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Public Testing for Skirmish Mode is live for 24hrs!

Hey everyone,

Public Testing for Skirmish Mode is now live for 24 hours over on the Hell Let Loose (Public Testing) Steam App!

The Skirmish Game Mode will be coming early next year and we want to make sure we’re able to get feedback from players as soon as possible to action your thoughts and opinions!

This PTE will be played on Foy and Kharkov.

[h2]What is Skirmish Mode?[/h2]

Skirmish is a gateway experience for new players of Hell Let Loose! This game mode allows players to get straight into the action and experience some of the core mechanics of Hell Let Loose with fewer moving parts.

This is a quicker 50vs50 experience for some of our core audience who want to hop in for a few games and immerse themselves in the battle immediately.

Players will still need to use tactics, strategy, and core tenets of success; communication and teamwork will bolster your chances of gaining victory.

Featuring a new type of Garrison - the Forward Position, each side will be limited to one Armour squad and one Recon squad; the Commander can only spawn in medium tanks and no artillery pieces will be placed on the map.

Both teams start with control over their half of the map while the middle sector is neutral with a single Capture Point. Both Teams must fight, attacking and then defending this single Capture Point. Only the middle section of the map and the single Capture Point can change hands. The team that controls the Capture Point, at the end of the game, is declared the winner.

Players within the active sector count towards the capturing power.

[h3]Win Conditions:[/h3]

  • Capture and hold the Capture Point.
  • Controlling the Capture Point after the time limit expires.


[h3]Further info:[/h3]

  • Match duration is 40 mins with 3 min warmup
  • Skirmish mode takes place on a smaller map. Playable space is 1.4km x 1.12km (10x8 Skirmish grid).
  • Sectors and grid sizes are also smaller to reflect the new map size.
  • Grid square is 140 compared to 200 of Warfare.
  • Skirmish mode features a new type of garrison called the Forward Position. Forward Positions have a distance rule of 140 meters from each other. The radius is visually shown on the tactical map.
  • For Foy and Kharkov Skirmish, We also visually show on the tactical map the soft capture i.e. 2x2 grid square where the Capture Point resides


[h3]Skirmish on Consoles[/h3]

Skirmish will be a selectable option from the main menu, it will not be included in the normal map rotation.

[h2]What Skirmish mode is not![/h2]

A replacement for Warfare or Offensive game modes. We remain focused on giving players an authentic Hell Let Loose experience with new large maps for Warfare and Offensive game modes going forward, but we’d like to offer a substitute for players who want to play a shorter mode.

It is not aimed at Hell Let Loose players who only play certain roles, for example, players who specialise in artillery, etc.

[h3]Work In Progress[/h3]

These PTE sessions are a way for you as a community to feedback on Hell Let Loose work in progress, which means we can look to implement your feedback before a patch or update is released. Although we can currently only hold public testing sessions on PC, we encourage everyone to take part to be able to share feedback.

[h3]Streaming & Recording PTE Sessions[/h3]

You are welcome to both stream and record PTE footage, but as these sessions are showing unfinished work, it’s always good to let your individual communities know that the footage is from a PTE session, where you might encounter unfinished items, bugs, and other issues.

[h3]Known Issues[/h3]

For today’s session, there is a list of unfinished items / bugs that we’re aware of, including:

  • When calling in commander abilities or summoning vehicles, the chat message will not display the region name, simply being blank instead.
  • Redundant capture progress UI is present on all Skirmish maps.
  • The 'Skirmish' gamemode hint is missing
  • The 'Spawned on a Forward Position' hint is missing
  • HQ spawn hint mentions artillery guns in Skirmish mode.
  • Supply/Ammo Drop can be placed in out of bounds areas of Skirmish maps
  • The Foy tac-Map requires updating
  • The map key is placed over the US HQ Spawn 2 which interferes with trying to view and interact with that area of the map.
  • Listing for Foy Skirmish in the Enlist screen has placeholder name & thumbnail.
  • There is no road leaving US HQ 1 that joins the main battle theatre.


We will work on getting as many of these issues fixed prior to the launch of Skirmish Mode next year.

[h3]Your Feedback[/h3]

In today’s PTE, we’re looking to primarily get your feedback on the new game mode along with the following questions about the implementation of it:

  • Do you understand why we’re adding this game mode?
  • Did the points you were attacking make sense for the map you were in?
  • Does this game mode offer a good experience for both new and existing players?
  • Was the game length too short or too long?
  • Was armour too powerful or too dominant in the match?
  • Did you play Recon? If so did that role have a meaningful impact on the match?
  • How did the exclusion of Artillery impact the experience of this game mode?
  • Do you feel that the commander’s Bombing Run type ability is too powerful for this game mode?
  • Did you understand how to use Forward Positions?
  • What are your thoughts on showing the placement radius of the Forward Position in the tactical map?
  • Thoughts on showing the soft capture 2x2 grid squares on the tactical map?
  • Any general thoughts on tactical map locations


[h3]Feedback Questions[/h3]

Once you have completed a game and are ready to provide feedback, please use the forms below!

[h3]How to Take Part[/h3]

Check your Steam Library for the Hell Let Loose (Public Testing) application, or re-download it from the Steam store, you’ll want to boot this version up to take part in the PTE!

Once you’re in and have selected a server, you’ll be able to test out the new game mode!

Submit Feedback: https://forms.office.com/e/Yw9M0v9Etk

Share Bug Reports: https://forms.office.com/e/P5jWYQTchx


[h3]Please note:[/h3]

Because PTEs are run on development servers that have logging activated, you will experience a slight decrease in performance. You will also not earn any exp and your progress will not be carried over to the live game.

Patch 14.5 Releases Today at 2pm GMT!

Hey everyone,

Back into the ruthless darkness of war!

We’re so excited to see you on the frontlines in Patch 14.5! Battle on the dusk time variant of El Alamein which requires you to adapt to new dynamics — dusk lighting conditions sees the map permeated with fog — paving the way for different approaches to becoming the victor, accompanied by new British & German sub-factions (The British Eighth Army and German Africa Corps)

This Patch hosts new content and focuses on enhancing your experience with an abundance of bug fixing and tweaks.

Patch 14.5 will be going live today and will begin rolling out across console and PC from 14:00pm GMT.

Please read on to find the changelog for today’s patch.

[previewyoutube][/previewyoutube]







A bridge too far, too dark. We’ve also implemented Driel Night.







Assert yourselves on the field with the new THOMPSON M1928A1 (North Africa) submachine gun, offering two drum & mag variants — and the SMLE No.1 Mk3 rifle.







If you’d prefer a more damaging influence, you can operate the Churchill Tank MK3.





The British Eighth Army & The German Africa Corps





DLC - Pea Dot Uniform (Aka The Erbsenmuster 44)




[h2]Public Testing Feedback[/h2]

Based on player feedback the team has been focusing on resolving some of the points raised during the PTE, including:

[h3]Churchill Mk3 Tank[/h3]

  • Feedback with regards to the audio mix
  • Armour values evaluated and updated
  • Turning speed evaluated and updated


[h3]Panther Tank[/h3]

  • Removed the Panther tank from El Alamein due to historical inaccuracy.


[h3]British Eighth Army and German Africa Corps Uniforms[/h3]

  • Comments regarding the “Waxy” look of the British uniforms
  • Validate the scale of the MK II helmet.
  • Change the texture of the current Luftwaffe belt buckle to be more historically accurate.


[h3]Pea Dot (Erbsenmuster 44) DLC[/h3]

  • Colour values to be looked at and updated based on feedback that the uniform looks faded.


[h2]Patch 14.5 Changelog[/h2]

[h3]Night Map Variants
[/h3]
  • [Added] El Alamein - Dusk Time (Historically Correct)
  • [Added] Driel Night


[h3]New Loading Screens[/h3]

We've implemented new load screens for all maps, across the menu, basic training, and practice range.

[h3]The Bren Bipod[/h3]

Following community feedback, the Bren now features bipod functionality.


[h3]FOV Changes[/h3]

[Changed] The FOV slider range has seen the following changes:

  • Previously - 90-120
  • Now - 60-120


This is to allow all players a wider range of FOV settings which can help prevent the “Fish Eye” effect seen on larger ultrawide and super ultrawide monitors, players should note that the default FOV setting is still 90 so if you wish to change this you will need to go into your settings menu.


[h3]British Forces Update Part 1:[/h3]

  • [Added] British Eighth Army
  • [Added] German Afrika Corps
  • [Added] SMLE No.1 Mk3 rifle
  • [Added] THOMPSON M1928A1 (North Africa) submachine gun
  • [Changed] Added a Bipod to the Bren
  • [Added] Churchill Tank MK3
  • [Changed] Loadouts between North Africa & Europe
  • [Changed] DAK Loadouts
  • [Added] British 8th Army Uniforms
  • [Added] British Helmets
  • [Added] German Desert Helmet
  • [Added] German Desert Cap


[h3]New Paid DLC[/h3]

  • [Added] Pea Dot Uniform (Aka The Erbsenmuster 44)




[h3]General Bug Fixes[/h3]

  • [Fixed] Sound effects for going prone or crouch are missing in both, 1st and 3rd person views
  • [Fixed] Players can experience voip not working when they change from one voice channel to another without letting the previous key go until they've swapped
  • [Fixed] Walking over dead / downed bodies causes water SFX to occur
  • [Fixed] Trench sandbag bullet collision is larger than the asset
  • [Fixed] Update 14 maps have a placeholder name when viewed through a server browser
  • [Fixed] VOIP keybindings do not work after completing a match
  • [Fixed] Lee-Enfield Jungle Carbine has no sound haptics when reloading
  • [Fixed] Second loadout of the Tank Commander role can be usable from the level 1
  • [Fixed] Lee-Enfield No.4 Mk 1 has considerable weapon sway that impairs crosshair visibility.
  • [Fixed] Constant low bandwidth causes the title to display the EULA and reset the user's settings data.
  • [Fixed] User is softlocked in deploy screen after being kicked from a unit
  • [Fixed] The Field of View setting does not accurately reflect the actual field of view when playing in Ultrawide, leading to fisheyeing at high FoV or on extremely wide screens
  • [Fixed] "Missing string table entry" prompt appears when players below career lv30 attempt to choose Commander role
  • [Fixed] When spawning players, garrisons can ignore collisions of nearby objects, including itself, in extreme cases even the terrain.
  • [Fixed] Panzer 4 reload audio is longer than the reload animation
  • [Fixed] Focus is lost from the "Leave Unit" prompt when the player is kicked
  • [Fixed] Unexpected viewpoint in Recon tank Gunner seat - no reticule / scope overlay present
  • [Fixed] Following a crash, Barracks/Cosmetic settings are reset to default.
  • [Fixed] The user is able to initiate the vault off edges of various assets
  • [Fixed] If the user dives to prone into a blocking volume while trying to climb up, there is a chance that they will start to float up into the air client side.


[h3]Carentan[/h3]

  • [Fixed] [J6] [J7] [J8] Missing texture at sewer entrance in multiple sectors


[h3]Driel[/h3]

  • [Fixed] Wooden plank asset doesn't have any collision with the player or bullet collision
  • [Fixed] [F2] The wall presents multiple visual issues in sector F2
  • [Fixed] Warfare warm-up wall is changing the intensity of the color
  • [Fixed] [F5] Misaligned texture in F5 on Driel Map
  • [Fixed] Covered tires present no bullet collision
  • [Fixed] [F2] [F9] Multiple grass assets are floating above the ground
  • [Fixed] [E10] There's a house that presents LoD issues with shadows starting at 25m
  • [Fixed] Multiple sandbag assets have wood SFX/PFX
  • [Fixed] [C10] Player is floating when walking above the fence in sector C10 on Driel map
  • [Fixed] [TPP] Barrel asset presents extended collision
  • [Fixed] Windshields of the aircraft present bullet collision issue
  • [Fixed] Flickering texture while using binoculars in sector G1 on Driel Map
  • [Fixed] H5 Covered Artillery have Flickering texture effect in sector H5
  • [Fixed] Some covered pallets and a barrel have shadow LoD issues
  • [Fixed] A tree stump is missing bullet collision
  • [Fixed] Ceramic pots have metal PFX and SFX
  • [Fixed] Metal boxes from trenches have wood PFX and SFX
  • [Fixed] [D2] Wooden grenade boxes have stone SFX and PFX
  • [Fixed] [D5] Longboats present LOD issues


[h3]El Alamein[/h3]

  • [Fixed] Wheelbarrow has no bullet collision
  • [Fixed] Leaf piles are out of place on a Desert map


[h3]Kharkov[/h3]

  • [Fixed] Rarely, the Player is spawned under the map on the enemy territory


[h3]Sainte-Mère-Église[/h3]

  • [Fixed] [D5] A wooden water trough is floating above the ground
  • [Fixed] [B8] A couple of apples are misaligned with the ground and appear as floating
  • [Fixed] [E5] A pipe is clipping through a barrel
  • [Fixed] [D8] Player spawned on an Outpost in an out of bounds area and got stuck


[h3]Sainte-Marie-du-Mont
[/h3]
  • [Fixed] [H8] Bullet Collision is missing on a specific tomb asset inside the church
  • [Fixed] [G8] Light effect is too bright inside a house model


Public Testing for Patch 14.5 - Live Now for 24 Hours!

Hey everyone,

Public Testing for Patch 14.5 is now live for 24 hours over on the Hell Let Loose (Public Testing) Steam App!

Patch 14.5 will be released later this month, and we want to get your feedback on updates to the British forces, plus the brand new El Alamein dusk map.

[h2]Work In Progress[/h2]

These PTE sessions are a way for you as a community to feedback on Hell Let Loose work in progress, which means we can look to implement your feedback before a patch or update is released. Although we can currently only hold public testing sessions on PC, we encourage everyone to take part to be able to share feedback.

[h3]Streaming & Recording PTE Sessions[/h3]

You are welcome to both stream and record PTE footage, but as these sessions are showing unfinished work, it’s always good to let your individual communities know that the footage is from a PTE session, where you might encounter unfinished items, bugs, and other issues.

For today’s session, there are a list of unfinished items / bugs that we’re aware of, including:
  • Final Textures for the Churchill Tank still need to be implemented
  • Incorrect Helmets shown in the German Africa Corps loadout
  • Some Loading screen hints will still display old hints
  • Changing up gears in the Churchill Mk.III when starting to turn shows rapid deceleration not seen in other tanks
  • The British M1928A1 Thompsons have US Thompson icons on the in-game inventory HUD
  • With the British M1928A1 Thompsons, when leaning, then aiming and moving around, the gun will be off centre
  • The tracks of the Churchill Mk.III will be askew when it is spawned on slanted terrain
  • The turret of the destroyed model of the Churchill Mk.III is slightly floating above the hull
  • The front & rear bogey of the Churchill Mk.III does not spin or follow the track travel
  • The turning radius of the Churchill Mk.III is worse than the Tiger tank at both slow & fast speeds
  • The top of the Churchill Mk.III heavy tank has an area where there is no player and bullet collision
  • Low Framerate seen in [I6] of the El Alamein Dusk Map
  • The mask from the DAK Helmet - Goggles have corrupted texture while in the deployment screen
  • When ADSing, the M1928A1 is not centred on the screen
  • The Churchill Mk.III gun will clip into the body of the tank if the gun is rotated 180° backwards and depressed to its bottom level
  • The loading screen to the main menu contains generic text
  • The flamethrower fuel can is clipping with the DAK and Khaki Drill uniforms
  • The German Support's flamethrower fuel can clips through the ammo box/radio of the Erbsenmuster DLC uniforms
  • The Erbsenmuster DLC uniforms have no icon when viewed in the Barracks or the Change Role menu
  • The bipod of the Bren Gun has closing animation in barracks and deployment screen
  • The British Eighth Army Anti-Tank Ambusher loadout has AP mines in 2 inventory slots
  • The bullet impact of the M1928A1 Thompson can be heard from a distance of 45m
  • In the Churchill MkIII, the word 'Loading' overlaps the name of the tank gun in the UI.
  • The DAK german assault role presents 2 grenades instead of 4 when using the Standard Issue loadout on the night versions of Driel/El Alamein
  • The DAK and Khaki Drill uniforms present misalignment issues
  • The weapon sway of the deployed Bren Gun differs from the undeployed version and can obscure the crosshair for a second
  • The British Thompsons have excessive weapon sway obscuring the crosshair, unlike the US Thompson
  • The Bren is not yet zeroed to 100 metres in both deployed & undeployed modes
  • The British M1928A1 Thompson is not yet zeroed to 100 metres
  • The SMLE No.1 Mk III is not yet zeroed to 100 metres
  • When ADSing the M1928A1 is not centred on the screen
  • The DAK - Uniform is clipping with Erich's head in game and in barracks
  • German DAK uniform and the four new helmets doesn't present any preview icon or description in the in game Barracks
  • The first loadout and second loadout of the 8th Army British Tank Commander are presenting the same weapons
  • The first loadout and second loadout of the 8th Army British Sniper are presenting the same weapons
  • The Thompson M1928A1 has incomplete name in game and in Barracks
  • Fourth loadout of the British Anti-Tank is available from the first role level in the 8th Army
  • Third loadout of the British Rifleman is available from the first role level in the 8th Army
  • Multiple maps loading screen presents coordinates instead of the operation name
  • Classes that have the British Thompson M1928A1 in the Barracks screen are not holding the weapon

We’re working through this list for Patch 14.5, but getting your thoughts and feedback at this stage will help us determine any required changes before the patch is released!

[h2]Your Feedback[/h2]

In today’s PTE, we’re looking to primarily get your feedback on the initial British forces weapons and loadouts, as well as the Churchill Mk.III heavy tank.

Players who took part in the last PTE will have already been able to try out the new Driel night map, as well as the El Alamein dusk variant coming in Patch 14.5, however, as we are looking for your feedback on changes to the new British 8th Army subfaction, only El Alamein will be available to play in today’s session.

So that we can get some full matches in, this session will only last 24 hours, and will have a limited number of servers available.

[h2]Feedback Questions[/h2]

Once you have completed a game and are ready to provide feedback, please use the forms below!
For this session, we’re looking for your feedback on:

1). The new British 8th Army and German Africa Corps uniforms

2). Churchill Mk.III Tank

3). British 8th Army Weapons & Loadouts

4). New loading screens

[h2]How to Take Part[/h2]

Check your Steam Library for the Hell Let Loose (Public Testing) application, or re-download it from the Steam store, you’ll want to boot this version up to take part in the PTE!

Once you’re in and have selected a server, you’ll be able to test out the items in the below changelog and share your feedback using the below forms:

Submit Feedback: https://forms.office.com/e/yinA9Q3FLL

Share Bug Reports: https://forms.office.com/e/Auxv1CmQA3

Please note:

Because PTEs are run on development servers that have logging activated, you will experience a slight decrease in performance. You will also not earn any exp and your progress will not be carried over to the live game.


[h2]Patch 14.5 PTE Changelog [/h2]

Patch 14.5 is the first instalment of the British rework, complete with new loadouts, uniforms, and vehicles for North African (8th Army) & European Theatres.

[h3]New Subfactions[/h3]
  • British 8th Army
  • German Africa Corps


These new subfactions will be available for El Alamein, increasing historical accuracy for the current British forces.

[h3]General Changes[/h3]
  • Introduced new British Desert uniforms
  • Introduced new German DAK uniforms
  • Introduced El Alamein (Dusk Time)
  • Introduced new loading screens
  • Increased FOV (Field Of View) range to 60 - 120 to allow more variations of monitor sizes / player requirements

[h3]New Cosmetic DLC[/h3]
  • Erbsenmuster DLC

[h3]New British Forces Weapons[/h3]
  • SMLE No.1 MK.III
North African Theatre: the SMLE No.1 MK.III will be available to Rifleman, Medic, Support, Anti-Tank, Engineer as standard issue, the Officer NCO Loadout and to the Spotter Scout Loadout.

European Theatre: the SMLE No.1 MK.III will be available to the Rifleman, Medic, Support, Anti-Tank, Engineer roles as standard issue, and to the Spotter Scout Loadout.

  • Bren & Bren Bipod
North African Theatre: the Bren with bipod will be available to the Machine Gunner Veteran Loadout and the Automatic Rifleman Loadout as standard issue.

European Theatre: the Bren with bipod will be available to the Machine Gunner Veteran Loadout, and the Bren gun will be available to the Assault Raider Loadout and the Automatic Rifleman Loadout as standard issue.

  • Thompson M1928A1
North African Theatre: available to Automatic Rifleman with drum as new loadout, Drum Gunner, as well as Commander, Officer, Spotter as standard issue with a stick mag. The Thompson M1928A1 will also be available for the Anti-Tank Ambusher Loadout, the Assault Veteran Loadout with stick mag and the Assault Raider Loadout with drum mag for the North African Theatre.


[h3]New Tanks for North African Theatre[/h3]
  • Churchill Mk III (Heavy Tank) - Please note that the current implementation of the tanks textures are work in progress and will be changing before release.


[h2]Bug Fixes[/h2]

[h3]General Improvements[/h3]

[Fixed] Players can experience VOIP not working when they change from one voice channel to another without letting the previous key go until they've swapped

[Fixed] No. 5 Mk I has no sound haptics when reloading

[Fixed] Panzer 4 reload audio is longer than the reload animation

[Fixed] When spawning players, garrisons can ignore collisions of nearby objects, including itself, in extreme cases even the terrain

[Fixed] Vaulting over double walls shows animation hitches in third person view

[Fixed] Sound effects for going prone or crouch are missing in both, 1st and 3rd person views

[Fixed] Unexpected viewpoint in Recon tank Gunner seat - no reticule / scope overlay present

[Fixed] Low bandwidth causes the title to display the EULA and reset the user's settings data

[Fixed] Following a crash, Barracks/Cosmetic settings are reset to default



[h3]Driel[/h3]

[Fixed] [D2] Wooden grenade boxes have stone SFX and PFX

[Fixed] Metal boxes from trenches have wood PFX and SFX

[Fixed] Ceramic pots have metal PFX and SFX

[Fixed] A tree stump is missing bullet collision

[Fixed] [TPP] Barrel asset presents extended collision

[Fixed] [C10] Player is floating when walking above the fence in sector C10 on Driel map

[Fixed] [E10] There's a house that presents LoD issues with shadows starting at 25m

[Fixed] [F2] [F9] Multiple grass assets are floating above the ground

[Fixed] Covered tires present no bullet collision

[Fixed] [F5] Misaligned texture in F5 on Driel Map

[Fixed] Multiple sandbag assets have wood SFX/PFX

[Fixed] [F2] The wall presents multiple visual issues in sector F2

[Fixed] Wooden plank asset doesn't have any collision with the player or bullet collision

[Fixed] Windshields of the aircraft present bullet collision issue

[Fixed] Some covered pallets and a barrel have shadow LoD issues

[Fixed] [G1] Flickering texture while using binoculars in sector G1 on Driel Map

[Fixed] [H5] Covered Artillery have Flickering texture effect in sector H5

[Fixed] Warfare warm-up wall is changing the intensity of the color



[h3]El Alamein[/h3]

[Fixed] Leaf piles are out of place on a Desert map



[h3]SME[/h3]

[Fixed] [E5] A pipe is clipping through a barrel

[Fixed] [D5] A wooden water trough is floating above the ground

[Fixed] [B8] A couple of apples are misaligned with the ground and appear as floating

[Fixed] [D8] Player spawned on an Outpost in an out of bounds area and got stuck



[h3]SMDM[/h3]

[Fixed] [G8] Light effect is too bright inside a house model



[h3]Kharkov[/h3]

[Fixed] Player may spawn under the map on the enemy territory

Patch 14.4 Re-releases at 3pm BST

Hey everyone,

We’ll begin rolling out Patch 14.4 again from 3pm BST this afternoon!

Thank you all so much for your understanding and patience while we worked to determine the reason why only some servers were working when we first released the patch on Thursday last week.

[h3]What went wrong?[/h3]

There were three unexpected issues that we ran into - two that were only affecting GTX hosted community servers, and another where seemingly at random, some users would hang on a loading screen when joining a map.

Working with the game server providers, we determined that two of these issues were the result of the same root cause - a misconfiguration of servers, where there was a missing certificate on the server.

We also found that GTX hosted servers had a single missing command line parameter compared to all other GSPs. These issues have now all been rectified and confirmed to fix the issues across all GSPs.

[h3]How are we making sure this can be avoided in the future?[/h3]

As part of resolving these issues, we have since agreed with the GSPs to ensure certain tests and changes are carried out on a GSP Steam testing branch prior to releasing a patch or update to you.

[h2]Luftwaffe Eagles[/h2]

The Luftwaffe Eagles DLC will be reactivated with Patch 14.4, and those who have already purchased the DLC will once again be able to re-access it in the game.

[h2]Nvidia Game Filters[/h2]

Nvidia filters have been disabled on Hell Let Loose in response to consistent community feedback around the use of the filters to negate the intended darkness of night maps and have a better advantage against other players.

[h3]What does this mean?[/h3]

We mentioned on Friday that there are still other factors to take into consideration to improve fairness when playing on night maps, however, players using these filters to gain an advantage will no longer be able to use them.

[h3]What doesn’t this mean?[/h3]

We understand that there are some players in the competitive community who utilise these filters, and others who do not. We wanted to make it clear that this move does not mean that we aren’t looking to support the competitive scene.

While Hell Let Loose is not geared towards being a competitive title, we are enamoured to have such wonderful communities organising tournaments and events - having been growing their very own competitive scene.

In our Developer Interview and AMA earlier in the summer, we mentioned wanting to start looking at both feature improvements such as the in-game admin cam that players use to capture and cast tournament footage, as well as re-evaluate where and how we showcase and support competitive activity.

We are in the process of scoping admin cam improvements to a future update, and are working on plans to better formalise teams and tournaments, so that we can put together a schedule that highlights the amazing work these communities are doing, and will be reaching out to community leaders directly as part of this and inviting them to a separate Discord server where they will be able to help guide these conversations.


[h2]Patch 14.4 Changelog[/h2]

In case you missed it the first time, here’s the final changelog for Patch 14.4!


[h3]Night Map Variants[/h3]

[Added] Carentan Night Map

[Added] Sainte-Mère-Église Night Map



[h3]Player Locomotion[/h3]

[Added] Dive to prone feature improved and re-implemented

[Improved] Vaulting

[Improved] Mantling



[h3]Nvidia Filters[/h3]

[Disabled] Nvidia Filters



[h3]General Bug Fixes[/h3]

[Fix Submitted] Player deploys with incorrect loadout and cannot switch

Lovingly known by all as the ‘loadout bug’, we believe our fix to be holding strong, and may finally have eradicated this particular bug. Like many fixes, we won’t know whether it has successfully prevented all instances of the loadout bug until it hits the live game - so we’ll be keeping a close eye on your feedback as you get hands on with Patch 14.4, so make sure to use the support link to report any issues.


[Fixed] Throwing last grenade will replay 'Equip grenade' animation after throwing

A last remanent of the grenade bug - animation support has been carried out to resolve an issue whereby the animation of equipping a grenade would briefly play while throwing the last grenade in your loadout, this has now been fixed.



[Fixed] Texture binding present on vehicle explosion VFX

[Fixed] When all gamemodes matches comes to an end the game will hang for an additional 9 seconds before showing results screen

[Fixed] Kar98 reload is partly missing on PS5 pad speaker

[Fixed] Weapons can be fired without any input after quick switching to a grenade.

[Fixed] [Additional Content Hub] The user cannot rotate the character using a controller on either PC or console

[Fixed] Player model has metal decals when shot

[Fixed] Voice communications don't work as VOIP is unable to reconnect.

[Fixed] Flamethrower emits excessive lens flares when firing on night maps



[h3]New Cosmetic DLC[/h3]

[Added] [All Platforms] Luftwaffe Eagles

PlayStation 5 players will now be able to purchase this DLC!

Luftwaffe Eagles

As part of the German Luftwaffe forces, the Fallschirmjäger were the first paratroopers to feature in large-scale airborne based operations. The Fallschirmjäger were also known as the ‘Green Devils’ thanks to their forceful fighting spirit and tactical superiority. However, following the causalities in the Battle of Crete, they were mainly used as ground-based troops.

https://store.steampowered.com/app/2623000/Hell_Let_Loose__Luftwaffe_Eagles/

This downloadable content contains:

Fallschirmjäger Uniform (Available to the German Assault, Anti-Tank, Medic, Machine Gunner, Officer, Rifleman, Automatic Rifleman, Engineer and Support roles).

The M38 Fallschirmjäger helmet is featured in the promotional art, but it is not included with this DLC.
It is already present in the base game and is unlocked at Rifleman level 8.


[h3]Map Optimisations [/h3]

With each patch, we’re striving to continue improving your experience with the existing maps, including by increasing stability through various map optimisations, such as LOD fixes and collision issues.

Some assets can be too dense in triangle complexity, meaning that the LODs set up for them are not switching effectively enough to keep the triangle complexity compared to the screen size optimal.

Mesh LOD optimisation involves ensuring that assets not only LOD in a manner that is not noticeable by the player, but are also crucial to ensuring that we minimise overdraw on complex meshes. Any amount of overdraw from complex meshes contributes to a strain on the GPU, which can affect performance and stability.

While these optimisations require time and manual attention, we are also working on capturing some of your reported issues - including LOD changes and invisible collision. You will hopefully see some improvements with each and every patch.


[h3]Foy[/h3]

[Fixed] Wooden gate asset has no bullet penetration

[Fixed] [D1] A specific fence post is missing bullet and player collision

[Fixed] [D5] The player is unable to shoot through the wooden plank gaps with the tank



[h3]Utah[/h3]

[Fixed] [G7] A bush at sector G7 exhibits a visible LOD change when viewed from a short distance



[h3]Remagen[/h3]

[Fixed] The wooden stairs and floor of a specific building do not have bullet penetration

[Fixed] [F4] Small gap in rock cliff



[h3]Carentan[/h3]

[Fixed] [B4] Misaligned wheat crops that float sideways



[h3]Hurtgen[/h3]

[Fixed] Flames PFX are missing on some charred tree stumps



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

[Fixed] Assets inside a barn have stone PFX and SFX

[Fixed] [D6] A fence presents draw distance issues from ~53m

[Fixed] [F2] A stone wall is misaligned with the ground

[Fixed] [H8] The player can get permanently stuck in a tree in the top left quadrant of H8 sector in SMDM village



[h3]Kursk[/h3]

[Fixed] Two of the forward Garrisons are incorrectly placed and will be destroyed after the Attackers capture the 1st sector

[Fixed] Performance drops while looking at a heavy smoke through the binoculars


Cover & Banner Image by [233C] Chrysallia

An Update on Patch 14.4 for PC Players

Hey everyone,

We hope you’ve all been enjoying Patch 14.4 Patch 14.3.

We wanted to make sure we could provide PC players an update on this, and can confirm that, today, we’ve been in talks with the various game server providers for Hell Let Loose and have been trialling a potential solution. However, to avoid as much disruption as possible, Patch 14.4 will not be re-released until we’re confident this solution has been effectively tested.

While this issue was unexpected, we’re already working on making sure this won’t happen again by collaborating with the GSPs to ensure certain tests and changes are carried out in a different environment before we then release a patch or update to you.


[h3]Nvidia Filters[/h3]

Since posting the Patch 14.4 changelog yesterday, our contacts at Nvidia have since disabled the use of filters when playing Hell Let Loose, and while there are other factors to also take into consideration to improve fairness when playing night maps, it now means that players using the filter settings to improve their visibility on low-visibility intended maps, will no longer be able to use them. We will be exploring this matter further as we fine tune the experience.


[h3]Luftwaffe Eagles DLC[/h3]

Those of you who have already purchased this DLC will regain access to it as soon as a new patch rolls out, however, we want to make sure everyone can play the game first and foremost, which is why our testing is still underway.

We’d also like to apologise for the confusion around this particular DLC.

Some players have mentioned the discrepancies between the Fallschirmjäger uniform shown in Developer Briefing #196, and the Luftwaffe Eagles DLC available in the Additional Content Hub.

Earlier this year, we endeavoured to keep our communication with you as transparent and authentic as possible, which included using Developer Briefings as a place to share our development progress, keeping you informed of new weapons, vehicles, tanks, forces, and maps, etc - where the assets that are shared are classed as work in progress. Because of this, it does mean that what is shared through these briefings won’t necessarily always be the final product upon release. Time constraints, design changes, and issues when testing the uniforms are just some things that can have an impact on the final outcome of a DLC.

The helmet shown in the Luftwaffe Eagles DLC artwork on the Additional Content Hub is the M38 Fallschirmjäger helmet, which already exists in the game and is unlocked through progression on Rifleman Level 8. This uniform has 8 slight variations - one for each of the infantry roles, two of which were shared in Developer Briefing #196.


[h3]Thank You[/h3]

For now, we’d like to say a big thank you for your understanding and for bearing with us as we work to come to a solution, and will aim to provide a further update of progress no later than Monday, 23rd of October.


Cover & Header Images Provided by [233C] Chrysallia