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Developer Briefing #196 - Summer Draws to an End and The Nights Close In

Hey everyone,

With Patch 14.3 now behind us, we know you’ll be keen to learn more about what will be coming to Hell Let Loose as we head into October!

Your feedback has been invaluable to us over these last few months, and we’ve been able to focus our efforts into tackling some of the game’s most prevalent issues.

As of today, we can confirm a fix for the loadout bug has been submitted, and will be available for you to stress-test in a PTE session this Friday, on the 29th of September.

We know there’s still a long way to go to optimise and improve Hell Let Loose, and while we’re continuing to focus on bug-fixing and making good on the British forces, we also don’t want to leave you waiting too long for new content.

To find out what you can expect to see from Hell Let Loose for the rest of this year, please read on!

[h2]Patch 14.4 - October[/h2]

[h3]New Night Maps[/h3]

Our environment tech-art team have been working on bringing night variants to a number of the existing maps, including:
  • Carentan
  • Sainte-Mère-Église
  • Utah Beach
  • Hill 400
  • Driel
  • Kharkov
  • Stalingrad
  • Omaha Beach (Dusk Map)
  • El Alamein (Dusk Map)

Each of these maps will be available for testing in the PTE this Friday, and the Carentan and Sainte-Mère-Église night variants will be the first to land in Patch 14.4 early next month on the 12th of October, alongside general bug fixing.

Offering more diverse gameplay, with opportunities to re-strategise on your approach, the night map versions will sport atmospheric lighting that will put heavy reliance on communication and coordination to obtain the win.

These new night map variants have been fine-tuned, from adjusting the skylight to allow for more bounce and directionality, to introducing a star field to create an even more dramatic night-time skyscape.

Carentan at Night

Sainte-Mère-Église at Night

[h3]Fallschirmjäger Cosmetic DLC[/h3]

Considered an elite airborne unit, the Fallschirmjäger - German paratroopers - were also known as ‘The Green Devils’ thanks to their forceful fighting spirit and tactical superiority.

The distinctive uniform featured several safety features, in order to avoid injury during a hard landing. The jump smock ended at the mid-knee, preventing any entanglement with the parachute lines, and was partnered with knee pads that aimed to protect a soldier’s knees through extended periods of crawling or kneeling. Ammunition pouches were also designed to be worn securely around the neck, rather than the standard belt.

This DLC will be available for players to pick up from the Additional Content Hub with the next Patch, 14.4, and use on Infantry and Recon roles!

Fallschirmjäger Uniform DLC (1)

Fallschirmjäger Uniform DLC (2)

[h2]Dive to Prone[/h2]

Reworked and evolved, the new version of Dive to Prone will also be available for testing this Friday!

A lot of time has been spent fine-tuning and polishing the dive to prone feature - to not only ensure it’s not exploitable - but also give it a much more realistic and tactile feel, by utilising tuneable parameters including:

[h3]Ground Friction Parameters[/h3]

Players will now carry momentum throughout, which means you’ll be unable to change direction mid-dive, and instead only able to control direction once friction with the ground is gradually re-established on landing.

[h3]Animation Queue System[/h3]

Players can no longer dive while jumping - instead, the new animation queue system is used to begin the dive when the player lands from a jump.

[h3]Stance Change Timer[/h3]

This ensures players aren’t able to dolphin dive, by including a cooldown that prevents the action from being carried out too soon after completing a dive.

[h3]Additional Ground Friction[/h3]

The duration and speed of the slide has been tuned down to feel more realistic, and is now impacted by whether you are entering dive to prone from standing vs crouched.

[h3]Camera Improvements[/h3]

In the previous version, there was a camera limitation as the dive ended, which was a result of the system that controls head bobbing under locomotion switching between profiles. This system has now been rewritten to be more versatile, and now has the capability to smoothly transition between profiles, and visual quality is increased.

[h3]Forward Speed[/h3]

The new dive to prone will properly conserve momentum by using the speed that the player was travelling on dive initiation as the start speed, rather than using the stance’s maximum speed.

[h3]Additional Parameters[/h3]

We have also disabled aiming-down the sights for a duration on landing, as well as introducing a camera shake that is triggered on contact with the ground.


[h2]Public Testing Session - Friday, 29th of September[/h2]

We will be holding a PTE session from this Friday, the 29th of September until the 2nd of October, where you’ll be able to jump on and try out each night map variant, the new dive to prone functionality, as well as help us assess any inadvertent impact from the loadout bug fix, plus share feedback on initial mantling and vaulting improvements.

A changelog for this session will be shared on Friday, alongside the feedback and bug reporting forms!


[h2]Patch 14.5 - November[/h2]

[h3]New Variants for El Alamein and Driel[/h3]

While night variants offer more ways to enjoy your favourite maps, we’re also introducing a new dusk variant map for El Alamein, in November, which you’ll also be able to try out in the PTE this Friday.

Rather than the cool, low-light tones of the night maps, this variant will feature darkened lighting, gently lit with a fading glow that not only provides a new atmosphere, but also offers an initial reduced visibility variant for El Alamein that players can utilise to navigate the vast, open terrain.

El Alamein at Dusk

Driel will also be receiving a night map version with Patch 14.5 - providing the cover of night to give you opportunity to explore new manoeuvres.

Driel at Night

[h3]Part One of The British Forces Rework[/h3]

Also landing with Patch 14.5, players will be able to get hands on with the initial improvements to the British forces, including updated desert uniforms for both German and British soldiers, as well as new British tanks, and new British weapons to replace the previous loadouts.

You’ll be able to test out the rework in a PTE session before Patch 14.5 goes live in November!

We’ll be going into more detail on the rework soon, but for now, here’s a little teaser on progress:

British Desert Uniform]

British Helmet with Chinstrap

German DAK Desert Uniform

British - Stuart Honey Tank - High Poly

Lee Enfield No.1 MkIII Rifle

[h3]Erbsenmuster Pattern 44 Uniform DLC[/h3]

During our AMA in July, we mentioned wanting to continue to support Hell Let Loose delivering a historically accurate and authentic World War Two experience - aiming to maintain unprecedented attention to detail in the historical depiction of the uniforms, weaponry, and tactics of period military units, however, we also recognise the brutality of armed conflict on a global scale and the unique atrocities which occurred, on all sides, during the Second World War. We also understand that many players have a deep passion for the history of particular units, as well as their uniforms and equipment - and we want to facilitate this passion, while encouraging that we all remain respectful of the events that occurred and the enormous human toll it had.

For Patch 14.5, we are working on introducing the Erbsenmuster Pattern 44 uniform as a paid DLC, which will only be available to infantry and recon roles.

Take a look at the work in progress:

Erbsenmuster Pattern 44 Uniform WIP

[h3]Free Weekend[/h3]

There will also be a free weekend in November for you to enlist friends to take the frontlines and try out these new map variants and part one of the British forces rework!

[h2]Patch 14.6 - December[/h2]

[h3]Stalingrad & Kharkov Night Maps[/h3]

Cooling down for Christmas, both Stalingrad and Kharkov will receive their night map variants, and the patch will primarily focus around general bug fixing.

Stalingrad at Night

Kharkov at Night

[h2]The Future Focus[/h2]

For the remainder of this year and into next, we want to continue improving your experience with Hell Let Loose, and you will find that we are continuing to release patches rather than updates.

We consider updates to be significant content drops, which would include new maps, modes, and forces. Patches are now our smaller releases that focus on game improvements, community requests, bug fixes, and smaller pieces of content, such as map variants.

During our AMA and Dev Interview, we talked about the many things that we know the community would like to see implemented, and we will continue working towards these while delivering smaller content releases. There will be larger content updates next year and we’ll talk more about those, including Mortain and part two of the British rework, soon. Until then, we’ll see you all on the frontline!

[h2]Vivox Maintenance[/h2]

Vivox will be holding maintenance between 7pm BST and 8pm BST tomorrow, Thursday, 28th of September. You may experience downtime with VOIP, but services should resume before the time has elapsed.

[h2]Community News & Events[/h2]

[h3]Community Leaders and Event Organisers[/h3]

Help us to help spotlight your events and tournaments!

We know there are many communities across Hell Let Loose that take part in organised play, whether that’s roleplaying, custom games and events, or tournaments. We want to help showcase some of these and are working on the ways in which we can support them.

A form collecting details on your community and event participation has been sent round our PC and Console War Arrangers on the official Discord, however, we want to make sure all community leaders have had opportunity to submit their details to us.

If you are a community leader and have not already completed the form, please use this link: https://forms.office.com/e/BLF0bbH35W


Only one representative from each community should complete the form.

[h3]TAW Campaign: The Battle of Normandy[/h3]

Having started earlier this month, TAW Hell Let Loose Division have begun a campaign that occurs every Sunday at 19:45 BST in the TAW EU Campaign server where players can take part as two rival teams clash in a relentless struggle for supremacy.

In this campaign, maps are treated as sectors, each a game-changer, where conquering these sectors earns the teams supply points. With these points, new weapons, equipment, and commander manoeuvres can be unlocked.

To find our more and take part, please visit:

Discord: https://discord.gg/tawhll
TAW: https://taw.net/



[h2]War Correspondent, Content Creator, and Community Videos[/h2]

Make sure to post your videos in the #hll-videos channel in the Official Hell Let Loose Discord for a chance to be shown in future Developer Briefings!

[h3]SoulSniper’s SOF | Community Clips Vol. 2[/h3]

Your average Hell Let Loose experience summed up in one video using clips from SoulSniper’s Soldiers of Fortune server: https://youtu.be/JzZQbbtSr9o

[h3]18 Players With One Satchel[/h3]

When luck and strategy come together to give you an 18-person satchel kill, shared to Reddit by u/VittorioJedi!

After working with the squad to breach the outer layer of fortifications, a carefully placed satchel takes out the last German nest on Carentan Town centre: https://reddit.com/r/HellLetLoose/comments/16kzd7d/18_with_one_satchel/

[h3]Infantry Support With Tanks Wins Games[/h3]

This video from The Fresh Baked Goods shows how tanks can be used to support infantry movement from the backlines until it is time to help break through on the last point: https://youtu.be/2A-N-_E-bls?feature=shared

[h2]Join the Conversation[/h2]

Submit clips and artwork by joining the Discord for a chance to be shown in a future dev brief!

Discord https://discord.gg/hellletloose

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

Patch 14.3 Hotfix Now Live!

Hey everyone,

The hotfix for Patch 14.3 will have now begun rolling out.

[h2]Hotfix Changelog[/h2]

Console players will also be receiving a hotfix later this week, as some of these fixes will need to go through a separate process.

Fixes are underway for the below items:


[h3]VOIP Disconnect Fix[/h3]
  • [Fixed] Vivox Error 1019 when connecting to channels

We believe we may have fixed an ongoing VOIP issue where players can find themselves getting disconnected randomly and then being unable to reconnect.

[h3]Steam Achievements[/h3]
  • [PC] [Fixed] All Practice Range achievements are not unlocking

[h3]Ultrawide Monitors[/h3]
  • [Fixed] Character previews scale incorrectly
  • [Fixed] Fix for tank driver seat FOV
  • [Fixed] Fix for Sherman doubled-up scope
  • [Fixed] Tank scope offset on certain resolutions
  • [Fixed] Tank cross hairs incorrectly aligned


Hell Let Loose did not previously offer ultrawide support - although it did have compatibility - and those using ultrawide monitors played with a cropped and highly scaled version of the game that cut off the character model's hand and majority of the weapon, as well as cropped tank scopes. Compared to those playing on a 16:9 resolution, the sights were far more zoomed in and appeared larger, giving ultrawide players somewhat of an advantage.

Ultrawide support was highly requested by the community, and Patch 14.3 introduced this support, which now provides the same 16:9 game resolution for ultrawide monitors.

This does mean that, for those used to the zoomed-in appearance, this change can now feel somewhat jarring, and the distortion of the peripheral edges - standard on 16:9 - may feel increased.

Depending on your settings, some players may have tried to compensate for the previous lack of ultrawide support by increasing their FOV to 120, and maintaining Y axis.

With the added support, we recommend changing these settings to the below in order to reduce any fish-eye effect:
  • FOV 90
  • Maintaining X axis



Cover Image by [233C] Chrysallia

Planned Hotfix - Monday 18th of September

Hey everyone,

Thank you for sharing your feedback with us while getting hands on with Patch 14.3!

[h2]Loadout Bug[/h2]

Since releasing Patch 14.3 yesterday, we have been reviewing the logging that was activated with this patch, and believe we have now finally identified the cause of the loadout bug.

It would seem that every so often, we lose the cached stats data for a player, and aren’t able to validate their loadout, which means they are instead reset to default.

We’ll try not to get too excited about the fact we may very well have identified the cause - and are now preparing a fix - and will keep you updated on our progress!

[h2]VOIP Disconnect Fix [/h2]
  • Fix for Vivox Error 1019 when connecting to channels

We also believe we may have a fix for the ongoing VOIP issue - the one that has been plaguing many players in Hell Let Loose, where you can often find yourself getting randomly disconnected and then being unable to reconnect.

A fix is now being worked on that we hope will make some improvements to this, however, we won’t know if it will fix all VOIP issues or just some, until it is tested at scale in a live build.

Rather than make you all wait for the potential fix and try it in a PTE, we’re keen to get this out to you as soon as possible, in the hotfix on Monday, 18th.

[h2]Hotfix Changelog[/h2]

Our wonderful player support team have been sorting through your reports, and have identified some items we would like to tackle in a hotfix, planned for PC on Monday, 18th of September.

Console players will also be receiving a hotfix on Thursday, the 21st of September, as some of these fixes will need to go through a separate process.

Fixes are underway for the below items:

[h3]Steam Achievements[/h3]
  • [PC] All Practice Range achievements are not unlocking

[h3]Ultrawide Monitors[/h3]
  • Character previews scale incorrectly
  • Fix for tank driver seat FOV
  • Fix for Sherman doubled-up scope

Players on ultrawide will have found that their FOV was incorrectly extending tank cockpits, rather than just the environment in view. Now having ultrawide compatibility, reducing FOV to 90 from 120 will correct this, however, a fix is being worked on that will ensure players will not need to change this value every time they enter a vehicle.

If you’ve also noticed a fish-eye effect across the game while using ultrawide, this may be due to having previously toggled maintaining Y axis for a better FOV. With the new ultrawide compatibility, you may now want to look at changing this setting so you are maintaining X axis, instead. This option can be found under your Video settings.

Video Settings - Switch to Maintaining X Axis


The final hotfix changelog for these fixes will be shared on Monday!

Patch 14.3 Goes Live Today, 2pm BST!

Hey everyone,

You can expect Patch 14.3 to drop today, at 2pm BST!

After PTE feedback confirmed less stuttering, we are hopeful this patch will improve performance, while we continue working on bringing optimisation updates with each new release. With this patch, you’ll be able to get hands on with the Practice Range, as well as the initial improvements to the stability of the British force’s firearms. We’re getting closer to an official timeline for the re-work of the British forces, which will include new, more accurate weapons, tanks, and uniforms - so make sure to keep an eye on future dev briefs!

There were some players confused by the time it took the last relatively small patch for Patch 14.2 to install on their PCs. Like all game updates on Steam, updates are downloaded and then patched, which depending on your hardware, may take some time while Steam readjusts the file structure.

Check out the changelog below, and we’ll see you on the 27th for the next Developer Briefing!

[h2]Patch 14.3 Changelog[/h2]

[h3]Additional Logging[/h3]

In this patch, we’ll also be turning on additional logging, which we hope will help prove our theory on what is causing the loadout bug. We have identified a number of potential failure points in the stats code, and the logging we have added will verify if any of these are happening. That additional info will help us determine a fix in the near future!

[h3]New Environments[/h3]
  • Basic Training
  • Additional Content Hub
  • Practice Range

[h3]Practice Range[/h3]

Thank you so much for sharing your feedback on the Practice Range during the Patch 14.3 PTE, it was exceptionally useful and we are pleased that a lot of the feedback aligned with what we want to explore implementing in the future - including moving targets, the re-spawning of vehicles and helmets, renaming of garrisons, improved direction and hints, and, of course, having the ability to test each faction.

The first iteration of the Practice Range has been built within the game’s existing functionality which has meant that some of the above suggestions are not something we can introduce just yet, without risking adaptive changes inadvertently affecting live play.

The Practice Range was designed to be a way for players to test out the things they wouldn’t normally be able to do in a live game, rather than act as a tutorial environment. There is much work to be done to help onboard new players, and a tutorial is certainly something we would like to explore in the future.

For Patch 14.3, we have been able to begin actioning some of your feedback, including:

  • Extending the shooting range to 500m - although you won’t be able to traverse this additional distance, the extension of the shooting range means players wanting to test out the Sniper role will have the ability to practice landing shots on targets up to 500m away.
  • Additional obstacles and irregular terrain in the driving range - while there were some great ideas in the feedback from the PTE, we’ve been able to action a few of them by ensuring players have the opportunity to navigate driving past buildings, trenches, and slight inclines/declines in the terrain.
  • Player-placed garrison spawning - players will now be able to build a garrison within the Building Yard, and spawn in on it.
  • Added the US Half-track - which can also be used as a way to test redeploying on.
  • Scarecrow target head shots - headshot SFX will now play when hitting the head, not just the helmet


[h3]Optimisation[/h3]
  • Performance improvements to a range of maps
  • Some LOD fixes to address transition issues

[h3]General Improvements[/h3]
  • Improved micro-stutters
  • [Increased] Commander Level Requirement from 10 to 30
  • [Added] [PC] Additional ultrawide screen support

We are continuing to work on optimising ultrawide support, and are working on resolving the following issues for a future patch:
  • Some UI and menus leave blank spaces on either side of the screen when playing on an ultrawide display
  • Character previews in the Select Your Role menu may appear too large when playing in ultrawide
  • The tank commander’s periscope overlay is scaled up in ultrawide resolutions, resulting in a significantly larger field of view
  • Seams can be seen at the top and bottom of the screen when in the gunner's seat of the Stuart light tank on an ultrawide display
  • Seams can be seen at the top and bottom of the screen when in the gunner's seat of the BA-10 recon vehicle on an ultrawide display
  • Black bars are visible on the left and right sides of the screen in ultrawide when gunning the Panzer IV medium tank

[h3]British Forces Improvements[/h3]
  • [Fixed] British weapons have increased sway when ADSing

    While most weapons have now been tackled, the P14 and No.4 Mk1 are still in need of improvements. For more information on what new weapons will be introduced as part of the British forces rework, please click here.

  • [Fixed] British recon tank will pull to the last turned direction when driving straight
  • [Fixed] British Lewis Gun MG shots appear to be slightly off-centre from sights
  • [Fixed] Zeroed British Weapon Sights
  • [Fixed] All Lee-Enfield variants have a stuttering animation and are misaligned while reloading from a TPP
  • [Fixed] Ping is off-centre when using the British binoculars
  • [Fixed] Sten gun dropping off at 100m

[h3]Removed[/h3]
  • Legacy game analytics potentially causing performance issues


[h3]Player Locomotion[/h3]
  • [Fixed] Players can dive to prone by going in the prone position while jumping

This bug allowed players to essentially glitch into the prone position while jumping- and has previously been used as both a way to get out of sticky situations, as well as access normally inaccessible areas, such as rooftops and other platforms to gain an unfair advantage on the battlefield.

We understand that some players have provided feedback regarding the removal of this unintended bug, both during the Patch 14.3 PTE and since, as well as understand that while prone jumping can give players an unfair advantage, it could also be used to traverse the vaulting system when it fails, and add a degree of verticality into their playstyle.

However, with it’s removal in Patch 14.3, we have started the process of laying the ground work that, together with your feedback, will support bringing back a revised version of the Dive to Prone functionality. As part of that work, we have fixed prone jumping - to prevent certain conflicts with the actions, ensuring there are no unintended exploits or behaviours when using it.

We’re still making some final tuning adjustments to the new version, and have had to make sure that Dive to Prone couldn’t be used in mid-air, and have also made adjustments to the cooldown for changing stance too soon after diving, added more friction to reduce the slide distance, as well as limited direction change mid-dive, plus introduced a floor-impact shake. We’ll bring you all the details about these changes in a future developer briefing!

Improvements to the vaulting system are also underway to make it more responsive, which includes ensuring vaulting and climbing operate consistently in accordance with height and distance parameters.

This should mean that vault will be used only for vaulting over things, and climb will only be used to climb onto things, and the system should no longer play the wrong animations causing players to glitch and get stuck, particularly when vaulting through windows.

We’re also carrying out work to make sure vaulting won’t trigger in error for any obstacle below a certain height. Improvements to the third-person vaulting animations has also been carried out across both code and animation to address certain issues.

We hear your feedback, and are making progress with these locomotion improvements, but first want to make sure we remove any issues that can cause conflicts with Dive to Prone.

You’ll soon be able to get hands on with the new Dive to Prone, plus improved vaulting, in a PTE session, so please keep an eye out on future dev briefs and in the #telegrams channel on Discord!


[h3]General Bug Fixes[/h3]

[Fixed] FOV issues in tanks for players with ultrawide monitors

[Fixed] The Panther heavy tank has a faster reload time

[Fixed] Doubled up explosion VFX

[Fixed] Animation issue for Nagant M1895 when reloading

[Fixed] MGs clip through the player model when shooting while being prone and while looking up

[Fixed] Player's left hand becomes unattached from two handed weapons when sprinting in TPP

[Fixed] [PC] Many servers are not appearing in the "All Servers" tab of the Enlist Screen

[Fixed] Player's hand appears offset from their equipped weapon or tool, becoming increasingly offset as FoV is increased

[Fixed] Bullet impact VFX will remain stationary while factory machinery is moving

[Fixed] Broken animation can be observed when going prone while ADS-ing the M97 Trench Gun

[Fixed] There is no mention of the Kharkov map in the Field Manual

[Fixed] MG42 shooting SFX is quieter when single firing

[Fixed] Stone PFX and SFX are present when shooting a German Outpost

[Fixed] US Smoke grenade SFX are delayed and do not match VFX

[Fixed] Flashlight attached to M1941 Summer Field Jacket does not move realistically with body

[Fixed] Pistols are misaligned from characters hand on the Front End and Change Role Menu

[Fixed] No SFX is heard when equipping the Anti-Tank wrench

[Fixed] Weapon displacement appears when stood leaning left and aiming down sights with certain weapons across all factions

[Fixed] Field Manual entry for Driel is incorrect

[Fixed] 'Panther' tank has misspelled name when showing the end game score

[Fixed] Destroyed Cromwell tank is awarded as 'Sherman Destroyed'

[Fixed] Shotguns play bullet drop SFX

[Fixed] Flare guns play bullet drop SFX

[Fixed] All Lee-Enfield variants have a stuttering animation and will be misaligned while reloading from a TPP

[Fixed] British weapons have increased sway when ADSing

[Fixed] No ejecting empty cartridge cases animation when reloading Rifle No.4 Mk1

[Fixed] Kharkov map is missing in the Field Manual

[Fixed] British recon tank will pull to the last turned direction when driving straight



[h3]Remagen[/h3]

[Fixed] Supply boxes cannot be placed (almost) anywhere on the Ludendorff bridge

[Fixed] Canvas covered assets use canvas bullet penetration values, allowing all types of bullets to shoot through them

[Fixed] [F9] Sheds present wooden PFX and SFX

[Fixed] Grey canvas covered boxes display stone PFX, SFX and bullet mark decals

[Fixed] [E3] Sandbags around an artillery gun have improper bullet FX



[h3]Kharkov[/h3]

[Fixed] [F6] Large Rubble pile has improper collision which allows the player to enter it in some areas

[Fixed] [F5] Player can hide inside a column in the St Mary’s Church

[Fixed] [F3] Half-Track wreck presents the incorrect PFX and SFX

[Fixed] [F1] The pillars of a brick building display metal PFX and SFX

[Fixed] Bridge supports have stone PFX

[Fixed] Wooden planks display stone PFX and SFX

[Fixed] A pile of planks presents stone PFX and SFX

[Fixed] [F5] Stone Stairs in Church Entryway Have Wood PFX

[Fixed] Yellow brick house model has metal SFX and PFX

[Fixed] Wooden assets have stone SFX and PFX

[Fixed] [F4] Stone fence inside of St Mary's Church has no bullet collision

[Fixed] A well asset presents stone PFX and SFX

[Fixed] Bullet decals are not present on train wagons

[Fixed] An interior lantern presents laser beam instead of flame

[Fixed] Metal pot has wood PFX

[Fixed] Destroyed Recon vehicle has Stone PFX/SFX

[Fixed] Snowdrifts present dirt SFX and PFX

[Fixed] [E9] A metal pot hanging from a tree branch present in sector E9, presents wood PFX and SFX instead of metal when shot

[Fixed] [F3] Half-Track wreck presents the incorrect PFX and SFX.

[Fixed] [F1] The pillars of a brick building display metal PFX and SFX

[Fixed] Wooden planks display stone PFX and SFX.

[Fixed] [F5] Stone Stairs in Church Entryway Have Wood PFX

[Fixed] A pile of planks presents stone PFX and SFX

[Fixed] An interior lantern presents laser beam instead of flame

[Fixed] [F1] The pillars of a brick building display metal PFX and SFX

[Fixed] [F3] Half-Track wreck presents the incorrect PFX and SFX.

[Fixed] [F5] Player can hide inside a column in the St Mary Church



[h3]El Alamein[/h3]

[Fixed] Tessellation issues are present in multiple sectors while ADSing

The LOD on the landscape changes based on the amount of screen space it takes up, and when we ADS, the weapon takes up a big part of the screen space meaning the landscape takes up less. This can sometimes trigger the LOD to change and create a landscape-warping effect.

To fix this, we need to tune the minimum screen value to a point where we can ADS without triggering the LOD. Unfortunately, a side effect of this change involves adding more triangles to the landscape.
Sometimes, we may need to do this manually, rather than let Unreal choose where we tessellate, and set it up on the landscape shader where we only tessellate within a set distance from the player.
This can then be used to gradually reduce the amount of tessellation, and are able to only add this detail where it is needed around the player.

[Fixed] The terrain surrounding the trenches were misaligned with the environment

[Fixed] Destroyed trucks have stone PFX and SFX

[Fixed] Palm Trees present LoD transition issues

[Fixed] [B4] Corner Sandbag asset appears discoloured

[Fixed] [J5] Multiple mudbanks are misaligned near an artillery

[Fixed] [I5] Stone well sand presents tessellation issues

[Fixed] [G5] Sandbags are misaligned in sector G5 on El Alamein

[Fixed] [D5] Village has multiple instances of misalignment with terrain and z-fighting

[Fixed] Incorrect penetration value in the front area of a preplaced covered truck

[Fixed] Pre-placed destroyed artillery asset has the incorrect bullet penetration value

[Fixed] Pre-placed artillery covered with camouflage net has the incorrect bullet penetration value

[Fixed] Palm Tree asset has incorrect bullet penetration value

[Fixed] The terrain surrounding the trenches is misaligned with the environment

[Fixed] [A7] Misaligned mudbanks are present near a trench in sector A7.

[Fixed] [A7] Hedgehog is misaligned with ground compared to alternate Hedghehog

[Fixed] [J5] A metal barrel is clipping with a vehicle wheel

[Fixed] [J8] Snow Material is present on a number of barrels in this sector

[Fixed] [F4] - The terrain near a trench in sector F4 is misaligned

[Fixed] [C8] The corner of the building found in sector C8 is misaligned

[Fixed] Climbing on a specific tank asset will set the player on fire

[Fixed] [B3][D8] The outpost can be placed inside the water well in multiple sectors on El Alamein

[Fixed] [I5] Multiple misaligned rubble piles present in sector I5

[Fixed] [F8] Misaligned sand border from a trench is present in sector F8

[Fixed] [F8] Floating building structure is present in sector F8

[Fixed] [H7] Plane is clipping into floor

[Fixed] [C4] Floating rock pile located in sector C4

[Fixed] Loading into El Alamein displays multiple locations while the map renders

[Fixed] Boxes cannot be placed anywhere on the metal platforms of the military watchtower

[Fixed] [H6] Planes switch to a grey texture when viewed from 60m away

[Fixed] Boxes cannot be placed anywhere on the metal platforms of the military watchtower

[Fixed] Destroyed trucks have stone PFX and SFX

[Fixed] El Alamein's loading screen dates are incorrect

[Fixed] Incorrect penetration value in the front area of a preplaced covered truck

[Fixed] Palm Trees present LoD transition issues

[Fixed] Tessellation issues are present in multiple sectors while ADSing

[Fixed] [I5] Stone well sand presents tessellation issues

[Fixed] Palm Tree asset has incorrect bullet penetration value

[Fixed] Pre-placed artillery covered with camouflage net has the incorrect bullet penetration value

[Fixed] Pre-placed destroyed artillery asset has the incorrect bullet penetration value



[h3]Carentan[/h3]

[Fixed] [C6] Player will fly into the air when vaulting over a specific wall

[Fixed] [J6] Concrete Pipe and Wall have missing textures



[h3]Hurtgen[/h3]

[Fixed] When bullets penetrate the Guard House asset, bullet entry and exit location decals are not observed.

[Fixed] Fire particles on trees have LOD issues on Hurtgen Map

[Fixed] Sandbags show metal SFX and PFX when part of ruined AT gun trench asset.

[Fixed] [I8] Multiple haystacks and hay bales present stone SFX and PFX

[Fixed] [B6] Trees in the middle of the trench block player's path

[Fixed] [F4] Wooden board is not aligned with the terrain



[h3]Sainte-Marie-du-Mont[/h3]

[Fixed]
Feathers VFX are visible when shooting the buckets

[Fixed] There is a low quality tree asset which can be observed throughout the map

[Fixed] [E8] The floor of a building asset presents dirt PFX and SFX



[h3]Purple Heart Lane[/h3]

[Fixed] [C3] LOD transition issue present on a Tree Trunk asset

[Fixed] [E7] Multiple branch assets in sector E7 exhibits abrupt LOD change

[Fixed] [C3] Wooden fence asset presents stone PFX and SFX in Sector C3

[Fixed] Wooden floor of multiple house assets has incorrect bullet penetration value

[Fixed] [F2] Potted plants asset has no bullet penetration

[Fixed] Three canvas covered boxes present the incorrect PFX

[Fixed] Stone house asset with wood PFX/SFX



[h3]Kursk[/h3]

[Fixed] There is an LoD transition issue with the crop field at about 70 meters

[Fixed] Certain bush asset changes size on different video settings

[Fixed] Wooden poles present stone PFX and SFX

[Fixed] [F8] Invisible player collision present in trench

[Fixed] Certain bush asset changes size on different video settings

[Fixed] Wooden poles present stone PFX and SFX

[Fixed] Invisible player collision present in trench



[h3]Foy[/h3]

[Fixed] [D3] There is a LoD transition issue with a destroyed artillery asset when viewed from a distance of 33m.



[h3]Driel[/h3]

[Fixed] Flowers from wooden pots have bullet penetration

[Fixed] [D6] Bullets decals remain stationary on the moving gear wheel found in the factory in D6

[Fixed] [H9] [Console] FPS drops below 50 FPS in H9 sector on Driel map

[Fixed] Plant pot besides well asset has metal PFX/SFX

[Fixed] The level of water decreases whenever the player approaches

[Fixed] Brick pile beside well asset has incorrect & unusual PFX / VFX

[Fixed] Driel's loading screen dates are incorrect

[Fixed] Tree asset appears to be missing leaf textures

[Fixed] Trees will enter a low LOD Level when viewed from a distance, but then increase when ADSing



[h3]Utah[/h3]

[Fixed] Multiple boat assets present metal PFX



[h3]Stalingrad[/h3]

[Fixed] [B6] A pile of rubble is floating above the ground

[Fixed] [E3] A pillar is clipping through a building

[Fixed] [F8] A water pump asset is misaligned from the terrain

[Fixed] [F8] A locker asset is misaligned with the ground

[Fixed] [F8] A rock pile is misaligned with the ground

[Fixed] [G5] A pile of concrete slabs is misaligned with the ground

[Fixed] [I8] Misaligned rubble texture located in sector I8

[Fixed] [I7] Misaligned rubble texture located in sector I7

[Fixed] [D7] Misaligned tree trunks can be seen along the road

[Fixed] [C7] Misaligned debris pile



[h3]Sainte-Mère-Église[/h3]

[Fixed] [B8] Cart wheel clipping through terrain in sector B8

[Fixed] [C8] Players can get stuck in between a house and a large bush



[h3]Hill 400[/h3]

[Fixed] Bullet impact VFX will remain stationary while factory machinery is moving



[h3]Omaha[/h3]

[Fixed] Kill volume for 'turn back' warning is too small and can be bypassed

Developer Briefing #195 - Heads, Heads, Heads

Hey everyone,

We hope you enjoyed the last Developer Briefing! We wanted to round up some of the main topics from the AMA and our Dev Interview in one place, so if you haven’t caught up on Dev Brief #194 yet, we highly recommend taking a read here, plus, you’ll be able to check out progress on the British rework!

As promised, in this week’s dev brief we’ll be sharing more on the updates to the game’s favourite faces - which players who joined us for the Patch 14.3 PTE session will have been able to check out for themselves.

[h2]Patch 14.3[/h2]

We are aiming for this next patch to release on the 14th of September, and are currently in the process of evaluating and scoping your feedback from the Patch 14.3 PTE session. Some reports of changes to the FOV on ultrawide, particularly when in tanks, are also being worked on, and the final changelog will be shared on release!

[h2]Character Head Improvements[/h2]

All in-game heads have been upgraded in both their textures, and mesh, to fix technical issues as well as increase the realism and sharpness of the current head models. Some heads, such as the US default head, however, received more care and attention to increase the detail of the model and textures but also bring them up to a higher level of realism and standard than other in-game head models.

Originally posted by author
During these upgrades, the eyes were a key focus point, with increased sharpness in the textures but also improved shadows in the eyes. This adds an extra level of detail and realism to all in-game head models. - Luke, Junior Character Artist


Soviet Forces Improved Character Heads

German Forces Improved Character Heads

US Forces Improved Character Heads

British Forces Improved Character Heads

[h2]Textures[/h2]

All heads were given some slight adjustments to the overall textures, with sharpening, colour correction, and contrast passes, to help them blend better.

US Solider Texture Adjustments

[h2]False Eye Shadow[/h2]

Originally posted by author
To add a level of realism and help the eyes appear to be sunken into the eye socket, I created false shadows at the top of the eyes for all the heads. This is a very basic change that is very effective. - Luke, Junior Character Artist


Eye Shadowing

[h2]Mesh[/h2]

Acting as the foundation for the character models, the mesh has been updated for soldiers across all forces.

[h3]Head Seam Lines[/h3]

Any visible seam lines have also been softened to avoid hard edges.

Head Seam Adjustments

[h3]Eye Mesh Adjustments[/h3]

Originally posted by author
To start, I created some measuring tools in order to correctly measure the eyes to the correct scale for the eye and eyeball, and then worked on scaling the eyes. The shape of the eyelids on some heads also received some adjustments to either create better symmetry, or create a more anatomically correct shape and proportion. - Luke, Junior Character Artist


The eye direction on most character heads has also been adjusted so that it faces directly forward, a process that required manual tweaking for each head.

Eye Mesh Adjustments

[h2]Not So Hairy Heads[/h2]

While looking at the existing hair in Hell Let Loose, we made the decision to look at increasing the visual fidelity.

While we’d love to look at offering a variety of hair style alternatives in the future, including the possibility of the quintessential moustache, particularly for the British forces, some of the older character models had slightly lower resolution textures, and a more flatly painted look to the hair.

In Patch 14.3, you’ll find the previous textures have now been changed to a close shaven texture:

Originally posted by author
To remove the hair and create the shaven head texture, I used the clone stamp and textures from the other in-game heads and pulled the Normal, Colour, Roughness and AO to create a shaven texture that matches the other in-game heads. - Luke, Junior Character Artist


Shaven Texture

[h2]Adjusting ‘Default Guy’ Albert[/h2]

As many people had pointed out in this Reddit post, the US forces default character head, while offering some unique charm, was in fact in need of a bit of a TLC.

Originally posted by author
I adjusted the mesh to be more anatomically correct. Changes were made to the head shape, as well as positions to the major landmarks of the face such as the ears, mouth and eyes. - Luke, Junior Character Artist


US Forces Albert - Mesh Adjustments

With new textures and mesh adjustments, Albert has now re-grown his eyebrow after a terse shave in the trenches left a bald patch - or at least, that’s what we can assume.



Brought inline with the other models by fixing the head shape, eye position, symmetry, shadowing and direction, as well as tweaks to the ear position, mouth, and more, Albert still retains his “What did I sign up for?” appeal, but in a more balanced manner.

Although we’ll be sure to miss those puppy dog eyes, his new look will help him welcome new and existing players to Hell.

[h2]British Medium Tank Poll Results[/h2]

3,000 of you took the time to vote on the poll for which British medium tank we should introduce for North Africa as part of the British forces rework, with the Crusader Mk.III taking the win with 1.9k votes!

Stay tuned for a future dev brief where we’ll share more on progress.

[h2]Common Questions[/h2]

For answers to questions on game meta, bugs, and more, please read Developer Briefing #194, check out the AMA on Reddit, or visit the Discord to read the full answers in the #ama-july-2023 channel, plus catch up on the Dev Interview!

[h2]Community News[/h2]

[h3]Community Run Giveaway[/h3]



The BEER Haus community are giving Hell Let Loose players the chance to win a Mini Keg gaming PC, built by Savage Industries, as a thank you for supporting and growing The BEER Haus Hell Let Loose server!

The Specs:

  • ASUS ROG Strix Z690-I Gaming WiFi 6e MOBO
  • Intel i9 13900K CPU
  • Zotac 3070 Ti
  • G-Skill Trident Z5 RGB Series 32GB
  • WD_BLACK 2TB SN850X NVMe
  • EVGA SuperNOVA 850 GM, 80 PLUS Gold 850W
  • Hyte Revolt 3 Case
  • EK Nucleus AIO Dark All-in-One Liquid CPU Cooler


Huge thanks to Saucymuffin, TheFreshBakedGoods, RazBora, Terrydactyl, makL, molotovgrl, & squiddsTV for putting this together! We'll also be throwing in some Hell Let Loose DLC, so the lucky winner can boot up then suit up!

Open to US residents.

Giveaway Closes: 30th of September
Enter now: https://gleam.io/zhnct/beer-haus-mini-keg-giveaway

[h2]War Correspondent, Content Creator, and Community Videos[/h2]

Make sure to post your videos in the #hll-videos channel in the Official Hell Let Loose Discord for a chance to be shown in future Developer Briefings!

[h3]20 Intermediate Tips For Hell Let Loose[/h3]

Whether you've been playing for a while or are new to the battlefield, GoudaGamer shares some great tips on how you can improve your game sense in this video: https://youtu.be/9OLgWl43ASo?feature=shared

[h3]The Five Stages of Hell Let Loose[/h3]

McBluffin Gaming breaks down the five stages every Hell Let Loose player goes through when picking up the game for the first time.

This felt a bit too personal, we won’t lie: https://youtu.be/N1N2YAksql0

[h3]THE Best Sniper Experience in Gaming[/h3]

Our favourite recon duo are back in action on El Alamein!
Watch SoulSniper’s recent video here: https://youtu.be/Fw1z_zGPW1c?feature=shared

[h2]Join the Conversation[/h2]

Submit clips and artwork by joining the Discord for a chance to be shown in a future dev brief!

Discord: https://discord.gg/hellletloose

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