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Hell Let Loose News

Update 8 - Dropping Thursday 3rd December!

Hey everyone,

Today we're excited to confirm that Update 8 will be going live this Thursday, 3rd December!

As with our previous updates we'll be aiming to have the patch deployed and pushed to all servers for 11am GMT / 12pm CEST on the day.



Patch Notes


Full Patch notes and new content information will be posted just before Update 8 goes live on Thursday.


The Winter Warfare Helmet Pack Returns!


Alongside Update 8's arrival, seasonal Winter Warfare Helmet Pack free DLC will be returning for a limited time too!



1 x US Winter Toque
1 x German Winter Toque
1 x White Painted M1
1 x White Painted M42

This free DLC is a standalone download, so keep an eye out for it on the Hell Let Loose Steam Store page when it goes live.


Time for us to get trucking!


That wraps up today's announcement. We're excited to usher in Update 8 this Thursday along with the new content, features and optimisation it's bringing to the game.

We'll see you on the frontline.

The Steam Awards - Hell Let Loose Needs You!

Hey everyone,

From our early backers and seasoned veterans, to our newest recruits - thank you for your support!



The Early Access journey so far has been incredible, and we look forward to continuing it with you - we’ve got so much to come.

Update 8 is just around the corner, so if you haven’t played for a while, there’s no better time to jump in and take a look at what we’ve been up to.

Things you may have missed
  • New Animation System
  • New XP & Progression system
  • New Ballistics System
  • New Vehicles
  • New Maps
  • New Loadouts
  • New Cosmetics
  • Optimization
  • Bug fixes & much much more!
Things coming in Update 8
  • Hurtgen Forest Overhaul
  • Support & Transport Trucks
  • Satchel Charges
  • Upgradeable Fortifications
  • Veteran Progression
  • Bullet Penetration
  • Further Optimisation

To top it off, Hell Let Loose is currently 25% off on the Steam store now!

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

We’ll see you on the frontline!

Developer Briefing #104 - Crafting Update 8 Together!

Hey everyone,

Welcome to Dev Brief #104!

With Update 8 arriving in the very near future, this week we’re taking the opportunity to share with you some actions we’re taking in time for its arrival following player and community feedback from the PTE, last week’s Dev Brief comments and the following conversations here on Steam, as well as on our official sub-reddit and Discord.

The actions we’re taking are focused on re-arming, which we revealed last week, hit box changes to maintain a low TTK and a change to friendly fire to reduce some instances of accidental teamkilling.

We’re also pleased to share that as part of our continued effort to support Hell Let Loose’s global playerbase, three new servers in Japan have been added to our Asia region selection and are live now!

Full details on all of the above can be found below:




Changes to Re-Arming


We’ve read all the feedback both in Discord and on the Reddit thread about our plans for re-supplying and re-arming Supply Boxes and Ammo Boxes. As such, we tested and then locked in the suggested changes that were most popular among the community after first implementing and testing them in a closed environment.

As such, moving into the trigger range of the Resource Nodes now halves the 5 minute re-arm time on these inventory items, while otherwise they’ll recharge on a global 5 minute cooldown. This will mean that Support players will retain their key feature without being entirely dependent on Resource Nodes, while being in the vicinity of a Resource Node will still have a positive effect on in-field efficiency.

In addition to this, we’ve increased the total number of Nodes able to be built, as we currently feel that even with the full complement built - teams were still running a large resource deficit.


Changes to Hitboxes


Our PTE sessions gave us some great insight into the real gameplay effects that the introduction of more specific hitboxes would have on TTK. We found that the inclusion of the upper arm (above the elbow) and area above the knee meant that targets travelling perpendicular to the shooter would often soak up far more damage than desired - making the TTK feel far longer than desired.



We know that much of the appeal of Hell Let Loose is in the lethality of the bullets and the feeling that you don’t need to expend entire magazines to kill a target. Therefore, we’ve adjusted the location of the “extremity” hitboxes to only incorporate below the elbow and below the knee.

In testing, we’d found that this strikes the right balance between rewarding accuracy, while also maintaining a quick TTK for rounds placed at center mass.


Changes to Friendly Ballistic Damage


We’ve looked long and hard at the teamkilling within the game, and the way in which the kills occur. Oftentimes noting that it’s nearly entirely accidental, and that any additional time after the killing shot is fired often reveals that your target was a friendly.

Therefore, we’re going to be trialling a new system in Update 8 that halves friendly player ballistic damage. Obviously, this will have no effect on damage dealt to enemies, but we feel that this will give single hit kill weapon-users the ability to realise their mistake without killing the friendly player. In our PTE, we found this has a perceptible effect in drastically lowering the number of teamkills across the game.




New Asia Region Servers


We’re very excited to announce that we’re now hosting three official Japanese-based servers on top of our existing Asia region support. We’ve watched players in the broader Asia region jump into the game but find that there are no appropriate servers with a good ping.

We’re now working on hosting Chinese and Korean servers.

Over the next month we’ll be working to address server absences in all other notable regions.


And Finally...


That wraps up this week’s Dev Brief!

Thank you to everyone who takes a moment to share their thoughts with us on Hell Let Loose on any of our platforms. As today hopefully shows once again, your voice matters and helps us shape the game - even including features that aren’t live in-game yet!

As per usual, we’ll be playing the update a large amount after introduction and will make any further changes based on community feedback. We look forward to watching the way these changes shape future gameplay and will be working to iron out any potential issues where and when they emerge.

If you’re yet to join us on the frontline, we’re currently 25% off in the Steam Autumn Sale!

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

See you on the frontline!

Developer Briefing #103 - Supplies, Resource Nodes, Ammo Types, Wilhelm Update

Hey everyone,

It's time for Dev Brief #103!

With Update 8 just around the corner, we want to make sure we communicate some key new features and changes :)


Hand Carried Supply Crates


The Support role has been overhauled to now replace the current “build the box” mechanic with a hand-carried supply box. We’ve often felt that it’s important that one of the key gameplay loops in the game - building Garrisons - was able to be achieved with an infantryman - and that the entire team does not solely rely on a truck delivery.

This was done for many reasons - the key one being that a single player flipping a truck could lead to the entire capitulation of the front line and the loss of the game. Often, when designing Hell Let Loose we want to distribute total responsibility for victory or defeat across a large array of roles - as this way the success of a team is shared by the entire team - not just balanced on the actions of a single player. This places greater emphasis on team cohesion, as opposed to just having a singularly good player in the key role.

Now that Support is able to carry supply boxes, we’ve reduced the total number of supplies in them to 50. This is enough to build a Garrison or Resource Node, but not enough to fully construct the large scale defenses that we’re adding in Update 8. Our Supply and Resource economy is something that we’re going to be focusing on over the coming months as we play and interact with the systems. We don’t doubt that valuable community feedback will help us find the sweet spot, but we feel the current system is a good place to start.



German hand carried supplies



US hand carried supplies

Killing the Redeploy


The redeploy/rearm mechanic has been a persistent and ongoing ugly gameplay loop. Now that we’ve overhauled the hand-carried supply crates, we’ve also managed to overhaul the way in which supply crates and ammo boxes are re-armed in the field.

The basic design challenge here was attaching a cooldown to the dropping of Supply Crates, while also making sure that their re-arming was not continually contingent on the existence of Supply Trucks.

The conundrum was three-fold:

  1. If we enabled Support roles to re-arm off truck-dropped Supply Crates, then we’d create the same issue we intentionally avoided (ie. one bad truck driver throwing the whole game).
  2. If we allowed you to re-arm on death then we wouldn’t eliminate the cheesy redeploy mechanic.
  3. If you could re-arm continuously in-field at no cost then it eliminated the need for Supply Trucks.


Ultimately, we realised that we had these design limitations:

  1. Resupplying needed to be limited by time in order to make sure the resource flow didn’t render Supply Trucks obsolete.
  2. Resupplying in-field needed to not hinge entirely on Supply Trucks.
  3. Resupplying in-field needed to happen outside of the life-death loop.


So, we explored many different options and have implemented to following:

Previously: to restock a supply crate or ammo box you’d simply redeploy or commit suicide.

Now: walking within 50mtrs of a Manpower Resource Node will start a cooldown that will re-arm your Supply Crate at the end of the cooldown. Similarly, if you’ve expended your ammo box, walking within 50mtrs of a Munitions Resource Node will trigger your cooldown to re-arm the ammo box.

Some things to note:

  • Once the cooldown is triggered, you do not need to stay in range of the node.
  • Dying will not reset your cooldown - it will continue while you’re dead.
  • We recommend placing the nodes near a key Garrison, or not far from a key Garrison so that you automatically replenish the bulk of your supply and ammo carriers as they respawn.
  • Replenishing supplies crates and ammo boxes will reward the node-builder with score.
  • The resupply zones are now marked on the map as circles around the nodes.
  • A small HUD graphic and sound effect will play when the resupply is complete.
  • Rearming takes 5 minutes from the point the cooldown is reset.



Resource Node Functionality



Munitions Node - Resupplies ammo boxes.
Manpower Node - Resupplies supply boxes.
Fuel Node - In-field function is still to come.



"Walking within 50 meters of a Manpower Resource Node will start a cooldown that will re-arm your Supply Crate at the end of the cooldown."


Ammo Type and function

Firearms Ammo - Resupplies firearm ammunition
Medical Ammo - Resupplies bandages, syringe, morphine
Explosives Ammo - Resupplies AT rounds, satchel charges, grenades

We will look to add more ammo, when and where it is needed.



XP and ‘Prestige’


In Update 8 you’ll notice that the total player level has been increased from 100 to 200, and that your relative veterancy is now distinguished every 50 levels with a medal attached to your name on both the scoreboard and your in-game icon. This is designed as we originally intended - to quickly demonstrate your relative experience within the game to the players around you.

For those of you long-time veterans who’ve reached level 100 - fear not! We’ve implemented this level cap extension in a way that respects your total experience gained. You may find yourself at levels well in-excess of 100 immediately following Update 8.

We also want to note that Update 8 sees the introduction of player icon scaling - where allied player icons get smaller over distance - leading to a far less cluttered HUD.

Meta Changes from U7


We’ve watched many videos on the topic of the meta changes (including Bill’s latest one on the subreddit) made in Update 7 that eliminated the use of red zone Garrison deployments and the mass redeploy mechanic as a strategy. The feedback has been useful to underline the issues introduced by that change and how it aligns with our design around the function of each spawn mechanic. Next week we’ll be talking through the future plans for the game.

Currently we’re using our Early Access period as one in which we can nail down the key metagame components and test many of these aspects (many of which we as developers are not yet happy with). This has been a challenge as we’ve often been dealing with legacy solutions, as well as working within a continuously adjusting timeframe - this has affected our ability to bring in additional features that will create new ways of spawning.

Next week we’ll chat through future plans for the metagame, as well as explore the current issues and how we think they will change in the future.


Let’s Hear Your Wilhelm Scream Update


We have begun to officially contact those who’s VO’s we are likely to use. We apologise in the delay here, as we have been incredibly busy working on Update 8.

We offer our sincere thanks and gratitude to you for taking the time and effort to think up, record and send your voice lines in for the Hell Let Loose Wilhelm Scream. It can be a daunting task for one to publicly present their own work and voice to a community - especially for judgement! Assessing the submissions has been very difficult but also hugely fun. We have some very talented people in the community! Our sound designer Adam has been truly inspired by the submissions, even by the ones that won’t make it into the game.

If you made a submission and do not receive an email from us in the next 2 weeks, we want to thank you for your participation and implore everyone to get involved in the future and have another shot if we decide to run another VO submission or similar opportunity!

You will likely begin to hear the new VO’s come Update 9, and we will be making sure those who did make it into the final version get an in-game credit and a special role in the Discord!

That wraps up this week's Dev Brief.

See you on the frontline!

Developer Briefing #102 - Trucks

Hey everyone,

Welcome to Dev Brief #102!

In this week’s dev briefing we wanted to focus on something that has been requested for a very long time - and due to complexity and reliance on many other systems - was something that we’d had to keep bumping back in our priority list while we sorted out foundational systems. Finally, we’re excited to announce that transport and supply trucks will be coming to Hell Let Loose in Update 8. The Germans will take to the field in the Opel Blitz, and the US will be rolling in with the GMC CCKW 2½-ton 6×6 truck.

Let’s get rolling!

[h3]Supply Trucks[/h3]



In Hell Let Loose, supply trucks are designed to create a risk/reward mechanic around large scale supply crate delivery to the frontline and other dangerous locations in the battlefield. Carrying two supply crates - each worth 150 supplies (a total of 300 per delivery), players can then use these construct and upgrade fortifications, garrisons and other deployables.

With two occupancy slots, the supply truck is the perfect vehicle to quickly deliver the supplies necessary to significantly fortify a specific location. These work hand in hand with the new Engineer deployables, and will be key to enabling the establishment of key firing positions.

To drop supplies, simply hold down RMB to unload them out the back of the truck.

[h3]Supply Crates:[/h3]



German Supply Crate

US Supply Crate

[h3]Transport Trucks[/h3]



Transport trucks in Hell Let Loose can carry 12 players, and can be used to insert a large number of troops at a specific location - or to ferry troops from different locations on the front line. We foresee them being a key aspect in the opening stages of the game, as well as being used in the late game to repair any potential front line collapses.

Please note: the time spent driving a Supply or Transport truck will reward the occupants with Support score on the scoreboard. Similarly, usage of dropped supplies, or multiple vehicle occupancy within a transport truck will multiply the score earned.

Please note: LMB blasts the horn and is useful for clearing unsuspecting infantry out of your path.



[h3]Damage Profile:[/h3]

While players can be shot out of the trucks using small arms - especially high penetration weapons that can pierce thin metal - large rounds are particularly effective to the front portion (cab) of the truck and will often destroy it in a single round, while the rear portion of the truck (bed) will most often require two rounds.

We will continue to look at trucks and all vehicles in depth in Update 9 now that we have a mixture of both tracked and wheeled vehicles. Many players have commented on their wish for us to perform large scale balancing and functionality checks and improvements on the vehicles in the game and we’re very keen to look specifically at this.



[h3]PTE TRUCKS[/h3]

We want to thank those who drove and gave feedback on the trucks during the PTE. We have made some tweaks which means they are less prone to getting stuck, and should be better at climbing steep inclines. There is still a degree of difficulty when driving, which means a certain skill level will be required to master them.



Have a great weekend and we'll catch you next week when we'll truck out another dev brief!

See you on the frontline.