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Update 12 ‘Falling Dark’ Is Now Live!

Hey everyone,


At last it's here. The team is excited to announce that Update 12 ‘Falling Dark’ is upon us. As we have mentioned in our developer briefings this update brings to all the ‘Low Light’/‘Night’ mood settings for some popular and new maps, Vehicle Updates, New Commander Abilities, Flare Guns and so much more.

We have all been working hard over the last few months to ensure that this update has been well worth the wait. Without further ado let's crunch the info on Update 12 via the full changelog.

Update 12 Changelog



[h2]Vehicles[/h2]
Added new US “M4A3 75w” medium tank
Added Machine guns to Half-tracks (M2 Browning, MG42)
Reimplemented the German “Panther” as a heavy tank with updated Smart Materials
Updated Tiger with new camo pattern
Updated Panzer IV with new camo pattern
Updated Luchs with new camo pattern

[h2]Weapons[/h2]
Added Flare Guns (LP-42, SPSh-42, AN-M8)

[h2]Loadouts[/h2]
Added Flare Gun to Spotter lvl 3 “Scout” loadout
Moved Ammo Crate from Spotter lvl 3 “Scout” to Spotter lvl 1 “Standard Issue” loadout

[h2]Cosmetics[/h2]
Added 2 new DLC uniforms for the Commander role
https://store.steampowered.com/app/1656971/Hell_Let_Loose__Upper_Echelon/?curator_clanid=34012997

https://store.steampowered.com/app/1656970/Hell_Let_Loose__Red_Marshall/?curator_clanid=34012997

[h2]Gameplay/Features[/h2]
Added the following new Commander Abilities:

    Precision Strike
    GER: Stuka Dive Bomb
    US: x2 P-47 Bombs
    SOV: IL-2 Rocket Strafe
    Ammo Drop

Improved animations for the strafing run Commander Ability
Added separate volume controls for Proximity, Unit and Leadership VOIP channels
Added gore models for the Soviet faction (previously used US models)
Primary Weapons are now displayed on the player’s back while not equipped
Added the ability to interrupt weapon reloads
Fortifications can now be snapped together using the default “LEFT ALT” keybinding
Adjusted MG deployment logic to prevent players from hiding their model inside objects
Updated Personal Stats screen with new stats and an organized layout
Tank crews are now notified when the gunner destroys an OP
Vehicle wrecks can now be destroyed using tank shells, AT-guns, rockets and satchels
Increased AT-Gun deploy timer from 3 to 8 seconds
Reduced AT-Gun damage from 600 to 350
Added the following new Achievements:

    Not a bridge too far!
    MG goes BRRRR!
    You can run, but you can't hide!
    I don't need no Nightvision Goggles!
    Soldier of the Month
    Commend and Conquer!
    War Hero
    Deputy of Death
    Do Svidaniya!
    I spy, I spy, with my little eye...
    Cleanup down isle 3
    Geneva Genocide!
    There can only be one!
    One with the shadow...
    Spot On!
    Medal of Honor
    Iron Cross
    Hero of the Soviet Union
    Breaking the Geneva Convention
    Its over two thousand!
    Humble lifestyle
    Its like fashion week!
    Rock, Paper, Tank!
    And so it begins...
    Rain Hell
    Beat the DEV (Medic)


[h2]Maps[/h2]
Added new Remagen map:

    Remagen Warfare
    Remagen Warfare Night
    Remagen Offensive GER
    Remagen Offensive US

Added Night maps:

    Foy Warfare Night
    Purple Heart Lane Warfare Night
    Hurtgen Forest Warfare Night
    Kursk Warfare Warfare Night

Added additional Omaha map variants:

    Omaha Warfare
    Omaha Offensive GER

Reworked HQs on Kursk to provide additional cover for each faction


[h2]HUD/UI[/h2]
Improved legibility of Enemy Recon Markings on the Tactical Map


[h2]Audio Effects[/h2]
Shortened incoming Artillery whistle SFX
Adjusted bullet crack SFX for the MG42
Adjusted Foy map ambience
Balanced volume of grenade throw SFX
Added sound occlusion to explosion SFX
Balanced end of round music volume
Adjusted flesh impact SFX
Adjusted wood impact SFX
Adjusted smoke grenade SFX
Additional minor sound tweaks and improvements


[h2]Visual Effects[/h2]
Updated TPP Blood Hit FX
Added lighting to the following in-game FX for better visuals on night maps:

    Muzzle Flashes
    Artillery cannons
    Tank cannons
    Panzerschreck/Bazooka rockets

Adjusted artillery impact and vehicle explosion FXs


[h2]Server Administration[/h2]
Added ‘Aim Laser’ to indicate where a player is aiming
[Fixed] The prompt displayed when the player is banned via Votekick mentions that the ban is from the administrator


[h2]Bug Fixes[/h2]
[Fixed] Unusual camera stuttering when vaulting over an object while the server/player has a high ping
[Fixed] Disconnecting and Reconnecting from VoIP while making Microphone check will cause VoIP to permanently stop working.
[Fixed] Soviet Recon Tank doesn't trigger any SFX when entering the vehicle or switching positions.
[Fixed] Panzer IV has incorrect armour collision
[Fixed] The player cannot be heard if they switch very fast between the VOIP channels
[Fixed] Players are unable to hear enemy Half-track SFX
[Fixed] M97 Trench Gun cannot penetrate any materials.
[Fixed] Outpost can be placed next to downed enemy but is instantly destroyed.
[Fixed] Bullet Crack Sound Plays when leaving Mounted Prone with PTRS-41.
[Fixed] Typing Y/N in chat will accept or deny UI requests
[Fixed] Deployable explosives can't be placed in an area around garrisons and airheads.
[Fixed] The player model can clip through certain building roofs by deploying LMG’s.
[Fixed] LMGs camera will lose its input when being deployed in another player
[Fixed] Some Personal Stats are not saved when the player exits and reenters a server
[Fixed] Offensive mode initial Deploy Timer counts down before any players have joined the server
[Fixed] VOIP may not work immediately after creating a unit for 20-30 seconds
[Fixed] Career and Role EXP may not correctly display in change role menu if gained just before a match ends.
[Fixed] Two players can trigger the bandaging animation if the bandage is used at the same time
[Fixed] Players do not get suppressed from bombing run fire when in artillery reload seat
[Fixed] Players do not get suppressed from strafing run fire when in artillery reload seat
[Fixed] Deploying an LMG on a wooden beam of a specific barn causes graphical issue and un-deploys the LMG.
[Fixed] Half-Track spawn icon appears when the engine is on in Locked enemy territory
[Fixed] During idle animation the left hand is misaligned and clips through the weapon while holding any Rifle or Sniper Rifle
[Fixed] The player is unable to deploy or to enter the Change Role menu in certain scenarios after they've been switched to the other team via RCon during the last 3 seconds of deployment
[Fixed] The Anti-Tank gun turret will collide with vehicles, potentially causing collision/physics issues
[Fixed] Missing glass in Opel Blitz asset
[Fixed] Eastern Wood Peewee can be heard in Hürtgen Forest Map
[Fixed] Rebinding W A S or D in Infantry, Driver and Admin tabs will allow two bindings on one key.
[Fixed] Rebinding W A S or D to common and relaunching the title will rebind in Infantry, Driver and Admin Tabs.
[Fixed] Garrisons and Outposts render distances vary based on map
[Fixed] Airhead is destroyed by friendly grenades
[Fixed] The Damaged Engine Fire PFX always face directly toward the player
[Fixed] When a player quickly switches between VOIP channels, the nametag of the player will not show up or will show up for a brief period of time
[Fixed] Gear change animation plays twice in Soviet vehicles
[Fixed] Occasions where nametags appeared in Streamer Mode
[Fixed] Poor network conditions will cause bolt action rifles to not fire when inputting.
[Fixed] FG42 bullets land higher than the crosshair
[Fixed] Soviet Half-Track have no SFX while being repaired at a repair station
[Fixed] The map images on the 'Maps' section of the Field Manual are low resolution
[Fixed] There is a corrupted texture in the viewports of certain tanks
[Fixed] Outside parts of the Panzer IV is present in the viewport at FoV higher than 90
[Fixed] Airheads will deploy faster than the icon indicates
[Fixed] The prompt that appears after a player is kicked appears in German
[Fixed] Steam invites will bring a player into the last server the inviter was in if they're on the Front End


[h2]Kursk[/h2]
[Fixed] Increased height of certain foxholes to provide improved cover
[Fixed] Multiple instances of floating or misaligned assets
[Fixed] Adjustments to player collision across a number of assets
[Fixed] Adjustments to LoD settings across a number of assets


[h2]Stalingrad[/h2]
[Fixed] Adjustments to player collision across a number of assets
[Fixed] Adjustments to LoD settings across a number of assets


[h2]Foy[/h2]
[Fixed] Adjustments to player collision across a number of assets
[Fixed] Adjustments to LoD settings across a number of assets


[h2]Hill 400[/h2]
[Fixed] Visual issue with some riverbanks
[Fixed] Multiple instances of floating or misaligned assets
[Fixed] Adjustments to player collision across a number of assets
[Fixed] Adjustments to LoD settings across a number of assets




[h2]Hurtgen Forest[/h2]
[Fixed] Adjustments to player collision across a number of assets
[Fixed] Adjustments to LoD settings across a number of assets


[h2]SME[/h2]
[Fixed] Some instances where the player could not deploy their MG on an asset
[Fixed] Multiple instances of floating or misaligned assets
[Fixed] Adjustments to player collision across a number of assets
[Fixed] Adjustments to LoD settings across a number of assets


[h2]Purple Heart Lane[/h2]
[Fixed] Multiple instances of floating or misaligned assets
[Fixed] Adjustments to player collision across a number of assets
[Fixed] Adjustments to LoD settings across a number of assets


[h2]Omaha Beach[/h2]
[Fixed] Multiple instances of floating or misaligned assets
[Fixed] Adjustments to player collision across a number of assets
[Fixed] Adjustments to LoD settings across a number of assets


[h2]Remagen[/h2]
[Fixed] Adjustments to player collision across a number of assets
[Fixed] Adjustments to LoD settings across a number of assets


[h2]Carentan[/h2]
[Fixed] Adjustments to player collision across a number of assets
[Fixed] Adjustments to LoD settings across a number of assets


Known Key Issues


Ammo Drop ability description mentions x5 rearms instead of x12
Specific assets appear to LoD aggressively on some maps (notably Omaha)


Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.


Join the Discord here https://discord.gg/hellletloose

Our other social platforms can be found here:

Facebook https://www.facebook.com/HellLetLoose/
Twitter https://twitter.com/hell_let_loose
Youtube https://www.youtube.com/c/HellLetLoose
Reddit https://www.reddit.com/r/HellLetLoose/
Instagram https://www.instagram.com/hellletlooseofficial/
Steam http://steamcommunity.com/groups/HellLetLoose

Well, it's time to wrap up today's update info. See you all on the frontline with Update 12!

Update 12 ‘Falling Dark’ coming tomorrow!

Hey everyone,

At last, the team is excited to announce that all going well, Update 12 ‘Falling Dark’ will release tomorrow Tuesday July 19th 11am BST. We are all very eager to see the community enjoying the New Maps Remagen, Low light/night variants of popular maps and Omaha Beach with new Modes.

Additional items including new Vehicles (Panther and M4A3 Sherman), Flare Guns and a host of other new content are also crammed in with this update. In our brief today we also will take the time to feature new DLC for U12, VOIP improvements, Changes to how primary weapons are shown on players, Sorting out those pesky vehicle wrecks, improved lighting effects on night maps and more.

If you haven't seen information for the Update 12 items not mentioned in this brief, you can check it out in previous dev briefs here:
https://store.steampowered.com/news/app/686810/view/3130570929265222231
https://store.steampowered.com/news/app/686810/view/3215016591888341689
https://store.steampowered.com/news/app/686810/view/3327611022119902236

STEAM Store DLC and Unlockable Cosmetics

For those who may not have seen, alongside the Update 12 release we will also implement some new DLC commander uniforms for all factions:

Upper Echelon - US Summer Service Uniform

Upper Echelon - German Field Blue Heer Officer Uniform

Red Marshal - Soviet M35 Officer Uniform

The commander DLC will comprise of two different packs named “Upper Echelon” and “Red Marshal”. These will soon be available for PC on the Steam Store and they contain the following:
  • Upper Echelon: German Field Blue Heer Officer Uniform and US Summer Service Uniform

  • Red Marshal: Soviet M35 Officer Uniform
Note:The Red Marshal pack will be free to download

Voip QOL improvements

VOIP has been a mainstay for critical communications in Hell Let Loose from its very beginning. We are constantly looking at ways to improve the player experience for the ingame VOIP mechanics. We are excited to announce in update 12 we have been able to implement a more extensive volume control system.

There are three layers of VOIP channels within HLL consisting of ‘Local’, ‘Unit’ and ‘Command’ chat respectively. In addition to the previous single overall voice volume option of these we have now added a volume slider to each VOIP channel. This will allow players to raise or lower the volume for Local, Unit and Command chat as they see fit.

We believe that the expanded volume control options for VOIP will enrich all player communications and make it a more streamlined method of comms on the battlefields. Improved communications will lead to better teamwork and more enjoyable overall gaming experience.

We continue to work with our VOIP partner VIVOX, and will continue to improve HLL comms as much as possible. We have plans to implement further improvements in Update 13.



Primary Weapons Now Sling onto Players Backs

To add to the atmosphere on the battlefield we have implemented the animations of a player's primary weapon to now be shown on their back when they switch to an alternate weapon or item.

Function wise players will not notice much of a difference to their gameplay, however for those around them, the look of a weapon slung on a players back will add another dimension to the immersion of HLL. We will consider all feedback and any animation and bug concerns.



Destroying Wrecked Vehicles

We are adding in the ability for players to destroy wrecked vehicles. The destruction of a wreck can be achieved using tank shells, AT-guns, shoulder fired rockets or satchels.

The destruction of player driven vehicle wrecks will have a few effects for players to consider. If a vehicle is destroyed in a choke point area it can now be removed to free up the flow of the battle, rather than waiting on the timed demolition.

Conversely players will need to be aware that the wrecks of player driven vehicles are now not as dependable for ‘Hard cover’ during a firefight due to the ability for them to be removed suddenly. However with cover in mind, the static wrecks placed on the battlefields by default are impervious to this destruction feature. Typically these are notably identified as ‘burning’ wrecks.



Improved Lighting effects on night maps

We have been very busy working on ways to improve the mood and atmosphere of the low light/night maps rolling out in Update 12. Some of the items we are fine tuning for this process include:

Adding lighting to the following in-game FX for better visuals on night maps (initial implementation has been kept on the subtle side of things):
  • Muzzle Flashes
  • Artillery cannons
  • Tank cannons
  • Panzerschreck/Bazooka rockets


New Player Achievements

Update 12 will also feature a host of new achievements for you all to get your teeth into:
Added the following new Achievements:
  • Not a bridge too far!
  • MG goes BRRRR!
  • You can run, but you can't hide!
  • I don't need no Nightvision Goggles!
  • Soldier of the Month
  • Commend and Conquer!
  • War Hero
  • Deputy of Death
  • Do Svidaniya!
  • I spy, I spy, with my little eye...
  • Cleanup down aisle 3
  • Geneva Genocide!
  • There can only be one!
  • One with the shadow...
  • Medal Of Honour
  • Iron Cross
  • Hero of the Soviet Union
  • Spot On!
  • Breaking the Geneva Convention
  • Its over two thousand!
  • Humble lifestyle
  • Its like fashion week!
  • Rock, Paper, Tank!
  • And so it begins...
  • Rain Hell
  • Beat the DEV (Medic)


As per every update, we want to thank our original Kickstarter backers. Your support was what enabled us to begin this journey almost five years ago. We know that crowdfunded projects are always a huge risk - more often than not failing to materialize at all. We want to thank you for taking a chance on us, and we’re excited to continue moving forwards, fulfilling our mandate.

War Correspondent, Content Creator and Community HLL Videos

Time for some more community highlights from the below creators. We highly recommend giving them a watch.
If you see a Video you like make sure to post in the Discord #hll-videos channel.

Hell Let Loose - The Ultimate Assault Guide - SoulSniper
[previewyoutube][/previewyoutube]

CARNAGE IN STALINGRAD - Hell Let Loose - BreakTheVices
[previewyoutube][/previewyoutube]

Hell Let Loose - U12 is ALMOST here [PC Only] - Monoespacial
[previewyoutube][/previewyoutube]

Our other social platforms can be found here:

Facebook https://www.facebook.com/HellLetLoose/
Twitter https://twitter.com/hell_let_loose
Youtube https://www.youtube.com/c/HellLetLoose
Reddit https://www.reddit.com/r/HellLetLoose/
Instagram https://www.instagram.com/hellletlooseofficial/
Steam http://steamcommunity.com/groups/HellLetLoose

Well, it's time to wrap up today's Dev Brief. See you all on the frontline with Update 12!

Developer Briefing #171 - New Commander Abilities, Tanks, PTE #2 and More!

Hey everyone,

Welcome to yet another Developer Briefing. Today we’re excited to showcase an abundance of new content coming in Update 12, featuring new Commander Abilities, additional Omaha Beach map variants (with reworked areas to suit their respective gamemodes) and the new US “Sherman M4A3 75w” medium tank along with the return of the beloved German “Panther” medium tank.

Without further ado, let’s dig right in!


New Commander Abilities

This first feature has been one of the more difficult surprises to keep, and after seeing the countless requests across the Reddit, Steam forums and Discord channels over the past few weeks, we’re very excited to finally be pulling the curtains. Scheduled for implementation in Update 12 is the addition of 2 new Commander Abilities - the ‘Ammo Drop’ and ‘Precision Strike’, featuring the infamous Ju-87 ‘Stuka’!

As always, please note that the following content is in a state of ‘work in progress’ and has yet to receive final adjustments and polish.

[previewyoutube][/previewyoutube]
[h2]Precision Strike[/h2]
‘Precision Strike’ calls upon the support of deadly fighter plane(s) to execute a devastating single blow to a specific target defined by the Commander. This new ability will prove as an effective solution to tightly knit infantry positions, stationary vehicles unaware of their senses or exposed garrisons who’s position can be pinpointed on a map.

Though with great power comes even greater responsibility, as a high cost and cooldown rate means that such a request must be radioed in with full confidence, as while the effective radius of the precision strike is small, its power is absolute.

Each faction has their own unique twist on the ability, sporting the very planes used historically to deliver such devastating blows on the battlefield.

German Ju-87 ‘Stuka’

US P47 ‘Thunderbolt’

Soviet Ilyushin IL-2

[h2]Ammo Drop[/h2]
The second commander ability included in Update 12 is the ‘Ammo Drop’. Similar to the existing ‘Supply Drop’, the ‘Ammo Drop’ parachutes in an emergency stock of assorted medical, firearms and explosive ammunition for soldiers on the ground. The ammo crate from this ability is unique in the sense that rearming from one will restock all types of ammo carried by a soldier and will initially allow soldiers to rearm a total of 12 times (ie. 12 soldiers each rearming once)



The ‘Ammo Drop’ will be especially handy if you run out of rifle ammunition and grenades or even bandages as they’ll all be replaced during the one rearming cycle. The rearming of a soldier can only be done once per life until the 12 re-arm slots in the crate have been exhausted or the crate itself is destroyed.

Commanders who like to plan ahead should find this new ability particularly useful when preparing for an upcoming firefight, as any advantage can turn the tide of battle.




New and Improved Vehicles

[h2]New Sherman M4A3 75w[/h2]
Along with new Commander Abilities comes a new addition to the vehicle lineup for the US forces - the Sherman ‘M4A3 75w’.

Similar to when the Panzer IV was introduced, this new addition will replace the existing Sherman M4A1. Those of you who have been with us over the years will know that the Sherman M4A1 was one of the very first vehicles added to the game, and we feel that over the course of time the asset has begun to show it's age.

The name “Sherman” comes from the British tradition of naming its American produced tanks after American Civil War Generals. Named after General William Tecumseh Sherman, the name quickly caught on and led to the adopted practice of the US Army naming all its tanks after Generals.

Some of the first M4A3 (75w)s were shipped to Europe in the weeks and months following the Normandy Invasion on June 6, 1944. It was the goal of US Army to place the Ford engined Shermans with their updated Second Generation features into the hands of combat troops as quickly as possible.

The M4 Sherman was uncomplicated, reliable, and mechanically well constructed. Working in tandem with well-coordinated Allied infantry, artillery, and air forces, the plentiful and trusty Shermans were able to vanquish most German armoured formations simply by ganging up on them in overwhelming numbers when all else failed. Often considered one of the great additions to allied forces during the entirety of WW2. The trusty Sherman holds a place in any WW2 gamer or history buffs heart.

Sherman “M4A3 75w”



[h2]Return of the Panther and Smart Materials[/h2]
As many of you who have been following our previous Developer Briefings know, it has been our goal to continuously raise the bar when it comes to the visual fidelity of both past and future content in Hell Let Loose and how Smart Materials play a large role in those efforts.

In addition to the new US Sherman M4A3, players will have the pleasure of seeing the reintroduction of the German Panther tank in its up classed ‘Heavy’ configuration, showcasing its fresh coat of Smart Materials alongside the Tiger I.

For anyone left wondering what a ‘Smart Material’ is, we highly recommend reading back on one of our past Briefs - Developer Briefing 130 where we explain their benefits in detail, but to give a quick TL;DR, Smart Materials provide a:

  • Higher texture fidelity
  • Lower cost on performance
  • Versatile workflow allowing for new features unachievable using previous methods

https://store.steampowered.com/news/app/686810/view/3058487332660955130

German “Panther ausf.G” heavy tank



German “Tiger I” heavy tank



As we move forward with a wider implementation of smart materials in later updates we intend to also apply them to other items, allowing us the ability to do new things such as adding variety to models, giving a more realistic and authentic feel to the game. All new content moving forward will be using Smart Materials as a new baseline standard in model texturing.




Omaha Warfare and German Offensive

Players who are seasoned to the brutality of storming the famous Omaha Beach landings will be pleased to see that amongst the additional maps of Update 12, two new modes have been added, now rounding out the map to include all available gamemodes.

The Landing craft pictured below allow players to spawn and mount up from within, providing additional cover over the existing boats used in the Offensive US gamemode. We are very excited to see what players think of the new beachfront and how it plays during the new Warfare and German Offensive gamemode.








U12 PTE #02

For anyone interested in getting an early hands-on with new content such as the Stuka, we are excited to announce that the 2nd PTE for Update 12 will commence on Thursday June 9th at 2pm BST.

Unfortunately due to some server maintenance being performed by a GSP at conflicting times, this session will be starting roughly 3 hours later than the usual 11am BST. To make up for this we will be looking to run an extended PTE during the next session before the release of the update.



After the influx of player feedback we received during the 1st PTE, we look forward to your thoughts on what’s new this time round. For those who require a refresher on what to expect, check out the list below which highlights many of the new features coming in Update 12 that will be available to test during these sessions.

  • New Weapon - Flare Guns
  • New Commander Abilities - Precision Strike and Ammo Drop
  • New Vehicle - US "M4A3 75w" Medium Tank
  • Reintroduced - German Panther Tank
  • New Camo - German Tiger Tank
  • Half-track MGs
  • New Map - Remagen Map
  • Night Maps (Foy, Purple Heart Lane, Hurtgen Forest, Kursk)
  • Improvements to existing maps (Kursk, Omaha Beach)
  • New FX (Blood hits, Artillery explosion and more)
  • Additional improvements (Reload Interrupts, Fortification Snapping, Smoother Vaulting, MG Deployment and more)

A detailed list of changes will be available in the Discord PTE channel once servers are live.

How To Join The PTE
If this is your first time wanting to participate in a PTE you’ll need to head over to the Discord where you can find information on how to join and get notifications on when a testing period is live. A full changelog can be viewed in the HLL official discord in the #pte-Info channel on the day.

As always we greatly appreciate all who participate, whether it’s to provide valuable feedback and bug reports, or simply help out with the numbers to test server loads and other items. We’ll also be jumping into battle amongst the ranks on the day so if you have the time or are just curious, we would love to hear from you!


War Correspondent, Content Creator and Community HLL Videos

Time for some more community highlights from the below creators. We highly recommend giving them a watch.
If you see a Video you like make sure to post in the Discord #hll-videos channel.

Hell Let Loose - A Weapon SO Good I ran OUT of Ammo - Alpine Sniper
https://www.youtube.com/watch?v=b25EIDU6ACw

This game has the most INTENSE street to street fighting - IronHeart Gaming
https://www.youtube.com/watch?v=Jv-YljcpNM4

Hell Let Loose - Tanks Hold The High Ground On Kursk To Win - The Fresh Baked Goods
https://www.youtube.com/watch?v=wmHcasKAg6s

Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.

Join the Discord here https://discord.gg/hellletloose

Our other social platforms can be found here:

Facebook https://www.facebook.com/HellLetLoose/
Twitter https://twitter.com/hell_let_loose
Youtube https://www.youtube.com/c/HellLetLoose
Reddit https://www.reddit.com/r/HellLetLoose/
Instagram https://www.instagram.com/hellletlooseofficial/
Steam http://steamcommunity.com/groups/HellLetLoose

That ‘maps’ up today's dev brief, we hope you all enjoyed it. See you all on the frontlines soon!

Developer Briefing #170 - Shadows In The Night

Hi everyone,

Welcome to Developer Briefing 170, today we thought it time to have a look at how not every day in WW2 was sunny and bright, likewise not every battle waged between morning and evening hours. In the interest of additional realism to the frontline we have been working on Night Maps for Update 12 and they are looking very promising. Our timeline focus for the “night/low light moodset” is between 6pm and 6am. Initially our thoughts were to trial the early and later ends of the aforementioned spectrum. Some maps will definitely ‘feel lighter’ than others as the timeline we have allocated may be closer to the morning or early evening. Other maps definitely will feel like the dead of night. We believe it important to spread the mood of the lighting variations across the maps involved for greater variety and in some cases enhanced playability and atmosphere.

Night Maps

The inclusion of new and existing maps with a ‘night’ or low light mood variation will provide even more diversity for the players on the battlefields. Tactics will change from day to night as previously precarious areas for infantry or vehicles to traverse may now seem a more viable option. As per any map in Hell Let Loose communicating and coordinating will remain the paramount assets a team needs to utilize in order to garner a win of the round.

The following maps are to have the low lighting mood effects applied to them in U12. We have included a few screenshots with them for context.

Remagen





Foy





Hurtgen Forest





Purple Heart Lane





Kursk





To create these new mood settings the decision was made to focus on low lighting in a ‘fog of war type scenario’ as having an environment where just the lighting itself was turned extremely dark would not be conducive to enjoyable gameplay. The fog effects have been carefully crafted to facilitate the low light environment mood scheme we are wanting. A more up close and personal approach to combat should be prominent in these maps with new lighting variants. This should create a greater atmosphere for all players and may even have the hairs on the back of your neck standing on end as you listen for sounds of the enemy. We urge you to note that the night maps we have created for U12 are the first iteration of the concept and subject to change if we feel it is required.

Flare Guns

To accompany the night maps we are in the process of working on animations, texturing and coding for flare guns.



Flare guns were used during WWII in situations where radio silence was important, often used by people to send signals or reveal their position, usually when they were in distress and in need of assistance. For Hell Let Loose the flare gun will primarily be of use to aid in spotting or highlighting of enemy positions. This will be particularly helpful in low light or night operations.

The 3 flare guns to be featured in Update 12 include the German Leuchtpistole 42, the Soviet SPSh-42 and the American AN-M8 which will initially be delegated to the Spotter role of each faction with only a single flare, so it will pay to use this tool wisely. The decision to assign the flare gun to the Spotter role was an important one to us as we feel that access to the weapon greatly increases the attraction of the role, something that Spotter has struggled with in the past. The addition of the flare gun will be a permanent tool for the spotter to use during both daylight and night maps accordingly. Ultimately this decision is not final and will be subject to change pending a number of PTE sessions where we will be discussing the potential for certain design choices.

Along with their ability to visually signal areas of enemy presence to surrounding allies, flares once active will also act as a reconnaissance tool, marking enemy positions within a 50 meter radius over a period of 30 seconds. This action will be similar to the current commander ability of the recon plane in daylight maps.



Players will need to be skillful in their ability to judge distances when using a flare gun as firing angles will play an important role in the weapon’s effectiveness. If a flare happens to collide with an object such as a building or terrain then the flare will promptly fizzle out and becomes inactive, this means that firing too low may result in the flare having insufficient flight time to activate or remain active while firing high will limit the distance at which it becomes active.



The shooter of a flare will also need to be aware that using one will deploy a trail of smoke and light allowing for all within visual range to see the approximate location of its origin. The tactics for successful use of the flare guns will be a skill that is learnt over time.

To assist in identifying an active flare, Allies and Axis flares are colored differently, being green for Allies and red for Axis.

The German Leuchtpistole 42 or flare gun in English was introduced into service for the axis forces in 1943 and served throughout the rest of World War II.



After many trials and tests the soviet flare gun SPSh-42 was officially adopted as the new standard Red Army signal pistol.



The Type AN-M8 flare pistol was the standard issue signal gun for the American military during World War II.



A Few Words From Max About Remagen

Hi all,

We thought we’d swing back to address some initial thoughts on Remagen.

Fundamentally, the interesting and key aspect of Remagen is the bridge dynamic. In World War Two, bridges were a key point of contention, with the entire war revolving around the capture and retention of territory. Bridges like the Ludendorff Bridge (the name of the bridge central to our Remagen map) were seen as extremely favorable strategic positions to either capture or destroy, as they offered the fastest possible way forward for forces of either side. For a bridge to be destroyed could mean the rerouting of an entire army - often through far better defended and dangerous territory - sometimes a 100 mile diversion.

Currently in Hell Let Loose, we have some smaller bridge dynamics at play (mostly in Purple Heart Lane, Hill 400 and Hurtgen Forest), but we felt that focusing the gameplay in the center of the battlefield around a single huge bridge would be a new and distinct experience amongst our current map rotation - certainly something players haven’t tried before.


We also want to say that we’re aware of the immediate ways that will change combat. Artillery will be extremely powerful, and by virtue of that so will Munitions for the Commander (these will need careful management). We expect a dash for the bridge at game open, and while the US have an almost direct drive to the bridge down the railway line, the German forces historically occupied the high cliffs and bluffs above the bridge itself, which offer perfect view over that straight line approach.

In terms of map balance, we always have to tread a fine line of recreating the battlefield as accurately as possible, while also trying to balance for gameplay. In our closed testing, the high ground is very useful for Germany infantry, but armored vehicles struggle to get the required depression to level their guns on targets easily. Conversely, US vehicles are able to easily lift their guns against the high ground, but struggle against lateral attacks from the lower land on the German side of the bridge.



Infantry are able to defend the key towers on either side of the bridge and we expect a huge rolling battle of extreme brutality over the bridge itself. There are gangways beneath the bridge that allow for a different method of traversal, but we expect this to be a very difficult battle in which Machine Guns and Snipers rule.

Many of you will already have realized that there is one tool in the arsenal that will allow for a break to the stalemate. The Airhead was designed specifically for this event (and we would not have introduced this map without this feature) - a way of deploying men behind enemy lines in order to establish Garrisons and OPs to allow the attacking team to move up behind the defenders in order to disrupt their lines and unblock the bridge.



In our testing, a well placed early Airhead can immediately establish the main force on the opposite side of the river, allowing for the continued harassment of the artillery by Recon units and the establishment of Garrisons to enable large troop presence on the other side of the bridge. If these things are able to be accomplished, your armor will be able to disengage from firing across the river and move up across the bridge, causing huge issues for the enemy.

Lastly, in the coming PTEs we’ll be testing whether or not it’s more decisive to allow or disallow the building of spawn points on the bridge (OP and Garrison). We currently feel that the best option will be the one that makes the bridge battles faster, more decisive and less grindy.



On a final note, we’ve read many of the comments pointing out many of the things described above. We want to reiterate that our approach to designing Hell Let Loose is to try to offer maps that demand a different way to be played - that require the use of many different tools in the toolbox in an effort to keep each experience challenging and different. While we could have added aspects to the map that would make it easier (ie. multiple points to cross the river or a river that was shallow enough to be forded), we felt that this would detract from the new experience we’re keen to offer and would have become another version of Hurtgen Forest or our other maps. We also felt it was critical to offer a key “bridge” style experience (in the same way we wanted to do urban combat, forest combat, beach landings etc) that was so iconic to World War Two. We’re very excited to see the creative ways in which each force tries to overcome this, as well as the way new tools will be used to forge a path to victory. As usual, we’ll be right there on the battlefield with you in the coming PTEs and will be listening to feedback and making any changes that could improve the gameplay experience.

The team and I look forward to seeing you in our upcoming PTE on Remagen soon.

Max

Remagen PTE coming soon!

With some final polishing nearing a release state and progress coming along nicely we are excited to announce our first U12 PTE for all players to sample Remagen. We are aiming for the first PTE session to kick off within the next two weeks subject to confirmation. We are looking to have both day and low light (night) variations of the map in this initial test with the primary focus being on how the map plays. Other items like bug fixing and polish are still ongoing, but we are confident that the PTE build will be very engaging to play.

As always we greatly appreciate all who participate, whether it’s to provide valuable feedback and bug reports, or simply help out with the numbers to test server loads and other items. We’ll also be jumping into battle amongst the ranks on the day so if you have the time or are just curious, we would love to hear from you!

How To Join The PTE

If this is your first time wanting to participate in a PTE you’ll need to head over to the Discord where you can find information on how to join and get notifications on when a testing period is live. A full changelog can be viewed in the HLL official discord in the #pte-Info channel on the day.

War Correspondent, Content Creator and Community HLL Videos

Time for some more community highlights from the below creators. We highly recommend giving them a watch.
If you see a Video you like make sure to post in the Discord #hll-videos channel.

Blown Away By Hell Let Loose - Morphologis
https://www.youtube.com/watch?v=x6t24xZ0JqE

Hell Let Loose Brutal Kill Compilation 15 - AT Shovelist
https://www.youtube.com/watch?v=ULZaXrIVRGU

This One Is For the History Books - HELL LET LOOSE - Warfrags FPS
https://www.youtube.com/watch?v=_4zTzTs5aUk

Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.

Join the Discord here https://discord.gg/hellletloose

Our other social platforms can be found here:

Facebook https://www.facebook.com/HellLetLoose/
Twitter https://twitter.com/hell_let_loose
Youtube https://www.youtube.com/c/HellLetLoose
Reddit https://www.reddit.com/r/HellLetLoose/
Instagram https://www.instagram.com/hellletlooseofficial/
Steam http://steamcommunity.com/groups/HellLetLoose

Well, it's time for the flare to burn out on today's Dev Brief. See you all on the frontline!

Developer Briefing #169 - A First Look At Remagen And Briefings Moving Forward!

Hey everyone,

Welcome to this week's developer briefing where we discuss our plans moving forward as well as a detailed look at a brand new map coming in Update 12!

With the release of Patch 17 behind us and the team hard at work developing new and exciting content for future updates, we think now is a great opportunity to take a step back and look at developer briefing timelines and how we release information moving forward. We have heard many suggestions from the community as to what they would prefer to see with these briefings and after a lot of internal discussion on the topic have elected to try a few ideas over the short term.

The first decision we have made will involve shifting the focus of developer briefings to contain more details on game related developments. To implement this type of information flow we have to be more timely with what and how we present it in the briefings, so initially as we look to roll this out we have made the decision to move the weekly developer briefings to a less frequent interval. In doing so grants us the flexibility to structure these briefings around new content when we’re ready to do so and allows us the time to give them the showcase they really deserve.




[h2]New Map - Remagen![/h2]



In light of the above and us moving forward to more content oriented briefings we thought it only fitting to highlight a new map coming to the Hell Let Loose theaters in the future.

The battle of ‘Remagen’ was part of the Allied invasion of Germany that took place during the 7th-25th March 1945. The Remagen map focuses on the iconic arena where the Ludendorff Railroad Bridge was central to the Allied advance of armor and troops across the Rhine river.

Ludendorff bridge was one of the last standing bridges over the Rhine and fierce fighting took place between both Axis and Allied forces in order to capture or destroy this vital supply route. Axis forces threw everything they had to try and destroy the Ludendorff bridge, artillery, railway guns, air strikes, mortars, mines and even a covert team of frogmen/saboteurs all to no avail.

The Lodendorff bridge stood (although some portions were damaged) well enough to allow 5 divisions of allied troops to spearhead across the river Rhine and into Germany's industrial heartland. The battle of Remagen and the following capture of the bridgehead across the Rhine river was credited with shortening the duration of WW2.

In Update 12 Hell Let Loose, players will be battling during the period shortly before the US successfully captures the bridge, prior to its capture and prominent collapse 10 days later.


























[h2]Content Creator Resources[/h2]
With the influx of a lot of great content creators covering Hell Let Loose we thought it would be of benefit to remind those in the field of our support programs. There are two programs we are running in conjunction with Team 17, they are Rainmaker and Keymailer.

If you are a content creator that has a focus on Hell Let Loose then we recommend you check out both the Rainmaker and Keymailer options listed below. These platforms are a great resource for information, press kits and for eligible content creators HLL gamekeys.

You can find more information on Rainmaker and Keymailer using the below links:



https://www.keymailer.co/g/games/72821


[h2]War Correspondent, Content Creator and Community HLL Videos[/h2]
Time for some more community highlights from the below creators. We highly recommend giving them a watch.
If you see a Video you like make sure to post in the Discord #hll-videos channel.

Hell Let Loose / Where we all fight WWII 4K - Major Helmet
https://www.youtube.com/watch?v=U9PGoXA6brE

Hell Let Loose - Quick Killstreak with M1 Garand - Sasky
https://www.youtube.com/watch?v=LZgMJhGLhQg&t=4s

Unleash The Skills #1 - Hell Let Loose - Hell Let Loose Clips
https://www.youtube.com/watch?v=Yu3uFl4H7fk


Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.

Join the Discord here https://discord.gg/hellletloose

Our other social platforms can be found here:

Facebook https://www.facebook.com/HellLetLoose/
Twitter https://twitter.com/hell_let_loose
Youtube https://www.youtube.com/c/HellLetLoose
Reddit https://www.reddit.com/r/HellLetLoose/
Instagram https://www.instagram.com/hellletlooseofficial/
Steam http://steamcommunity.com/groups/HellLetLoose

Well, it's time to map up today's Dev Brief. See you soon on the frontline!