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Patch 14.3 Public Testing Now Open!

Hey everyone,

The Patch 14.3 PTE Session is now live!

Join us today for your opportunity to try out improvements to the British weapons and explore using the Practice Range, from now until Monday.

[h2]Finding a Server[/h2]

For this session, you may need to refresh the server list on the Enlist screen in order for a server to show, or alternatively, toggle through the Favourites, Friends, and History tabs.

[h2]Additional Content Hub[/h2]

As our additional content hub will be offline for this PTE, we thought we'd share a look at what you can expect when Patch 14.3 goes live!

Additional Content Screen

Available for Purchase Screen

[h2]Your Feedback for Patch 14.3[/h2]

As a reminder, this PTE session aims to test some changes and gain your feedback for the next game patch, Patch 14.3, including:

1). Your experience navigating the Basic Training environment
2). Your experience with using the different areas of the Practice Range
3). The accuracy improvements to some of the British weapons
4). Panther reload speed
5). Your experience using an Ultrawide monitor
6). Your experience with micro-stuttering

[h2]How to Share Your Feedback[/h2]

Share your feedback using this form: https://forms.office.com/e/QBscd5bvVT

For any bugs that crop up, you can report them here: https://forms.office.com/e/qT2mx5GhvR


[h2]Squad Up Sunday[/h2]

Drop by the PTE on Sunday from 3pm BST and play live with members of the team and some of our wonderful War Correspondents as we stress-test Patch 14.3!

We look forward to seeing you in this session!

[h2]Developer Briefings: What's upcoming?[/h2]
Next week, we'll be rounding up everything we've talked about during the AMA and Dev Interview, as well as taking a look at your feedback from this session, in Developer Briefing #194.

In Developer Briefing #195, we'll be going into detail on the updated character model heads that will be arriving with Patch 14.3 that you can see a sneak peek of in this weekend's PTE session!

Public Testing for Patch 14.3!

Hey everyone,

We’ll be running another PTE session from this Thursday until Monday, where you’ll have opportunity to feedback on some of the bug fixes and new content coming in Patch 14.3!

For this open testing session, we’re looking for your feedback across a range of different items, including the new Basic Training and Practice Range environments, as well as your experience with the British weapons.

While we’re still working on improving the British forces for a future update, improvements have been made to some of the British firearms, including better zeroing the weapon sights and reducing sway when ADSing.

[h2]Patch 14.3 PTE Changelog [/h2]

Patch 14.3 is packing a number of optimization fixes for certain maps, as well as a list of bugs that have been tackled. We are still working on some items, and will share the final changelog when Patch 14.3 drops.

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

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

[h3]General Bug Fixes[/h3]
  • [Fixed] Zeroed British Weapon Sights
  • [Fixed] The Panther heavy tank has a faster reload than the Tiger heavy tank
  • [Fixed] Doubled up explosion VFX
  • [Fixed] FOV is not properly optimized for ultrawide monitors
  • [Improved] British Weapon sights
  • [Improved] Micro Stutters
  • [Fixed] Animation issue for Nagant M1895 when reloading
  • [Fixed] British weapons have increased sway when ADSing
  • [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] Legacy game analytics are causing performance issues
  • [Fixed] All Lee-Enfield variants have a stuttering animation and are misaligned while reloading from a TPP
  • [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] 'Panther' tank has misspelled name when showing the end game score
  • [Fixed] Ping is off-centre when using the British binoculars
  • [Fixed] MGs are clipping 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] Players can dive to prone by going in the prone position while jumping
  • [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] MG 42 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] 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] Destroyed Cromwell tank is awarded as 'Sherman Destroyed'
  • [Fixed] Shotguns play bullet drop sfx
  • [Fixed] Flare guns play bullet drop sfx


[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 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 Marys Church Has No Bullet Collision
  • [Fixed] A well asset presents stone PFX & 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

[h3]El Alamein[/h3]
  • [Fixed] Tessellation issues are present in multiple sectors while ADSing
  • [Fixed] The terrain surrounding the trenches is 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

[h3]Carentan[/h3]
  • [Fixed] [C6] Player will fly into the air when vaulting over a specific wall

[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]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

[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

[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]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


[h2]What We’re Looking For[/h2]

This PTE session aims to test some changes and gain your feedback for the next game patch, Patch 14.3, including:

1). Your experience navigating the Basic Training environment

2). Your experience with using the different areas of the Practice Range

3). The accuracy improvements to some of the British weapons

4). Panther reload speed

5). Your experience using an Ultrawide monitor

6). Your experience with micro-stuttering

[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!

On Thursday 17th, the PTE application will require updating and you’ll be able to join from 2pm BST. Once you’re in and have selected a server, you’ll be able to test out the items in the above changelog and share your feedback using the below forms:

Submit Feedback: https://forms.office.com/e/QBscd5bvVT

Share Bug Reports: https://forms.office.com/e/qT2mx5GhvR

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.

We look forward to seeing you in this session!


Cover & Banner images provided by [233C] Chrysallia

Patch 14.2 Hotfix

Hey everyone,

As part of our investigations into server performance, we have identified another potential cause for some of the recent server crashes being experienced and have now been able to verify a further fix.

While this fix may not resolve all instances of server crashes - as there are many different factors that could be causing crashes for different servers which we are continuing to investigate - we believe it is the likely cause for some of the recent crashes due to the way in which the server handles new RCON connections.

Previously, the Hell Let Loose server would create some data directly in response to receiving an RCON connection request. Since changing servers to run multi-threaded, as part of a previous improvement to rubber-banding in vehicles, that request could come in on any thread.

This meant that it could happen while Unreal Engine is doing what is known as a garbage collection. It is not valid to create objects while garbage collection is happening, and so if this happened, it would cause the server to crash. With increased amounts of RCON connections to a server, the probability of having this timing overlap with the garbage collection would increase, which meant server crashes could become relatively frequent.

We have now ensured all object creation is deferred to the next server tick, on the main thread to make sure that this cannot happen. This has been tested with a tool that creates a huge number of connection requests to the server, continuously, to battle-test its robustness. Previously, this tool could crash a server in a matter of minutes, now the team has been able to play for hours at a time while the server remains stable.

This fix requires a client-side update, but does not have any changelog items, and will now be going live as a hotfix.

Developer Briefing #193 - A Closer Look at The Practice Range

Hey everyone,

Thanks for joining us for the dev interview that premiered on Saturday!

RazBora and The Fresh Baked Goods did a fantastic job of capturing some more of your questions so we could go into depth around topics like the British rework, meta considerations, and future content.

If you haven’t checked out the video yet, you can tune in here.

[previewyoutube][/previewyoutube]

In this week’s developer briefing, we’re going to take a closer look at the upcoming Practice Range!

[h2]The Practice Range[/h2]

It has been designed for players who want to improve their aiming skills, better understand the building of defences, or even learn the different seats within a tank.

Originally posted by author
We wanted to give the player, rookie, or seasoned veteran, a safe space to practice some of the game mechanics, as well as what the various roles offer. We hope we have created something players will find beneficial with this first iteration of the practice range! - Nathan, Senior Level Designer

[h2]Accessing the Practice Range[/h2]

To gain access to the Practice Range, players will need to navigate to the Basic Training area via the main menu. Here, you’ll find a new way to access the Field Manual, as well as navigate to the Practice Range.

Originally posted by author
The Practice Range should feel very familiar to the main game when selecting a role and deploying etc. We put a lot of focus on trying to keep as many things consistent to the main game as possible, but we have streamlined some elements (such as redeployment times and allowing the player to select any role within the squad) to hopefully create a better experience. - Nathan, Senior Level Designer

Once a player has chosen their desired role, they can then deploy into the Practice Range using one of the four Garrisons that are each located near a specific area of training, including:
  • Obstacle Course
  • Shooting Range
  • Building Yard
  • Driving Range

[h2]The Obstacle Course[/h2]

The first thing we want to help players get to grips with is the mantling system.

This course is specifically designed to help new players master the locomotion in Hell Let Loose by using different movement methods to navigate the obstacles along a path, including proning, crouching, sprinting, and vaulting.

[previewyoutube][/previewyoutube]
The Obstacle Course

[h2]The Shooting Range[/h2]

While most new players will know how to click and shoot, Hell Let Loose requires a level of control to hit your target. There is a range of targets strewn around the environment where you can finesse your aim, and in this initial release, test the weapons available to the US Forces under each role, aside from the Commander. (If you haven’t watched the dev interview yet, we touched on how training as a Commander will work!)

[previewyoutube][/previewyoutube]
Rifleman Target Practice

[previewyoutube][/previewyoutube]
Sniper Target Practice

[previewyoutube][/previewyoutube]
Machine Gunner Target Practice

[h2]The Building Yard[/h2]

With unlimited supplies, players will be prompted to learn how building and upgrading works in Hell Let Loose, with the ability to build and operate an anti-tank gun, as well as create a range of barricades.

[previewyoutube][/previewyoutube]
Barricades & Fortifications

[previewyoutube][/previewyoutube]
Building & Operating Anti-Tank Guns

[h2]The Driving Range[/h2]

Designed to help new players perfect their vehicle handling, you’ll be able to try out a selection of different vehicles, including tanks, to better understand how to operate them.

[previewyoutube][/previewyoutube]
Driving a Tank

[previewyoutube][/previewyoutube]
Firing a Tank

[h2]Practice Range Achievements[/h2]

We’ve included some achievements that you can earn by using the Practice Range, including:

  • Basic Training - earned by entering the Practice Range.
  • No Skill Issue Here - earned by playing every role in the Practice Range.

[h2]A Note from The Devs:[/h2]

Originally posted by author
One of the aspects we like most about the Practice Range is that it adds something, we believe, the
game was missing. The fact that players will now be able to take a step back, flick through the Field Manual, hop into the Practice Range, and then can load into the next match with a better understanding, should benefit everyone.

We think we have laid a good foundation to build on with this, and we hope with the community’s feedback and ideas, we can really help improve this space. - Nathan, Senior Level Designer


[h2]Patch 14.3 Progress[/h2]

Patch 14.3 progress is tracking well, and we will be holding a PTE session beginning on the 17th of August and finishing on the 21st, and encourage everyone to take part and share their feedback on both bug fixing, and the Basic Training and Practice Range environments.

While there are many bugs being worked on for this patch which will be shared in the changelog, we are pleased to confirm we have so far prepared fixes for some of the following top community-raised bugs:
  • [Xbox] Reloading some guns produces incomplete sounds
  • [Xbox] Gun fire sounds delayed for some rifles
  • [Xbox] Missing reload sound of Karabiner 98k
  • [PS5] British Forces vehicles do not have adaptive triggers set up
  • [PC] Many servers are not appearing in the "All Servers" tab of the Enlist Screen
  • [PC] FOV is not correctly optimized for ultrawide monitors
  • [Removed] Legacy game analytics with the potential to cause performance issues
  • Doubled-up explosion VFX
  • [Improved] Micro stutters
  • British weapons have increased sway when ADSing
  • British recon tank will pull to the last turned direction when driving straight
  • British Lewis Gun MG shots appear to be slightly off-centre from sights
  • The Panther heavy tank has a faster reload than the Tiger heavy tank
  • All Lee-Enfield variants have a stuttering animation and are misaligned while reloading from a TPP
  • Weapon displacement appears when stood leaning left and aiming down sights with certain weapons across all factions
  • Ping is off-center when using the British binoculars


[h2]Common Questions[/h2]

For answers to questions on game meta, bugs, and more, please read our latest AMA on Reddit, or visit the Discord to check out the full answers in the #ama-july-2023 channel!

[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, MIA[/h3]

One of our amazing War Correspondents, SoulSniper, unfortunately, experienced a house fire early last month and has been out of action while he focuses on getting himself and his family back on their feet.

Many of you will recognize SoulSniper for his classic sniper videos with brother and recon Spotter, Scotty. His family has a GoFundMe set up for anyone who wants to support them during this time or simply wants to share some kind words: https://gofund.me/f2bfaed2

Until SoulSniper is back in action, you can join us in watching SoulSniper and Scotty set their sights on the bridge in Driel and land some insane shots in his latest upload!

https://youtu.be/a8mRmgCOzbU

[h3]When 5 Players Are Hunted By 50 Players in a Hell Let Loose Custom Game Mode[/h3]

Hell Let Loose, but not as you know it! Hosted by the BEER clan and RazBora, this custom match saw five players get hunted down by 50 other players in a tense race to the extraction point. Check out Terrydactyl's video of the event here: https://youtu.be/aGK4VyRAq0E

[h3]The People’s League - Season 2[/h3]

The second season of The People’s League has just begun, with 16 console clans taking to the battlefield to be crowned this season’s champions. Watch the latest match between KRRC vs 83AR here: https://youtu.be/sqmERpAuCGs

[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


Until next time, we’ll see you all on the frontlines!

Patch 14.2 Releasing 2PM BST

Hey everyone,

Patch 14.2 will be going live later today at 2pm BST!

Guided by your feedback and our attempts to limit balancing issues, this patch will primarily be removing the increased player locomotion added with Update 14.

Slowed and tested in our latest PTE session, the general consensus from players was that they felt player locomotion in the PTE session was better, however, we understand that some players felt the speeds were still too fast. In order to ensure we are striking a better balance, we can continue testing the speed and based on feedback from today's patch, could consider testing a slightly slower speed in a future PTE session. There will also be a PTE session on the 17th of August for the next bug-fixing patch, 14.3.

If you want more control over the direction we take in the future, please join us for these PTE sessions, as this is where we will be collecting feedback!

You can find the full breakdown of the feedback results for the 14.2 PTE session in our last dev brief here.

[h2]14.2 Changelog[/h2]

[h3]Changes[/h3]
  • [Change] Reduced the player movement speed
  • [Change] Removed the “Dive to Prone” feature

[h3]General Bug Fixes[/h3]
  • [Fixed] Throwing a grenade has a chance of not being thrown

    Thanks to logs provided by community server owners, we managed to identify instances of the grenade bug occurring as a result of the different parts of preparing and throwing a grenade (igniting, priming, and throwing) happening out-of-order on the server, even though they were happening in-order on the client. This meant that the server could refuse to throw the grenade as it was not in a valid state to be thrown, leading to the grenade bug we believe players have been seeing.

    A fix is being submitted that will make it so that if the server gets the request to throw and the grenade is not yet ignited and/or primed, those things are done there and then just before the grenade is thrown. Tested in the PTE session with great success, we’re hoping we’ve nailed this one!

  • [Fixed] Instances of Private Servers crashing

    There was an issue with how the game server handled incoming Rcon connections which meant that if there were multiple connection requests very close together, some connections would be ignored, meaning that the Rcon tool would not get a response. In addition, the port allocated for the Rcon connection on the server would not be released to be reused which would mean that the server would eventually run out of available networking resources, resulting in a server crash.