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Developer Briefing #80 - Omaha Beach Revamp!

Hey everyone,

Welcome to Developer Briefing 80!

This week we're going to be detailing the Omaha Beach revamp which will be arriving alongside the Foy revamp AND a brand new map in Update 7.

Before we go into that though we want to let you know that we've got so many new features to show off, but we’re very keen to reveal these off closer to the release date.

To keep you in the loop on that we want to let you know that next week's Developer Briefing will be the Community x Black Matter Developer Q&A Session that was recorded with Team Dixx recently. The week after that you can expect us to start sharing brand new content, including the new animation system - Thank you all so much for your patience on this, we can't wait to share more and discuss it with you.

Now, back to Omaha!


Omaha Beach Revamp


Alongside Foy, Omaha has had a significant revamp leading in to Update 7. We’ve remodelled large parts of Vierville town (with more to do) in order to create better gameplay, better visuals and better optimisation.





We’ve also relit the map - learning from the photoreal techniques we used in Hill 400. This has better improved the atmosphere and unique feeling of that dark, overcast morning of the 6th of June, 1944. It’s also using photoreal values to create a far more natural transition from dark interiors and shadows into daylight.



After releasing Sainte-Mere-Eglise, we stepped back and started to heavily examine the ways we do urban environments and combat. Often we hear players excited for specifically urban environments, and so we were keen to break that down in order to establish what makes great urban combat in games that do it really well.



Previously, when creating a map we’d place buildings individually next to one another. Some would be open, some would be closed. We’d often then drop in buildings and individual props around those buildings, trying to shape them into the most convincing layout for the space and the era. While this worked, it resulted in thousands of tiny gardens and yards that ended quickly in tedious gameplay - where players would either be in one of the many rooms of the house, or they’d be sitting behind a corner in one of a hundred gardens. In addition to this, the sheer number of objects and their placement resulted in lots of “bitsy” gameplay that not only tripped you up as you moved through environments (especially before our new vaulting mechanics have been introduced), but resulted in ugly and uninspiring gameplay.



Revisiting this, we’ve started to build out many archetypal compounds for both urban and countryside usage. We’ve also created entirely new building assets. We’ll do a deep dive on this in a later dev brief, but our philosophy around mapping these locations has now changed for the better - enabling us to spend a much larger amount of time on medium sized portions of the built environment that we can then adapt into the maps.



The end result is not only a higher concentration of detail in the environment (with far more microprops and visual interest), it’s also a much larger mixture of cover, interesting ways to traverse the environment, as well far more considered lines of sight. We’ve also taken into account specific locations to drop spawnpoints and other deployables. We’ve also lit these environments to give them an especially atmospheric feeling (very useful for low light or night-time conditions). This also means attacking and defending is far more reliable. Instead of enemies moving in from all directions, these environments can be locked down far more successfully, while fighting through them is far more interesting (ie. crouching through a blown out hole between two buildings in order to uproot a sniper in the attic).



As new assets, compounds, buildings and props come online throughout the course of our Early Access period, we’ll be fleshing out strong points across all our maps to ensure that each presents a new challenge. We have a huge amount of work to do across the current Western Front maps, and we’re excited to bring each to the same level of quality while offering a unique experience per map.




New FPP Hands and Arms


With the implementation of the all new hands and arms for our animation overhaul, we’ve set about creating matching sets for all available uniforms in the game. We feel this not only is the expected visual to match your choice of uniform, we also have some interesting things in store when it comes to dynamic mud/blood and dirt...




Caption Competition!




You may have seen some hilarious and awesome Hell Let Loose comic strips floating around recently on our Sub-Reddit and Social Media pages.

These were created by community artist and all round awesome player u/Moscatnt (Reddit).

They now want you to caption the above image to win some sweet prizes:
  • Custom Avatar Illustration
  • Hell Let Loose Steam Key


To enter your caption you must post it in this Reddit thread.

Good luck everyone, we look forward to seeing what you come up with!


That wraps up this week's Dev Brief, let us know what you think of our upcoming improvements to Omaha!

Have a fantastic weekend, we'll see you on the frontline.


Developer Briefing #79 - One Year In Review!

Hey everyone,

Welcome to Developer Briefing #79!

This week marks Hell Let Loose's first anniversary since it launched into Steam Early Access. Time has been flying by and so much has changed since we first clashed on the frontline of Hurtgen Forest.

To mark the occasion Lead Developer Max has stopped by to put together his thoughts and thanks to you, our community. Max has also taken the opportunity to look back at exactly how Hell Let Loose has grown and developed over the last six months, whilst also looking ahead to what the future holds.

Oh and we're totally revealing some new helmets for the German forces...


One Year in Review - A Year in Early Access


Hi everyone,

We’re excited today to mark exactly 364 days since Hell Let Loose launched into Early Access on Steam on June 6th, 2019. It’s been an enormous and exciting journey so far, and it’s felt like the year has flown by. Indeed - if Hell Let Loose launched with the Allied invasion force on D-Day, then we’ve been fighting in-game nearly a month past the German surrender! During this time we’ve had huge amounts of fun watching as you - the community - deliver us excellent feedback in order to help us continue crafting the best experience we can.

It’s hard to believe that the initial Early Access build featured only one tank per team, no leaning or vaulting, one gamemode and only three maps (Sainte Marie Du Mont, Hurtgen Forest and Foy). With more than 5000 submissions to our version control, and not a single day without one (including the weekends!), we greatly enjoy our work.

Below we’ve included an image that breaks down the largest additions or changes to the game. That said, for the best idea, the notes for each patch and update truly detail the full scope of the changes. For those of you who have not played for a couple of months, you’ll be returning to a very different game. For those of you who haven’t played since release - it may as well be an entirely new game altogether!




Thank YOU!


We want to say a huge thank you to the community - not only to those of you who have just joined recently, but particularly to the very first backers of our crowdfunding campaign - all the way back in 2017. Without your initial support, Hell Let Loose would not have got off the ground.

Over the coming months we’ll be making good on any final rewards promised to each Backer tier.

Because of the continued success of Hell Let Loose, we’ve been enormously proud to build the team up to better support the title in every department. Our small team of 7 at the launch of Early Access has now transformed into 15 - enabling us to overhaul fundamental aspects of the game in our ever present push to deliver the best experience possible.


The Future


If you’ve followed the development of the game so far, you’ll know that we enjoy dropping as much content as humanly possible - alongside large scale bug fixes and systems overhauls. The future for Hell Let Loose is incredibly bright, and our initial plan to support the title across new theaters.

We’ll be releasing huge amounts of information over the coming weeks about what our roadmap to leaving Early Access looks like - and we’ll also hint to the future beyond it. Please be assured that this is still the early stages of the development of Hell Let Loose. There is so much more for us to do - including new fx, sounds, environments, maps, customisation options, weapons, Commander abilities, optimisation and many other things.

Every step we take will be taken as it always has done, side by side with the community. Your thoughts, suggestions and feedback have been integral to Hell Let Loose's development and will continue to do so.

Our current goal right now is to integrate many of the new optimisation and mapping techniques that we’ve refined into all current maps. We have a good idea of what our 1.0 map list looks like and so we’re excited to make sure that each map is just as performant and fun to play as all the others. Once we release Update 7, we’ll be pushing forward to finalise a version of the game that we feel reflects a successful 1.0 launch, before we move on to more new features, content and lots more.

While so much has happened in a year, we expect the gap between version quality and total breadth of content to be even more significant this time next year. Some of the largest quality overhauls that you’ll experience are yet to come!

From myself and all of the team, thank you.


New German Helmets


That wraps up Max's message!

So, at the start of the brief we mentioned new German helmets that are on the way - let's take a look at a few that you'll be getting your heads on in the near future:












Thank you for an amazing first year.

We'll see you on the frontline!

20% Discount Live Now!

Hey everyone,

We're just letting you know that Hell Let Loose is currently 20% off as part of the Team17 Publisher Sale!

If you've been waiting to join the frontline at a discounted price or looking to get your friends into the action now's a great time!

What's next?




We're closing in on Update 7 and we're incredibly excited for what's coming with it:
  • Full 1st & 3rd person animation overhaul
  • New firearm SFX
  • New urban map
  • Further optimisation & bug fixing
  • And more!


If you'd like to learn more about the Hell Let Loose community, come say hi / join a team or clan feel free to visit our Steam forums, Discord channel and sub-reddit - newcomers are more than welcome at all of these places.

You can find the Developer Team chatting in all of the above locations, we're all about listening to and engaging with our community as we journey through Early Access together.

Welcome to Hell Let Loose, we'll see you on the frontline.

https://store.steampowered.com/app/686810/Hell_Let_Loose/

Patch 11 - Live Now!

Hi everyone!

While we’re busy at work on Update 7 we wanted to get a release out to fix the persistent crashes and other issues present in Update 6 as soon as we can. Whilst Patch 11’s primary purpose is to address the crashes introduced by Update 6 it also targets as much low hanging fruit as possible.

As a team, we’re currently working with military precision to achieve our Update 7 release goals. It is absolutely enormous and will be one of the most significant Updates to Hell Let Loose during our Early Access journey.


Patch Notes



Content Additions


Sainte-Mère-Église

US Offensive Layer Added - US forces can now go on the attack in Offensive Mode!


New Free Seasonal DLC


The M43 Combat Uniform entered use in the European theatre in late 1944. After D-Day, Paratroopers were issued complete M1943 uniforms, and infantry units began receiving the uniform parts issued individually.



Just like the Winter Warfare pack, this seasonal DLC is free to anyone who owns the game.

To get this seasonal free DLC you must download it from the Hell Let Loose Steam Store page.

https://store.steampowered.com/app/1313020/Hell_Let_Loose__Summer_Warfare_Pack/

Please note, whilst the uniform will be added to your Barracks inventory, you will still need to fulfil the required role level requirements to equip it in battle.



Our Seasonal DLC is designed as a thank you to our dedicated community and to reward veteran players. Please rest assured we will re-activate these DLC packs throughout the year - for free - so stay tuned for the return of the Winter Warfare pack later this year.

We've also got something for the German forces in this patch with the addition of three new customisation options in the form of our first hats and caps. No download required here, you'll find them in your Barracks upon downloading the patch:

Please note: Glasses / goggles & smoking paraphernalia are not live yet, these will arrive at a later date.

eins

zwei

drei

Enjoy!


Changelist


Performance
  • Optimised all character models through fine tuning of LODs. This will lower CPU burden across the board.


Crashes
  • High probability speculative fix for “ballistics crash” - the key crash affecting both servers and clients (96% of all current client crashes and 100% of all server crashes).
  • Fixed secondary crash (3% of all current client crashes).


HUD/UI

  • HUD image for a Recon vehicle's 3rd seat does not correctly scale when zoomed in on certain resolutions.
  • 'Refresh Servers' button will be unresponsive to user interaction if the cursor has not been moved off of the button since the last click
  • Users will be unable to change between 'All Servers' and 'Favourites' if the user already has the cursor positioned over the unselected heading before servers are found


Visual Improvements
  • Fixed lighting issues across most maps - where shadows at a distance where not rendered (SME, Utah etc).


Customisation
  • Added German Visor Cap
  • Added German M40 Side Cap
  • Added German M43 Field Cap
  • To access head cosmetics click on your chosen face to open a new menu


Bug Fixes
  • All closed buildings are now blocked to stop players spawning in them.
  • Added additional names to in-game credits to reflect new team members.
  • No window model present while sitting within the 5th seat of the Greyhound Recon vehicle
  • Clipping issues present on multiple German Uniforms when using the Winter ‘Hans’ head variant.
  • Graphical issues with various Winter Heads are observed on US/German in active gameplay.
  • 'Hans' and 'Karl' have distorted textures on their balaclavas.
  • Puma recon vehicle moves constantly after firing main weapon
  • Recon tooltip for "Surveil"
  • The German Puma and US Greyhound does not give any combat score when destroyed.
  • If a player selects the Officer role after they've been kicked from a unit, they're unable to join any unit.


Purple Heart Lane
  • [PHL] Bridge has no collision with players and has one way bullet collision in sector C4


Developer Briefing #77 - Patch 11, New Uniforms More New Foy Details!

Hey everyone,

Welcome to Developer Briefing #77!

This week we're happy to be sharing with you the date for Patch 11, talking about what's next for your Uniform suggestions as well as revealing a new Uniform that's coming soon. We'll also be showing off a bit more of the revamped Foy that you'll be getting in Update 7...

I'm going to hand things over to Max now as gives you his update from the team!


An update from Max, Lead Developer


Hi all,

We’re currently hard at work on Update 7 - which is shaping up to easily be our most significant and large Update yet.

Normally, it’s a very easy process for us to put together a dev briefing, as we simply deep-dive into the coming features, artwork or other systems. However, in this case we want to maintain some excitement and surprise for what’s to come, so we’ll be starting to unveil the full scope of changes closer to the release date (and there are a LOT of things that we’re excited about!).

Over the next couple of weeks we’ll also be taking the opportunity to look at some of the methods and processes we use currently in the game to create the various different aspects of it.


Tactical Maps and Community Talent


We were blown away this week when a very talented Hell Let Loose subreddit member u/Tommy2Legs who put together an incredible Hell Let Loose style tactical map of Juno Beach - the famous Canadian D-Day landing site.

Featuring the same visual language as our own maps, as well as near-perfect scale and layout, we thought it was an incredible piece of artwork.



We not only wanted to show off the incredible work they did on it, but it has also provoked some discussion about pulling back the curtain on the huge amount of work that goes into creating these highly detailed maps, so watch this space!


Patch 11 - May 28th!


Patch 11 will be dropping shortly on Thursday, May 28th.

While it feels small to us compared to our usual Updates, it fixes some aspects we’ve had fed back to us in regards to Update 6, as well as laying the groundwork for our push towards Update 7.

On top of the above Patch 11 will also include some additional customisation options for your soldiers.

We’ll be releasing the full change-log which will include all the bug fixes, adjustments and new cutomisations closer to the release date.


Cosmetic Suggestions & Something New


Well, what a fantastic response!

Thanks for all your feedback on the Hell Let Loose subreddit with suggestions for new uniforms, helmets and other cosmetic additions. We’ve collated and saved all submissions we’ve received, as well as the additional information you provided.

Soon we’ll start the process that’ll allow us to continue adding these to the game in an ongoing fashion in every patch and Update. We’ve also read much of the additional feedback about the customisation system itself and are looking at any changes that need to be made.

We've also got a little extra something for you! Below you can find some beautiful new renders of the in-game models for the new M43 Combat Uniform for the US forces. This will be added to the game shortly.








Continued Level Design Work


Alongside work on 3 unannounced maps, we’ve also been overhauling and upgrading nearly every other existing map in the game. We thought we’d show off a bit more of the Foy work to tide you over while you wait for Update 7.

We fully intend for Update 7 to drastically improve your gameplay experience across many of the most beloved maps - while at the same time we’re also working to make those less popular maps just as successful as the others.

We’re paying particular attention to creating viable infantry paths from Strongpoint to Strongpoint, while also enabling access for vehicles. While open 200m fields lead to poor infantry gameplay, cluttering the entire map with constant objects will harm vehicle gameplay. We’ve played a huge amount and identified a relative cover density per meterage. With this in mind, we’ve been making copious notes on particularly challenging or boring Strongpoints or map locations and have been building them out with greater detail and level of interest.

Please bear in mind that the following images are as work-in-progress.



We’ve built out many existing Strongpoints with additional approaches.

Studying the farming infrastructure of the Belgian countryside, we’ve worked hard to create interesting and varied approaches. Previously, a great weakness of Foy’s gameplay was the un-ending and coverless fields - where wire fences would often result in an impossible assault across 200m+ of open ground. With these changes, we expect armour to be just as potent, but with greater and more intense and interesting infantry battles to take place on and between the Strongpoints themselves.



The AA position has had several open and closed buildings added, with particular attention paid to eyelines and access points.



The push between the AA position and Trainline now features a pleasant birch forest on the east side of the trainline, including semi-destroyed German positions and supplies placed in the forest to conceal them from the air. While the fastest route is to push along the train line itself, capturing this wooded area will provide a defensible spawn location and an easy place to support the fighting at both Strong Points.



Dugout Barn has been overhauled, retaining the tiny farming buildings at the corner, but expanding it with a trench network and several other larger structures. We’ve created more openings in the wire fences, and replaced several of them with stone walls so as to create more hard cover for the open-field battles. These deeper trench networks feature locations designed for in-cover spawn placement, and will provide tense CQB gameplay as they’re flushed out.


That wraps up this week's Developer Briefing, we hope you all have a fantastic weekend!

See you on the frontline!