieran to answer some of the most frequently asked questions from the community.[/p][p]If you have a question that you would like answered on stream, be sure to add them in the comments below, or head over to the Discord to submit your questions in the #hllv-livestream-qna channel. [/p][p]Be sure to add the livestream to your calendars, and get ready to meet some of our Hell Let Loose: Vietnam dev team.[/p]
  • [p]Time: 9am PST | 12pm EST | 5pm BST | 6pm CEST[/p]
  • [p]Date: Friday 22nd August[/p]
[p][/p][p] [/p][p][/p]

Dev Brief #207 | PTE and Armour Rework | Stalingrad & Update 18

[p][/p][p]Hello Everyone,[/p][p]Welcome back to our next Dev Brief. This time, we are diving into the upcoming changes to the Armour class, which will make their first appearance alongside the Stalingrad refresh in Update 18.[/p][p]This rework has been a much-requested feature from the community and something we have been eager to improve for quite some time. We are excited to finally share some details on what you can expect, and we hope to see many of you in our first Public Testing Environment (PTE) session for the updated Stalingrad on Friday 15th August.[/p][p][/p]
Upcoming Events
[p][/p][h2]Update 18 PTE - Friday 15th August[/h2][p]As mentioned in last week’s Dev Brief #206, this PTE will be focusing on Update 18. Make sure to mark your calendars and join us on the frontlines in Stalingrad.[/p][p]Friday 15th August: 8am PST | 11am EST | 4pm BST | 5pm CEST[/p][p]As normal with our PTE’s we have a feedback form and bugs reporting form for those who participate to complete. These will be linked at the bottom of the dev brief and we cannot wait to hear back from you about the upcoming changes. In particular we will be extremely interested to hear feedback on everything new coming to Stalingrad including new additions, performance, and more. We also are adding other changes such as the ability to pick up supplies, and of course what you came here to read about; Update 18’s Armour Rework.[/p][p]Known Issues[/p][p]You may experience some issues with the prone system during the PTE, including restrictive movement when prone. [/p][p]We're currently working on a rework for the prone system that currently causes issues such as: [/p]
  • [p]Peoples legs popping through walls[/p]
  • [p]Going under the map when bipoding on inclines [/p]
  • [p]And other frustrating prone bugs[/p]
[p]What you will see is a work in progress version of the prone rework.[/p][p][/p][p]Stalingrad PTE takes place on Friday 15 August[/p][p][/p][h2]Future Games Show - Wednesday 20th August[/h2][p]Before we go into details on the upcoming armour rework, we must inform you that Hell Let Loose will be making an appearance at the Future Games Show starting at 11am PDT | 2pm EDT | 7pm BST | 8pm CEST. Don’t miss it![/p][h3]"The future of Hell Let Loose will be at the Future Games Show"[/h3][p]Hell Let Loose will be featured at the Future Games Show 2025[/p][p][/p]
Armour Rework
[p]In reworking the Armour class, we set out to deliver a more balanced and immersive tank experience. The changes include a refined tank profile system, improved overall balancing, the brand-new ‘Tinkerer’ loadout, and deeper immersion for every member of the Tank squad.[/p][p][/p][p]A T-34 rolls into Stalingrad[/p][p][/p][h2]Tank Balancing[/h2][p]The first major element of this rework is a comprehensive overhaul of tank balancing. To enhance immersion, gameplay variety, and strategic decision-making, every tank in Update 18 has undergone an individual stat rework and balance pass. Our aims with these changes are to:[/p]
  • [p]Emphasise the unique performance characteristics of each tank.[/p]
  • [p]Encourage strategic diversity and highlight faction-based asymmetry, reflecting the nature of real-world historical warfare.[/p]
  • [p]Reinforce the role of tanks as powerful, game-changing tools suited to a wide range of battlefield scenarios.[/p]
  • [p]Improve the viability of Medium and Light Tanks, increasing their relevance and usage during matches. This change will complement the upcoming Heavy Tank Limitations, which we will cover later in this brief.[/p]
[p]The aim of these changes is to create a clearer, more strategic comparison between tanks by emphasising their unique strengths and weaknesses. This system encourages players to consider a tank’s specific combat role and capabilities, promoting more varied and tactical gameplay.[/p][p]By breaking down stats for example into three distinct, adjustable stat groups, we can better balance the tanks and provide players with meaningful choices based on their preferred playstyle and battlefield needs.[/p][p]One of these stat groups focuses on a tank’s offensive capabilities. Each tank will now have specific stats assigned to its weapons, including muzzle velocity, shell drop-off distance, reload time, damage output for both armor-piercing (AP) and high-explosive (HE) shells, turret speed, depression and elevation angles, and the power of its coaxial machine guns.[/p][p][/p][p]Light and medium tanks will have their viability increased in Update 18[/p][p][/p][h2]Other Tank Changes[/h2][p]In addition to stat balancing, we are also updating and refining the following systems:[/p][p][/p][h3]Tank Traversal[/h3][p]We are also improving how tanks interact with their environment. This includes enhancements to hit detection, the impact on objects, and most notably, better traversal over trenches. These changes aim to create a smoother and more immersive experience when navigating the battlefield.[/p][p][/p][h3]Condition-Specific Behaviour [/h3][p]Another major addition in this update is the introduction of condition-specific behaviour for tanks. Tanks will now respond dynamically to the surface they are driving on, with performance changing depending on terrain types such as muddy ground, urban streets, or open fields.[/p][p]We are excited to see the tactics that emerge as Tank Commanders choose between the speed advantage of staying on roads or the element of surprise that comes with slower, off-road movement.[/p][p]In addition to tanks reacting more dynamically to terrain, players will now have the ability to adapt their vehicles mid-match through Tank alterations using the new ‘Tinkerer’ tool.[/p][p][/p][p]Condition-specific behaviour will impact all tanks in Update 18[/p][p][/p][h2]Tinkerer Loadout (Work in Progress Title)[/h2][p]We are introducing a new interactive match mechanic that gives the Armour class, specifically the Crewman, access to a powerful new tool at higher levels: the Tinkerer Loadout (Work in Progress Title).[/p][p]To Tinker means to augment an existing trait of a tank, allowing the crew to adapt or improve its performance based on the needs of the Tank Commander. This mechanic empowers armour squads to respond to:[/p]
  • [p]Map-specific challenges[/p]
  • [p]The current match state[/p]
  • [p]Enemy behavior or gathered intel[/p]
[p]The Tinkerer system supports a more dynamic and adaptive tank experience, where tanks are no longer locked into a fixed stat loadout for the entire match. Instead, crews can make real-time adjustments, enabling more strategic decision-making and greater battlefield flexibility.[/p][p]Below are some examples of potential Tinker types and their effects and trade-offs:[/p][h3]Mobility Upgrade[/h3][p]With this upgrade, you will remove the heavy loads or armour to improve mobility. This will increase acceleration and faster turning speed, however in turn the tank will have decreased deceleration along with reduced armour and health.[/p][h3]Turret Tuning[/h3][p]Tuning the electronics or hydraulic systems will allow for faster turret movement including rotation speed and damage. By enacting this Tinker however you will trade speed for slower reload times and potential jamming, as the increased speed is temporary.[/p][h3]Armour Bracing[/h3][p]If you are under heavy fire, you may feel that applying additional armour or reinforcing existing armour plating will be your best move. In this approach you will gain increased armour on the front, side, or rear of the tank, however will give up on you speed with a decrease in top speed as well as slower turning. [/p][p][/p][p]Panzer IV surveys the battlefield[/p][h2] [/h2][h2]Heavy Tank Limitations[/h2][p]Rather than balancing all tanks into a uniform meta to match the power of Heavy Tanks, we are embracing their role as the strongest, but rarest and most impactful assets on the battlefield. In Update 18, Heavy Tanks are intended to be high-impact, game-changing power plays rather than early-game tools.[/p][p]To achieve this, we will be increasing the cooldown period for spawning a Heavy Tank, with the timer now beginning only after the vehicle has been destroyed rather than when it is first deployed. In addition, the number of Heavy Tanks available in a match will be capped at two active units at any given time. We will closely monitor community feedback after release to determine whether this limit should remain in place or be adjusted in future updates.[/p][p][/p][p]The Panther and other heavy tanks will see limitations in Update 18[/p][p] [/p][h2]Immersion Improvements[/h2][p]Alongside numerous mechanical changes and updates, we are exploring ways to enhance immersion as part of the Armour Rework.[/p][p]As a deliverable for Update 18, we aim to update tank audio dynamically based on various factors, including the map currently being played. This will create a more immersive experience and requires close collaboration with the Audio team.[/p][p]Keep your ears open when the update launches later in the year![/p][p][/p][p]M4A3E2 76mm Sherman ready for a fight[/p][p][/p]
Other New Update 18 Features
[p]Alongside all the updates to Stalingrad, as well as our extensive Armour upgrades, we are also adding a host of other features and changes to Update 18. We cannot wait to get your feedback on the following in this week’s PTE:[/p][p][/p][h2]New Feature: Picking up Supplies (Support Role)[/h2][p]Players who are playing as the Support role can now pick up and redistribute their supply box should they wish to be relocated. Once a supply box is placed down and the cooldown has started, the player can interact with the box to resupply them back into their inventory. The cooldown the supply box will also be reset.[/p][p]Note:[/p]
  • [p]Only the player who placed down the supply box can pick them back up[/p]
  • [p]Other team members cannot pick up friendly supply boxes[/p]
  • [p]The supply box cannot be picked up if any of the supplies have been used (subject to change)[/p]
  • [p]This does not affect Commander supply drops or Supply Truck drops[/p]
[p][/p][previewyoutube][/previewyoutube][p] [/p]
PTE Feedback Forms
[p]As always, please send your PTE feedback via the below forms:[/p][h3]Feedback Form[/h3][h3]Bug Reports Form[/h3][p][/p][p][/p]
Future Armour Additions
[p]Something new is rolling onto the battlefield later this year... [/p][p][/p][p]Introducing the Self-Propelled Artillery vehicle. Think of this new vehicle type as artillery on wheels, this is also just the first step towards the overall artillery rework coming to Hell Let Loose in 2025 which will allow squads of two to take the functionality of artillery and move it around the battlefield relatively freely.[/p][p]SPAs will be the newest vehicle coming later this year
[/p][p][/p]
Community Updates
[p]Hey everyone, Ben back with some community updates. The first is regarding our PTE this weekend! [/p][p][/p][h2]War Correspondent Takeover Livestream - Friday 15th August 2025[/h2][p]Our incredible War Correspondents will be taking over our Hell Let Loose Official Twitch on Friday.[/p][p]As the PTE kicks off at on Friday 15th August at 8am PST | 11am EST | 4pm BST | 5pm CEST, DasAltberg will be live with a livestream, admin-camming around the map and showing off everything new coming to Stalingrad.[/p][p]Then at 2pm PST | 5pm EST | 10pm BST | 11pm CEST, RazBora and TheFreshBakedGoods will be diving deep into the armour rework with some tank gameplay![/p][p]Be sure to join the lobbies, tune into stream, and enjoy what’s coming in our new update.[/p][p][/p][p][/p][p] [/p][h2]Best of the Community - Episode 4 - VOD[/h2][p]Last week I was joined by the incredible SoulSniper as my co-host for Episode 4 of our Best of the Community series. If you missed the stream, there is no need to worry as the full VOD is now up on our YouTube channel![/p][p]Make sure you don't miss out on any future streams by following the Hell Let Loose Official Twitch channel. [/p][p]If you would like to be featured in future episodes, be sure to submit your videos, artwork, or clips via our  Discord at https://discord.gg/HellLetLoose[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]War Correspondents Content[/h2][h3]Razbora:[/h3][p][dynamiclink][/dynamiclink][/p][h3]TheFreshBakedGoods[/h3][p][dynamiclink][/dynamiclink][/p][h3]DasAltberg[/h3][p][dynamiclink][/dynamiclink][/p][p][/p]

"The future of Hell Let Loose will be at the Future Games Show"

[p][/p][h3]"The future of Hell Let Loose will be at the Future Games Show"[/h3]
  • [p]Wednesday 20th August[/p]
  • [p]11am PDT | 2pm EST | 7pm BST | 8pm CEST[/p]
[p]Don’t miss it![/p][p][/p][p]https://www.futuregamesshow.com/[/p][p][/p][p]#HellLetLoose #FutureGamesShow[/p]

Dev Brief #206 | VFX Improvements | Stalingrad & Update 18

[p][/p][p]Hello Everyone,[/p][p]We’re excited to share more behind the scenes information from our upcoming update. In this Dev Brief, we’re taking a look at the work our Technical Art team has been doing to improve Visual Effects (VFX), particularly in the newly refreshed Stalingrad map, as well as some updates across our legacy maps.[/p][p][/p]
Stalingrad PTE Announcement
[p]Before we jump into some of the incredible work from the Technical Art team, we have an exciting announcement to share.[/p][p]Our first Public Testing Environment (PTE) for the new and improved Stalingrad will be taking place on Friday 15th August.[/p][p]Unlike previous PTEs, this session will run over a much shorter timeframe. Rather than spanning an entire weekend, we’ll be hosting a special extended play session. You may even see some of our dev team in the session as well, so mark your calendars and make sure you’re among the first to experience the refreshed Stalingrad firsthand![/p][p]Follow our socials so that you know when the event kicks off![/p][p]Stalingrad PTE will take place on Friday 15 August[/p][p] [/p]
Technical Art Team Updates
[p][/p][h2]Ambient VFX[/h2][p]One of the key changes our Technical Art team has implemented is the addition of new ambient VFX volumes to the Stalingrad map. These have been carefully tuned alongside existing volumetric fog settings to create a more cohesive blend with the updated lighting.[/p][p]Work is also ongoing on a fire pass for the POI building in Stalingrad. Additional lighting has been placed using mesh distance field shadows on point lights, creating dramatic effects without increasing shadow cost.[/p][p]Ambient VFX Improvements[/p][p] [/p][h2]Lighting [/h2][p]Stalingrad is getting a refreshed look with significant improvements to lighting and exposure, as well as giving Stalingrad a much more dramatic skybox. Volumetric fog has also been enabled for use with the ambient VFX volumes adding to a more atmospheric smoggy look.[/p]
  • [p]Directional light colours and intensity tuned[/p]
  • [p]Skybox tuned to add more drama without blowing out the highlights (requiring an update to the skybox material to add more control)[/p]
  • [p]HDRI lighting updated to better match the new skybox[/p]
  • [p]Post processing to reduce the warmth and to add some contrast to counter the flatness sometimes experienced with a more overcast map[/p]
[p]Lighting Tuned for Updated Skybox[/p][p] [/p][p]The Technical Art team has been updating the lighting scenarios for the Russian and German Offensive and Skirmish levels. We’re actively collaborating with Art Direction and Level Design teams to finalise these scenarios. As always, we’d love to hear your feedback on which versions you like the look of.[/p][p][/p][previewyoutube][/previewyoutube][p]Stalingrad - Morning[/p][p][/p][previewyoutube][/previewyoutube][p]Stalingrad - Dusk[/p][p][/p][previewyoutube][/previewyoutube][p]Stalingrad - Overcast[/p][p] [/p][h2]Vehicle Explosion VFX (WORK IN PROGRESS)[/h2][p]As outlined in our roadmap earlier this year, we’re working on delivering much-needed improvements to our vehicle explosion VFX. Our Technical Art team has begun prototyping enhanced and more varied explosion effects to bring greater visual impact and realism to the battlefield.[/p][p]Please note that this is still a Work in Progress (WIP) and will continue to be developed before being introduced into the live game. In the meantime, we hope you enjoy this behind-the-scenes video from the team, showcasing what they’ve been working on so far.[/p][p][/p][previewyoutube][/previewyoutube][p]WIP Vehicle Explosion VFX[/p][p][/p][h2]Weather Manager[/h2][p]The Technical Art team have been investigating ways to introduce localised fog to add more ambience and atmosphere to Stalingrad. This has led the Technical Art team to continue developing the new fog volume tool for adding localised fog, smoke and smog.[/p][p]This tool will be expanded to use a variety of VFX, such as embers and fire particles to support additional features that will be seen in future maps.[/p][p] [/p][h3]Stalingrad[/h3][p]Along with changes to lighting and VFX, we will also be adding our weather manager to the Stalingrad refresh.[/p][p]Using our sandstorm setting created for Tobruk, we have adapted this to create dynamic fog and dust that will roll across the map throughout the battle duration.[/p][p][/p][previewyoutube][/previewyoutube][p]Dynamic Fog and Dust added to Stalingrad[/p][p] [/p][h3]Legacy Maps[/h3][p]The weather manager will also continue to be rolled out to more of the legacy maps, which will now include Carentan. The lighting for this weather scenario has also been updated to better match the weather type.[/p][p]Dynamic rain is now enabled for the following maps:[/p]
  • [p]Carentan Offensive US[/p]
  • [p]Carentan Offensive GER[/p]
[p][/p][previewyoutube][/previewyoutube][p]Dynamic Rain added to Carentan Offensive Modes[/p][p] [/p][p]Lighting Update to Match the Updated Weather Manager[/p][p] [/p][p]We hope you’ve enjoyed this look behind the scenes at the VFX and lighting improvements coming in Update 18. Our Technical Art team is hard at work, and we can’t wait to show you more in the near future.[/p][p]Stay tuned, and as always, we appreciate your continued support and feedback.[/p][p][/p][p][/p]
Community Updates
[p]Hey everyone, Ben back with some community updates.[/p][p][/p][h2]'Best of the Community' Livestream - Thursday 7th August 2025[/h2][p]We will be returning with Episode #4 of our Best of the Community this week on Thursday 7th August 2025 on the Hell Let Loose Official Twitch channel. This episode we will be joined by the incredible  SoulSniper as our co-host, and we cannot wait to watch some more phenomenal clips from the community.[/p][p][/p][p]If you missed any of the previous episodes, include our June show with co-host TheFreshBakedGoods, be sure to head over to our YouTube where you can find full VODs as well as clips from some of the previous “Best of Winners”.[/p][p][/p][p]Hell Let Loose YouTube Channel - Best of the Community[/p][p][/p][h2]War Correspondents[/h2][p]With Patch 17.1 dropping last month, our War Correspondents have been out on the frontlines creating some epic content for us all to watch. Be sure to check out some of their recent stuff via the links below:[/p][p][/p][h3]Gebatron[/h3][previewyoutube][/previewyoutube][p][/p][h3]Razbora:[/h3][previewyoutube][/previewyoutube][p][/p][h3]TheFreshBakedGoods[/h3][previewyoutube][/previewyoutube][p][/p][h3]SoulSniper[/h3][previewyoutube][/previewyoutube][p][/p][h3]DasAltberg[/h3][previewyoutube][/previewyoutube]

Dev Brief #205 | Patch 17.1 Changelog | QOL Changes

[p][/p][p]Hello Everyone,[/p][p][/p][p]Patch 17.1 has been deployed on all platforms![/p][p]We’re excited to release Patch 17.1, featuring a range of highly requested Quality of Life improvements and a variety of bug fixes.[/p][p]This update targets several key areas from our 2025 roadmap, aiming to enhance the overall gameplay experience while the team continues work on the next map and major content update. Stay tuned for more details soon![/p][p]Patch 17.1 is just the beginning. We’re committed to bringing even more improvements in upcoming updates throughout the year. Thank you for your continued support![/p][p][/p]
New Features
[p][/p][h2]Medic Improvements[/h2][p]As part of the ongoing effort to improve Medic gameplay, the Design team has tuned several in-engine values to improve both both performance and playability. As a result of this, the following values now apply:[/p]
  • [p]Full HP on revive[/p]
  • [p]Medic bandage speed is now 2s (this also applies to self bandaging)[/p]
  • [p]Revive speed for all Forces has been reduced to 2s[/p]
  • [p]Medic revive XP increased from 30 to 75[/p]
  • [p]Being revived by Medic XP increased from 30 to 75[/p]
[p][/p][previewyoutube][/previewyoutube][p][/p][h2]Call & Response[/h2][p]Patch 17.1 also introduces the Medic ‘Call & Response’ system, a two-way feature that allows downed players to request a revive. [/p][p][/p][h3]Downed Players' Perspective[/h3][p]When downed, players can now request a Medic using the \[PING] keybind. The UI will update to confirm that this request has been sent.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]Medics' Perspective[/h3][p]Medics can respond using the radial ping marker system, helping prioritise revives and reduce unnecessary journeys across the battlefield.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]UI Icon Updates[/h3][p]The following UI Icons have been added to facilitate this new feature:[/p][p][/p][p] - Friendly player is injured[/p][p] - Friendly player is downed[/p][p] - Medic has been requested[/p][p] - Medic is en-route[/p][p][/p][h2]Medic Loadouts[/h2][p]The loadouts for the Medic role have had a balance pass for the following factions:[/p][p][/p][h3]US Forces[/h3]
[p]Standard Issue[/p]
[p]Weapon/Equipment[/p]
[p]Ammo Count/Capacity[/p]
[p]Adjustments[/p]
[p]M1 Carbine (Semi-Auto Rifle)[/p]
[p]x3 (45)[/p]
[p]+1 clip[/p]
[p]M18 Smoke Grenade[/p]
[p]x4[/p]
[p]+2 Smoke Grenades[/p]
[p] [/p]
[p]Corpsman[/p]
[p]Weapon/Equipment[/p]
[p]Ammo Count/Capacity[/p]
[p]Adjustments[/p]
[p]M18 Smoke Grenade[/p]
[p]x6[/p]
[p]+2 Smoke Grenades[/p]
[p] [/p][h3]German/DAK Forces[/h3]
[p]Standard Issue[/p]
[p]Weapon/Equipment[/p]
[p]Ammo Count/Capacity[/p]
[p]Adjustments[/p]
[p]Kar98 (Rifle)[/p]
[p]x8 (40)[/p]
[p]+4 Clips[/p]
[p]Nebelwerfer B39 (Smoke Grenade)[/p]
[p]x4[/p]
[p]+2 Smoke Grenades[/p]
[p] [/p]
[p]Sanitater[/p]
[p]Weapon/Equipment[/p]
[p]Ammo Count/Capacity[/p]
[p]Adjustments[/p]
[p]Nebelwerfer B39 (Smoke Grenade)[/p]
[p]x4[/p]
[p]+2 Smoke Grenades[/p]
[p] [/p][h3]Soviet Forces[/h3]
[p]Standard Issue[/p]
[p]Weapon/Equipment[/p]
[p]Ammo Count/Capacity[/p]
[p]Adjustments[/p]
[p]Mosin 91/30 (Rifle)[/p]
[p]x8 (40)[/p]
[p]+4 Clips[/p]
[p]Nagant 1895 (Pistol)[/p]
[p]x7 (49)[/p]
[p]+1 clip[/p]
[p]RDG2 (Smoke Grenades)[/p]
[p]x4[/p]
[p]+2 Smoke Grenades[/p]
[p] [/p]
[p]Standard Issue[/p]
[p]Weapon/Equipment[/p]
[p]Ammo Count/Capacity[/p]
[p]Adjustments[/p]
[p]Nagant 1895 (Pistol)[/p]
[p]x18 (126)[/p]
[p]+2 Clips[/p]
[p]RDG2 (Smoke Grenades)[/p]
[p]x6[/p]
[p]+2 Smoke Grenades[/p]
[p] [/p][h3]British 8th Army / Allied Forces[/h3]
[p]Standard Issue[/p]
[p]Weapon/Equipment[/p]
[p]Ammo Count/Capacity[/p]
[p]Adjustments[/p]
[p]SMLE (Rifle)[/p]
[p]x4 (40)[/p]
[p]-2 Clips[/p]
[p]Webley (Pistol)[/p]
[p]x8 (48)[/p]
[p]+4 Clips[/p]
[p]No.77 (Smoke Grenades)[/p]
[p]x4[/p]
[p]+2 Smoke Grenades[/p]
[p] [/p]
[p]Standard Issue[/p]
[p]Weapon/Equipment[/p]
[p]Ammo Count/Capacity[/p]
[p]Adjustments[/p]
[p]Webley (Pistol)[/p]
[p]x21 (126)[/p]
[p]+4 Clips[/p]
[p]No.77 (Smoke Grenades)[/p]
[p]x6[/p]
[p]+2 Smoke Grenades[/p]
[p] [/p][h2]Bipod Rework [/h2][p]The bipod system has been significantly overhauled for more flexible and realistic deployment, improving the overall gameplay experience.[/p][p]The system now detects objects in the player’s deployed path, rather than relying on hardcoded limits. This reduces instances of clipping into static objects. Deployment inside objects is no longer possible.[/p][p]Pitch angles now reflect the height of the surface, allowing a wider range of weapon rotation. You can aim lower from low surfaces and higher from elevated ones.[/p][p]Server-side checks now ensure valid deployment surfaces, fixing issues where deployment would cancel mid-animation. Standing and crouching now share the same deployment limits, eliminating the need to change stances to check for valid deployment surfaces properly.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][previewyoutube][/previewyoutube][p][/p][previewyoutube][/previewyoutube][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][h2]Explore Mode[/h2][p]Based on feedback from the Explore Mode PTE, we've made adjustments to how Explore Mode is accessed, allowing players to launch it in a true offline environment without needing to connect to the Enlist screen.[/p][p]On the main menu, “PRACTICE RANGE” has been renamed to “BASIC TRAINING”.[/p][p]Explore Mode - Main Menu[/p][p][/p][p]Within the Basic Training menu, a new “EXPLORE” tab has been added.[/p][p]Explore Mode - Basic Training Tab
[/p][p]Within the Explore tab, players are now presented with an alphabetical list of all current maps in the game. Selecting one of these will load the player into that particular map.[/p][p]Explore More - Map List
[/p][p]In Explore Mode, the player can:[/p]
  • [p]Explore every section of the map[/p]
  • [p]Play as any role[/p]
  • [p]Use faction/role appropriate vehicles[/p]
  • [p]Use faction appropriate artillery[/p]
[p][/p][previewyoutube][/previewyoutube][p][/p][p]In Explore Mode, the player cannot:[/p]
  • [p]Gain XP[/p]
  • [p]Win/Lose Matches[/p]
  • [p]Capture any Capture Points[/p]
[p][/p][h2]Post Match VOIP[/h2][p]Players can now retain voice communications on the Leadership and Squad channels during the post-match flow, allowing a grace period to discuss the match or plan next steps for the upcoming game.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]Admin Camera Features[/h2][h3]First Person POV Snapping[/h3][p]Players in Admin Camera can now target lock and snap to a player in which they can view their first person perspective:[/p]
  • [p]Player movements are tracked in real-time[/p]
  • [p]Players can be target locked regardless of faction[/p]
[p][/p][previewyoutube][/previewyoutube][p][/p]
  • [p]If a target locked player is in a vehicle, the camera will follow the vehicle from a 3rd person perspective[/p]
[p][/p][previewyoutube][/previewyoutube][p][/p][h3]Lighting Effects[/h3][p]Following recent updates to the admin camera, there has been a request to introduce filters. The Technical Art team has explored various existing filters used by the community and has created a set of presets designed to enhance the overall experience. Below are examples using Colour Look Up Tables (CLUTs).[/p][p][/p][p]2 Strip Colour Treatment[/p][p][/p][p]Bleach Bypass[/p][p][/p][p]Black and White (Red Filter)[/p][p][/p][p]Black and White (Blue Filter)[/p][p][/p][p]Modern 35mm[/p][p][/p][p]1940’s Colour [/p][p][/p][p]1940’s Colour (Variation)[/p][p][/p][p]These are then combined with additional post pro settings available in the engine, such as shadow intensity, bloom, chromatic aberration, film grain and vignetting. Below is a demonstration of these camera effects.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]Default Keybinds[/h3][p]The default keybinds have been updated to accommodate these new Admin Camera features:[/p][h3]PC[/h3]
[p]Admin Cam Action[/p]
[p]Key[/p]
[p]Toggle Auto Move[/p]
[p]1[/p]
[p]Toggle Auto Rotate[/p]
[p]2[/p]
[p]Toggle Camera Roll[/p]
[p]3[/p]
[p]Toggle Filters[/p]
[p]4[/p]
[p]Cycle Filters[/p]
[p]5[/p]
[p]Lock to Target[/p]
[p]G[/p]
[p]Toggle POV[/p]
[p]6 (only when in target mode)[/p]
[p] [/p][h3]Console[/h3]
[p]Admin Cam Action[/p]
[p]Key[/p]
[p]Toggle Filters[/p]
[p]Y / Triangle[/p]
[p]Cycle Filters[/p]
[p]X / Square[/p]
[p]Lock to Target[/p]
[p]A / X[/p]
[p]Toggle POV[/p]
[p]Left Thumbstick / L3 (only when in target mode)[/p]
[p] [/p]
Gameplay Adjustments
[p][/p][h2]XP Changes to Promote Positive Play[/h2][h3]Increased XP for Destroying Spawns[/h3][p]Previously, players received a base reward of 5 XP toward their level and role for destroying an enemy spawn. However, there was also no way to differentiate between destroying and dismantling. Since dismantling is a riskier move, it did not have a suitable reward to reflect this. This has now been addressed by the following XP buffs:[/p][p]Destroying Spawns[/p]
  • [p]Destroying Garrisons: 100 XP[/p]
  • [p]Destroying Forward Positions: 100 XP[/p]
  • [p]Destroying Airheads: 150 XP[/p]
  • [p]Destroying Outposts: 50 XP[/p]
  • [p]Destroying Nodes: 100 XP[/p]
[p]Dismantling Spawns[/p]
  • [p]Dismantling Garrisons: 150 XP[/p]
  • [p]Dismantling Forward Positions: 150 XP[/p]
  • [p]Dismantling Airheads: 200 XP[/p]
  • [p]Dismantling Nodes: 150 XP[/p]
[p]This data is also broken down on the post-match screen. All XP is applied to both the players' career and role levels respectively.[/p][p]*Note: We are continuously monitoring the XP balance in the game, so while patch 17.1 introduces these XP buffs, we will also be considering buffs to other actions in the game for future patches.[/p][p][/p][h2]Engineer Node Dismantling Behaviour[/h2][p]Previously, Engineers could not dismantle their own Nodes once built, which was inconsistent compared to other deployables like Hedgehogs.[/p][p]This behaviour has now been changed to allow Engineers to dismantle their own Nodes.[/p][p][/p][p][/p][p]Note:[/p]
  • [p]Friendly Commanders/Officers can also dismantle friendly nodes[/p]
  • [p]No other roles than those listed can dismantle friendly nodes[/p]
[p][/p]
Map Improvements
[p][/p][h2]Tobruk Improvements[/h2][p]In response to community feedback regarding the stepping effect of the VFX around large buildings, the Technical Art team has developed a new system to enhance VFX occlusion.[/p][p]This improved system applies volumes around large structures and has now been implemented in Tobruk. Below, you will find a comparison showcasing the improvements made before and after the implementation. [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]The environment art team has made some visual improvements to the building exterior textures to add more bullet and shrapnel damage giving the town area a more war torn look. Also more ground scatter has been added where it is possible without affecting performance.  The town building interiors have had more muck and scatter added to make it feel more lived in.[/p][p][/p][p][/p][p][/p][h2]Winter Camo Updates[/h2][p]Following the overwhelmingly positive reception of Elsenborn Ridge, we're bringing the same winter tank camo style to the tanks in Foy and Kharkov.[/p][p]The following features on those maps now have winter camo applied:[/p][h3]Foy[/h3][p]U.S. Forces[/p]
  • [p]Ammo Depot[/p]
  • [p]Repair Station[/p]
  • [p]Sherman Jumbo 75mm (Heavy Tank)[/p]
  • [p]Sherman Jumbo 76mm (Heavy Tank)Sherman M4A3 (Medium Tank)[/p]
  • [p]Stuart (Light Tank)[/p]
  • [p]M8 Greyhound (Recon Tank)[/p]
  • [p]M3 Half-track (Half-track)[/p]
  • [p]Willy’s Jeep (Jeep)[/p]
  • [p]GMC Transport (Truck)[/p]
  • [p]GMC Supply (Truck)[/p]
[p]Foy - U.S. Forces Winter Variants[/p][p][/p][p]German Forces[/p]
  • [p]Ammo Depot[/p]
  • [p]Repair Station[/p]
  • [p]Panther (Heavy tank)[/p]
  • [p]Tiger I (Heavy tank)[/p]
  • [p]Panzer IV (Medium tank)[/p]
  • [p]Luchs (Light tank)[/p]
  • [p]Puma SD.KFZ. 234 (Recon tank)[/p]
  • [p]SD.KFZ. 251 Half-track (Half-track)[/p]
  • [p]Kubelwagen (Jeep)[/p]
  • [p]Opel Blitz Transport (Truck)[/p]
  • [p]Opel Blitz Supply (Truck)[/p]
[p]Foy - German Forces Winter Variants[/p][p][/p][h3]Kharkov[/h3][p]Soviet Forces[/p]
  • [p]Ammo Depot[/p]
  • [p]Repair Station[/p]
  • [p]IS-1 (Heavy tank)[/p]
  • [p]T34_76 (Medium tank)[/p]
  • [p]T70 (Light tank)[/p]
  • [p]BA-10 (Recon tank)[/p]
  • [p]M3 Half-track (Half-track)[/p]
  • [p]GAZ-67 (Jeep)[/p]
  • [p]ZiS 5 Transport (Truck)[/p]
  • [p]ZiS 5 Supply (Truck)[/p]
[p]Kharkov - Soviet Winter Variants[/p][p][/p][p]German Forces[/p]
  • [p]Ammo Depot[/p]
  • [p]Repair Station[/p]
  • [p]Panther (Heavy tank)[/p]
  • [p]Tiger I (Heavy tank)[/p]
  • [p]Panzer IV (Medium tank)[/p]
  • [p]Luchs (Light tank)[/p]
  • [p]Puma SD.KFZ. 234 (Recon tank)[/p]
  • [p]SD.KFZ. 251 Half-track (Half-track)[/p]
  • [p]Kubelwagen (Jeep)[/p]
  • [p]Opel Blitz Transport (Truck)[/p]
  • [p]Opel Blitz Supply (Truck)[/p]
[p]Kharkov - German Winter Variants[/p][p][/p][h2]LOD Improvements[/h2][p]The Technical Art team has begun addressing LOD-related issues raised by players, including abrupt LOD transitions (e.g., between LOD 0 and LOD 1), inconsistent screen size thresholds, uneven triangle density, and large assets using too few LODs.[/p][p]The initial focus is on barbed wire assets, along with the setup of optimised LOD materials for use on the lowest LODs.[/p]
  • [p]LOD 0 was already efficiently configured with minimal overdraw. However, performance decreased noticeably when transitioning to lower LODs[/p]
    • [p]The optimised LOD material is set to be opaque to reduce the fill rate of masked materials seen at a distance[/p]
    • [p]As texture mapping blurs masked textures, switching to opaque textures improves performance with minimal impact on visual quality[/p]
[p]The barbed wire assets have been updated to LOD more efficiently. Previously LOD 0 was on screen from a screen size of 1.0 to 0.1, meaning over 6,000 triangles were occupying the screen space. This has now been balanced so that LOD 0 is visible until 0.5 screen size, after which it transitions and to a model with 50% fewer triangles, remaining until 0.1 screen size.[/p][p] [/p][previewyoutube][/previewyoutube][p]Barbed Wire - LOD Updates[/p][p][/p][p]Another issue affecting distant objects is the use of Hierarchical Level of Detail (HLOD) systems, which optimise performance by merging meshes into lower-detail proxies. These clusters reduce triangle count and material complexity, allowing many objects to render at distance without a performance hit.[/p][p]However, problems arise when HLOD transitions occur too early, as the system relies on player to object distance without accounting for zoomed views through binoculars, scopes, or tank optics. In these cases, higher-detail models are not restored when expected.[/p][p]Barbed wire assets, in particular, did not benefit from HLOD passes and appeared overly low poly at distance. The Technical Art team has addressed this by removing barbed wire from HLODs, allowing them to LOD more effectively on their own.[/p][p][/p][p]Original Barbed Wire HLOD Proxy[/p][p][/p][p]Barbed Wire Removed from HLOD Proxy[/p][p][/p][h2]Flare Illumination [/h2][p]In response to community feedback, the Technical Art team is working to enhance flare gun effectiveness in night-time scenarios. We’re currently exploring ways to improve the spread of the particle light associated with the gun's visual effects (VFX) to increase its reach. Feedback is welcome as we continue refining this effect.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]Practice Range Improvements[/h2][p]The Practice Range now allows players to sample all available loadouts, regardless of their current in-game role rank. This enables testing of every weapon within a safe, controlled environment.[/p][p][/p][previewyoutube][/previewyoutube][p]Practice Range - All Loadouts Unlocked[/p][p][/p][h3]New Maps with Dynamic Weather[/h3][p]Dynamic weather has been integrated into several legacy maps. The Technical Art team is currently evaluating appropriate lighting and weather conditions to incorporate effects such as snow, rain, and sandstorms across these maps. The new weather manager allows each map to deliver a distinct and immersive experience due to its flexibility. [/p][p][/p][previewyoutube][/previewyoutube][p][/p][previewyoutube][/previewyoutube][p][/p][p]The technical art team has now updated the Mortain overcast scenario from the older rain VFX to the newer dynamic rain.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Please note that server owners will have the option to disable dynamic weather with the launch of version 17.1.[/p][p][/p][h3]Improvements to Fog[/h3][p]Community feedback highlighted concerns over excessive fog and difficulty with sightlines on some of the newer night maps. It was found that Elsenborn Ridge (night) had an acceptable level of fog and lighting exposure which the team are using as a basis for improvements.[/p][p]Based on evaluation and feedback, El Alamein, Omaha Beach and Hill 400 were found to have acceptable intensities of fog, with El Alamein’s fog intensity being welcomed in addressing overly long sightlines.[/p][p]Kharkov, Sainte-Marie-du-Mont, Driel, Carentan, Sainte-Mère-Église, Utah Beach, and Stalingrad were found to be excessively foggy.[/p][p]These have all been updated to leave longer sightlines.[/p][p][/p][h3]Kharkov[/h3][p]Kharkov - Original Fog Settings[/p][p][/p][p]Kharkov - Updated Fog Settings[/p][p][/p][h3]Sainte-Marie-du-Mont[/h3][p]Sainte-Marie-du-Mont - Original Fog Settings[/p][p][/p][p]Sainte-Marie-du-Mont - Updated Fog Settings[/p][p][/p][h3]Driel[/h3][p]Driel - Original Fog Settings[/p][p][/p][p]Driel - Updated Fog Settings[/p][p][/p][h3]Carentan[/h3][p]Carentan - Original Fog Settings[/p][p][/p][p]Carentan - Updated Fog Settings[/p][p][/p][h3]Sainte-Mère-Église [/h3][p]Sainte-Mère-Église - Original Fog Settings[/p][p][/p][p]Sainte-Mère-Église - Updated Fog Settings[/p][p][/p][h3]Utah Beach[/h3][p]Utah Beach - Original Fog Settings[/p][p][/p][p]Utah Beach - Updated Fog Settings[/p][p][/p][h3]Stalingrad[/h3][p]Stalingrad - Original Fog Settings[/p][p][/p][p]Stalingrad - Updated Fog Settings[/p][p][/p][p]Stalingrad - Updated Fog Settings[/p][p][/p]
Additional 17.1 Features
[p][/p][h2]Official DX12 Support[/h2][p]Hell Let Loose on PC platforms now uses DirectX 12 as it’s rendering API, offering performance gains during gameplay. Due to the variety of PC setups, we understand that issues may arise with this change. Therefore, an option to switch back to DirectX 11 will be made available in the Video Settings section of the Settings menu. [/p][p]Note: This update is for our Steam and Epic Games Store players. Since initial launch WinStore has been working on DX12.[/p][p][/p][h2]New RCON Abilities[/h2][p]New features have been added to RCON for Update 17.1. Server owners will now have the ability to change the following parameters for their servers, note that the changes will not be applied until the next match takes place, or the current map is reset:[/p][p][/p][h3]Match Timer[/h3]
  • [p]The overall match timer is now more flexible, with server owners allowing them to be adjusted within the following ranges based on game mode:[/p]
[p]Mode[/p]
[p]Current Timer (Minutes)[/p]
[p]New Timer Range (Minutes)[/p]
[p]Warfare[/p]
[p]90[/p]
[p]30 - 180[/p]
[p]Offensive[/p]
[p]150[/p]
[p]50 - 300[/p]
[p]Control Skirmish[/p]
[p]30[/p]
[p]10 - 60[/p]
[p]Note: The new timer range for Offensive mode is divided by 5 for each Capture Point phase, so a match timer of 300 minutes would give each Capture Point a 60 minute timer for example.[/p][p][/p][h3]Warm-up Timer[/h3]
[p]Mode[/p]
[p]Current Timer (Minutes)[/p]
[p]New Timer Range (Minutes)[/p]
[p]Warfare[/p]
[p]3[/p]
[p]1-10[/p]
[p]Control Skirmish[/p]
[p]3[/p]
[p]1-10[/p]
[p]Note: Due to the way that Offensive mode “Warm-up” periods are dictated by its global spawn wave system, we have not yet added the ability to control this but it is something we are open to exploring with future RCON quality of life features.[/p][p][/p]
New DLC
[h2]Operation Overlord Units[/h2][p]Steam DLC Store[/p][p]German Forces - Field Division Uniform [/p][p][/p][p]German Forces - R.O.A Uniform [/p][p][/p][p]U.S. Forces - Rangers Uniform[/p][p][/p]
Bug Fixes
[p][/p][h2]General[/h2]
  • [p](Admin Cam) The UI element from Admin Cam is not assigned while having a controller plugged[/p]
  • [p](Practice range) The loading screens for the practice range don't have fully visible characters when playing on a Ultrawide (21:9) resolution[/p]
  • [p]The M1943 Winter Uniform is missing for US Automatic Rifleman[/p]
  • [p]Skirmish Map Objective text appears very small[/p]
  • [p]Freelook options are not translated in any language[/p]
  • [p]The Heer Schneetarnjacke Winter Smok has the wrong name for the Support role[/p]
  • [p]EGS - Achievements give the incorrect amount of XP upon unlocking[/p]
  • [p]The queue position is not longer shown when a player enters or leaves[/p]
  • [p]MG's camera movement reduced or locked on bipod deployment and clipping through terrain[/p]
  • [p]Bottom left UI click targets are not centered with the rest of the UI on ultrawide's & super ultrawide's.[/p]
  • [p]Loading screen's for the Practice Range on super ultrawide are cut off incorrectly.[/p]
  • [p]The 'Leave Queue' text is not localized in any of the supported languages.[/p]
  • [p]TPP flamethrower's range does not match its fire stream VFX[/p]
  • [p]Freelook will remain active after the user returns to the game from Alt+Tab[/p]
  • [p]VOIP input is interrupted after death on keyboard.[/p]
[p][/p][h3]Practice Range[/h3]
  • [p](Practice Range) (RUS) Poor blending between snow texture and environment[/p]
[p][/p][h2]Map Specific [/h2][p][/p][h3]Sainte-Mère-Église[/h3]
  • [p](F6) Invisible wall present on Sainte-Mere-Eglise in sector F6[/p]
  • [p](B5) Road asset in sector B5 is visibly misaligned[/p]
[p][/p][h3]Driel[/h3]
  • [p]Trees present extended collision across the map[/p]
[p][/p][h3]Purple Heart Lane[/h3]
  • [p]Rain SFX Plays on Specific Asset around the map in Non-Rain Map Variants[/p]
[p][/p][h3]Utah Beach[/h3]
  • [p](F3) LOD issues can be observed when looking at a house from 250m distance[/p]
[p][/p][h3]Kharkov[/h3]
  • [p](F1) Floating grass and plants in F1 sector on Kharkov[/p]
  • [p](F1) Assets are misaligned from terrain in Soviet HQ #02[/p]
  • [p](E6) Debris mound has incorrect collision and textures[/p]
  • [p](H10) Misaligned terrain near German HQ#3[/p]
  • [p]A gap in the horizon is visible when looking through the binoculars[/p]
[p][/p][h3]Foy[/h3]
  • [p](F4) Shack building appears to be missing on tactical map[/p]
  • [p]Building roofs change texture at a short distance[/p]
  • [p](D7) Roof changes appearance at a certain distance[/p]
  • [p](D1) Barrel assets present stretched textures[/p]
[p][/p][h3]Elsenborn Ridge[/h3]
  • [p](F2) Tree collision extends too far[/p]
  • [p](D10) Snow misaligned with the ground has no player collision[/p]
  • [p]Floating chest at German HQ #03[/p]
  • [p](D6) Misaligned snow asset on oil tank[/p]
  • [p](D2)(E2) Extended collision on broken stone fence sections[/p]
  • [p](16.0)(EBR) Small barn asset presents LOD issue from around 15m across the map[/p]
  • [p](C3) Snow bank laid along a trench is floating and the user can see through it.[/p]
  • [p](C9) Tree presents extended collision[/p]
  • [p](G6) Fallen tree moves and overlaps with the ground texture[/p]
  • [p](E10) Snow asset is misaligned with the ground[/p]
  • [p](E6) Floating tree asset[/p]
  • [p](C4) Floating assets near the road[/p]
  • [p](H3) Visual gap in trench wall texture[/p]
  • [p](H1) Partially missing collision on snow pile.[/p]
  • [p](G4) Slightly floating tree is present.[/p]
  • [p](C7) Couple of floating trees.[/p]
  • [p](E8) There is a well that the user can see doesn't connect to anything in the ground.[/p]
  • [p](E8) Missing polygon face on a snow mound by a farm house.[/p]
  • [p](E8) The user can see underneath a part of the road at a farmstead.[/p]
  • [p](E10) Backface polygon is missing on a couple of small roadside snow mounds.[/p]
  • [p](G9) Slightly floating boxes on pallets.[/p]
  • [p](F9) The user can slightly see underneath one of the shell holes in this field.[/p]
  • [p](F9) The user can see underneath a few snow mounds.[/p]
  • [p](D9) Floating snow pile misaligned with the ground.[/p]
  • [p](G9) The user cannot properly deploy an MG on sandbags (BP_Pillbox_Snow_D3) that overlook the Foxholes CP[/p]
  • [p](H2) Floating pair of tweezers[/p]
  • [p](F9) Sandbags floating.[/p]
  • [p]HedgeBocageSolid BP placed on top of an SM_Embankment asset will block bullets from a variety of angles.[/p]
[p][/p][h3]Hill 400[/h3]
  • [p](G5) Barbed wire does not render past properly 80 meters[/p]
  • [p](J5) Large gap in the map next to German HQ Spawn #2[/p]
[p][/p][h3]Carentan[/h3]
  • [p](G8) Destroyed building has pink edges around windows[/p]
[p][/p][h3]Tobruk[/h3]
  • [p]Firing arcs are severely restricted when deploying a Machine Gun on town house roofs with sandbags[/p]
  • [p](G6) Visible gap in the floor of a building[/p]
  • [p](A3) Rock asset is missing a face[/p]
  • [p](B3) Misaligned rock asset is present in sector B3[/p]
  • [p](F8) Visibly misaligned terrain near mud-pile.[/p]
  • [p](E5) Visible seam on the road.[/p]
  • [p](D4) Road spline is visibly misaligned.[/p]
  • [p](A3) Multiple assets are floating[/p]
  • [p](G8) Reinforced concrete wall near the sea has extended collision[/p]
  • [p](F3) Misaligned grass asset[/p]
  • [p](C6) A rock asset is misaligned[/p]
  • [p](A5) Misaligned rock asset[/p]
  • [p](J5) Misaligned grass asset[/p]
  • [p](H5) Two destroyed tanks present stretched textures[/p]
  • [p](C5) Floating palm trees[/p]
  • [p](B7) Misaligned rock asset is present on a cliff.[/p]
  • [p](C4) Grass clipping with a building's floor[/p]
  • [p](F7) Grass clipping with a building's floor[/p]
  • [p](B4) Visible seam in a road[/p]
  • [p](C7) Misaligned rock asset is present on a cliff.[/p]
  • [p](D4) Floating palm tree asset[/p]
  • [p](C7) The bottom of a sandbag is see-through.[/p]
  • [p](C4) Rock asset missing faces[/p]
  • [p](E5) Rock asset has extended player collision[/p]
  • [p](C3) Rock asset missing a poly face.[/p]
  • [p](A4) Visible seam at the left edge of the Tobruk map[/p]
  • [p](B8) Small section has collision issue[/p]
  • [p](F4) Misaligned stone asset is present in sector F4 of the Tobruk map[/p]
  • [p](E7) Visible seam present South-West Church Grounds CP[/p]
  • [p](A4) A plane is marked on the tac map despite not being present in the environment[/p]
  • [p](F8) Visible seam present on the road[/p]
  • [p](C7) See-through cliff terrain is present in sector C7 of the Tobruk map[/p]
  • [p](B7) See-through cliff terrain is present in sector B7 of the Tobruk map[/p]
  • [p](E3) Misaligned terrain is present on a cliff in sector E3 of the Tobruk map[/p]
  • [p](F6) Sandbags under bridge are clipping with the ground[/p]
  • [p](E7) Visible seam is present on the ground.[/p]
  • [p](E7) Visible seams are present on the ground[/p]
  • [p](E5) A seam is present on the ground.[/p]
  • [p](D6) LOD issue present on the shadow of the barrel[/p]
  • [p](B3/B4) Gaps remain beneath the road[/p]
  • [p](A8) Sandbags are floating[/p]
  • [p](E7) Extended collision on church window[/p]
  • [p](B4) Floating bush in the sector[/p]
  • [p](C3) Visible seam between Dev Sectors A2 and B2[/p]
  • [p](A5) The road is misaligned with the ground in sector A5[/p]
  • [p](A6) Small rock has missing meshes on one face[/p]
  • [p](F5) (F6) The lighting of the lamp inside the house presents LOD issue[/p]
  • [p](I3) Road spline floating above ground[/p]
  • [p](H5) A visible seam in the terrain can be observed in sector H5[/p]
  • [p](J3) Truck asset is clipping with the ground.[/p]
  • [p](C3) A few assets are clipping with the ground.[/p]
  • [p](B4) Small rock formation is misaligned with terrain[/p]
  • [p](B4) Grass asset is floating, clipping with a tree.[/p]
  • [p](D7) Multiple assets next to a wall are floating[/p]
  • [p](A6) Wheelbarrow slightly floating[/p]
  • [p](D7) Box asset can be observed floating[/p]
  • [p](A3) Floating crates near the German HQ 1[/p]
  • [p](B4) A specific barrel is clipping with a wall in sector B4[/p]
  • [p](G8) Pile of boxes asset has collision issue[/p]
  • [p](J7) Sandbag assets clip through a building[/p]
  • [p](D7) Stone assets next to a wall are floating[/p]
  • [p](A7) Sandbag wall clipping north of German HQ 3[/p]
  • [p](D5) Foliage is present inside a house[/p]
  • [p](D7) Sandbags assets are clipping into a building[/p]
  • [p](B5) Floating box pallet near Guard Room[/p]
  • [p](C3)A wooden crate is floating above the ground in sector C3[/p]
  • [p](H8) There are sandbag assets clipping with window frames[/p]
  • [p](D6) Visible seam on the ceiling inside a house[/p]
  • [p](D7) Visible seam present on a ceiling[/p]
  • [p](A6)(B6) Multiple wood piles clipping through fence and terrain[/p]
  • [p](E3) Box asset is clipping with the ground[/p]
  • [p](D6) Player clips through floor while deploying MG inside house in D6[/p]
  • [p]Missing Decals on staircase from the watch tower asset[/p]
  • [p]Sand VFX can form a checkered pattern on user's screen when observed along jagged building edges.[/p]
  • [p](17.0) (TOB) (I3) Distant LODs of a tower asset are corrupted.[/p]
  • [p](E8) Sandbags clipping into a house wall slightly.[/p]
  • [p]Crates nearby the docks have low shadow LOD[/p]
  • [p]Barrel assets across the map have low shadow LOD[/p]
  • [p](D6) Sandbag clipping into the cement walkway.[/p]
  • [p](B6) Two floating tent pegs.[/p]
  • [p](J6) Part of the trench in the area appears low poly[/p]
  • [p](A6) Terrain layer & asset clipping.[/p]
  • [p](J6) The edges of the trench in the area has low poly textures[/p]
  • [p](D5) Terrain bump present.[/p]
  • [p](F7) There are power cable poles with no connections to houses in the area giving them no purpose[/p]
  • [p](J5) The user can see the road leading out of the map floating.[/p]
  • [p](F8) Seam is visible on the sea wall top texture.[/p]
  • [p](D6) Few building assets are slightly floating in a few places.[/p]
  • [p]Allied Ammo, Vehicle & Fuel depot BPs have German set dressing[/p]
  • [p](E6) A building's interior has multiple texture seams in it[/p]
  • [p](I4) The trench in the area has blending issues with surrounding environment[/p]
  • [p]Multiple places with misaligned terrain are present on the right edge of the Tobruk map[/p]
  • [p]Jagged occlusion on Tobruk around various assets during sandstorm[/p]
  • [p](D6) Stone asset is floating above the ground surface[/p]
  • [p](F5) There is a visible seam in the middle of the map[/p]
  • [p](F8) The door frame is flickering in sector F8[/p]
  • [p](F8) A part of the wall presents missing player collision[/p]
  • [p](J5) Misaligned terrain is present near a trench.[/p]
  • [p](J5) Misaligned rock asset is present on a small cliff.[/p]
  • [p](J5) Visible seam on the road.[/p]
  • [p](A5) Fuel Can is clipping through the tent.[/p]
  • [p](I8) Small rock asset does not have player or bullet collision[/p]
  • [p](H8) Rock asset does not have player or bullet collision[/p]
  • [p](A5) A small gap is present in a rock.[/p]
  • [p](A4) Floating bush present in sector A4[/p]
[p][/p][h3]Mortain[/h3]
  • [p]There is a seam that the user can see between sectors F&E.[/p]
[p][/p][h3]Hurtgen Forest[/h3]
  • [p]Barrel stack has an incorrect texture[/p]
[p][/p][h3]Kursk[/h3]
  • [p](D5) Invisible collision on wooden planks[/p]
[p][/p][p][/p]
Community Updates
[p]Hey everyone, Ben back with some community updates for the coming week ahead! [/p][p][/p][h2]Livestream - Thursday 26th June[/h2][p][/p][p][/p][p]We are back with another livestream on our Hell Let Loose Official Twitch Channel on on Thursday 26th June. Starting at 8am PST | 11am EST | 4pm BST, we will kick off with the developers answering your questions & feedback on Patch 17.1 & our recent PTEs in a live Community Q&A.[/p][p]This will be followed by 'Best of the Community - Episode #3', co-hosted by the wonderful; TheFreshBakedGoods. [/p][p]Don't worry if you miss the stream whilst it's live, as we'll be sure to upload both the Q&A and Best Of episode directly onto our YouTube channel.[/p][p][/p][h2]DraftHaus Tank Event - Saturday 28th June[/h2][p]Coming this Saturday, the DraftHaus server are throwing a 'Tank Only' event that will be livestreamed on RazBora's Twitch channel. No infantry. No distractions. Just armor, firepower, and chaos in the cold. It should be a blast to watch! [/p]
  • [p]Start: 10am PST | 1m EST | 6pm BST[/p]
  • [p]Map: FOY — snowy streets, narrow flanks, and brutal tank engagements[/p]
  • [p]Watch live: RazBora's Twitch[/p]
[p][/p][p][/p][h2]War Correspondents[/h2][p]And as always, our War Correspondents have been creating some videos for us all to enjoy. Be sure to be on the lookout in the coming days as we're sure they'll be cooking up some excellent content for Patch 17.1.[/p][p][/p][p]Alpine Sniper[/p][previewyoutube][/previewyoutube][p][/p][p]TheFreshBakedGoods[/p][previewyoutube][/previewyoutube][p][/p][p]DasAltberg[/p][previewyoutube][/previewyoutube]