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Hell Let Loose News

Patch #5 - Live Now!

Hey everyone!

We’re currently hard at work on all the content coming in Update 2. However, there are some core issues that we want to finalise and fix before we start pushing out more new features. We’re attempting to balance fixes to critical issues in Patches while still being able to focus on a huge game-changing bulk of work that’ll come in the next Update.


VOIP


Applied several changes to the Vivox code and then changed the way channel switching and channel muting is handled. This should fix many cases of the proximity and leadership VOIP breaking.

YOUR HELP: VOIP bugs have been difficult to reproduce and fix as they often occur on high population servers and can be difficult to intentionally trigger. If - after this patch - you are still experiencing any issues with VOIP, we would greatly appreciate it if you would report the issue in our special VOIP feedback Discord channel: https://discord.gg/beJj8Rv

This will allow us to follow up with you to get exact specifics and discover if your issue is bug related or hardware related.

We understand that VOIP is a critical part of the Hell Let Loose experience and we will be working until all issues are eradicated.


Functionality


Reworked the server search code. The outcome of this is a more methodical but accurate server listing. You should now be able to see all current servers as opposed to having several missing (often your own regional servers) or having different outcomes every time you refresh.

PLEASE NOTE: Many reports of issues with the server browser have resulted from user-side settings. We recommend making sure that your firewall is not blocking the application and your ISP is allowing port forwarding. If you still cannot see servers, please drop us a line in the feedback channel on our Discord and we’ll follow up with you.


SFX
  • A scream sound effect no longer plays when a player dies due to drowning.
  • New US AT 57mm cannon fire sound


HUD/UI
  • On the map key, Unit and Team Member icons appear stretched vertically
  • Fixed compass bearing showing 0° and 360°.
  • The top German HQ spawn overlaps into the out-of-bounds area on the Utah map.


Visual Improvements
  • German LMG tracer rounds are of a higher light intensity than its muzzle flash.
  • Fixed waves being visible inside the beach puddles on Utah.
  • Fixed windows overlapping walls in numerous maps.
  • Fixed tanks being able to drive up specific small hedges.
  • Fixed bullet collision on multiple tree assets.
  • Fixed tanks from floating above bomb craters.
  • Fixed German Munitions node producing feathers FX when the sheet metal is shot.


Currently working on (non-exhaustive list, we just want to give you some idea)
  • Additional RCON commands.
  • Making vaulting more responsive, fluid and polished.
  • Continuing HUD and UI updates.
  • Making MG deployment more responsive, fluid and polished.
  • Implementing mocap and making large changes to our TPP animation systems. These will result in a much more natural look and feel.
  • Our FPP experience - with a focus on gunplay - is being overhauled in a separate branch. This is to both match our new TPP look, but also to greatly increase the fluidity of the FPP experience.
  • Unit management functions (kick/invite and lock).
  • Vehicle locking system.
  • Anti-griefing mechanics.
  • Progression system: We will be unveiling how this will work before release.
  • This ties to a cosmetic system.
  • Optimisations.
  • Diving (performed by proning while sprinting). This is wrapped up with our FPP overhaul currently.
  • Bullet penetration.
  • Map balancing (addition of cover and other features in locations that are either boring or creating a tedious gameplay experience).
  • Vehicles.
  • New gamemode.
  • Three new maps are currently at different stages of development.
  • Updating all audio and SFX. Specifically, vehicle engines, tracks and other aspects are being overhauled at the moment. We’ve also been testing reflections and different reverb volumes alongside all new weapon fire and reload sounds.

We’re currently finalising the contents of Update 2 and will shortly release a revised roadmap.

If you’re enjoying Hell Let Loose, you can help us by leaving us a review on Steam.

See you on the frontline!

Developer Briefing #36 – Tiger 1 First Look!

Hey everyone,

Welcome to Developer Briefing 36! This week we’re taking a first look at an upcoming addition to Hell Let Loose, the infamous Tiger 1!

The Tiger will be coming in a future update that will mark the arrival of the first Heavy Tank in Hell Let Loose. The USA equivalent will be coming slightly after that, so we look forward to seeing how the US armour and AT units adapt to this new presence on the frontline during the interim…


The Tiger’s roar


Weighing in at 54 tonnes and packing a devastating 8.8cm KwK 36, the Tiger 1 was a fearsome piece of German engineering. Those that could avoid the ire of the Tiger’s armaments would then have to contend with armour that could be as thick as 100-120mm in key locations!

Locking down the area

The Tiger’s HE rounds excel at providing ranged support to German infantry, but it really shines with its AP rounds that can cut through all Allied armour with ease.

Overwatch initiated

Key information
  • Top speed: 18km/ph
  • Respawn Time: 10 minutes (Double that of Panther)
  • Fuel Cost: 100

Due to the expensive cost and long respawn time of the Tiger, German players will want to make sure that it’s well supported by infantry lest it get overwhelmed and destroyed by US infantry and the swifter Sherman tanks.

When the Tiger 1 arrives in Hell Let Loose it will be available for German forces across all maps and be added to their current quota of Panthers and the Luchs.

Crouching tiger, hidden tank

Taming the Tiger


US forces attempting to take down this juggernaut will want to avoid a frontal confrontation at all costs. Instead they’ll need to focus on achieving multiple penetrating hits on the sides and rear of the tank.


A message from Max – Lead Developer


Hi all,

We're excited to introduce the apex predator into our armour food chain and watch the way it's used on the battlefield. Like always, we're continuously working on more vehicles, features, FPP and TPP animation overhaul, SFX overhaul, new maps as well as continuously fixing issues.

Stay tuned as tomorrow we’ll be releasing our next quality of life patch which we’re hoping will improve VoIP stability as well as address the empty server browser issues reported to us by the community.

If you're enjoying Hell Let Loose we'd love you to leave us a Steam review.

See you on the frontline!

Patch #4 Hotfix - Live Now!

Hey everyone,

We've just deployed a small hotfix following the launch of Patch #4.

Thanks to your feedback we were able to identify and fix the following issues:
  • Fixed player icon legibility issues on the map.
  • Fixed a bug where supplies built by the Support role aren’t shown on the map.

We really appreciate you making us aware of things like this, nice one community!

See you on the frontline!

Patch #4 - Live Now!


Hey everyone,

Welcome to Patch 4! In this patch we’ve got quality of life fixes, new sounds for the Panther Sherman and Pak 40 as well as a number of bug fixes.

If you don’t see a bug you’ve wanted squished in the list below, be sure to check out an update from Max after the change list!

UPDATE: We regret that our patch went live with some incorrect scaling of player icons on the map. We will be working to apply a patch for these as soon as possible and apologise for the reduced legibility in the meantime.

Gameplay
  • Players can now shoot through the open areas on top of hedges
  • Added an exact bearing in compass box
  • Added tank radial dials
  • Improved player icons on map
  • Adjusted the sensitivity of the aim when magnifying with main cannons and heavy weapons to allow for finer precision aim at the highest levels of magnification, and increased responsiveness when at the lowest levels of magnification.


Performance
  • Added graphical autodetect for low spec machines. This will profile your machine and apply the most performant settings (as opposed to loading low-end machines in on Epic quality and tanking performance).


SFX:
  • Added new cannon fire sound for Panther
  • Added new cannon fire sound for Sherman
  • Added new cannon fire sound for Pak 40


Visual Improvements
  • Improved map icons for engineer resource nodes
  • Fixed various visual issues on the Utah map


Bug Fixes
  • Fixed an issue where the Sherman tank’s cannon fire SFX looped endlessly after firing
  • Fixed an issue where players could see enemy resource nodes on maps
  • Fixed an issue where Strongpoints appeared larger on the map than they are in-game
  • Fixed an issue where newly placed outposts didn’t pulsate
  • Fixed an issue where weapons would shoot without input after reloading
  • Fixed various config file exploits
  • Players can now deploy LMG in shallow puddles
  • Fixed an issue where sometimes user could experience a crash after firing an artillery shell
  • Fixed an issue where Spotters could build garrisons in locked enemy sectors
  • Fixed an issue where occasionally a player’s resource node could be invisible in-game when constructed
  • Fixed an issue where the initial gear change required multiple gear shifts in tanks
  • Fixed an issue where players could sometimes become stuck on the deployment screen while attempting to deploy
  • Fixed an issue where players could sometimes be invisible in TPP after deploying
  • Improved collision on various items
  • Fixed a bug where deployables couldn’t be constructed on certain types of terrain on the Utah map


Known Issues:
  • Proximity and Leadership VOIP drops out. We have applied several fixes to this in our closed build and are awaiting sign off for release for this fix as soon as possible.
  • Server browser does not show all servers or appropriate servers for the user. We have applied several fixes to this in our closed build and are awaiting sign off for release for this fix as soon as possible.


Bug squishing update from Max


We’ve been working hard on both the VOIP issues that have been recurring, as well as issues around the server browser not displaying or showing appropriate servers - or sometimes showing an empty server browser. In the last two days we have internally applied many fixes to these and will hope to roll out significant fixes as soon as possible.

Thanks so much for your patience - we know how irritating and frustrating these specific bugs are.

We'll see you on the frontline!

Developer Briefing 35 – Future Improvements to Animations Incoming Patch!

Hey everyone,

Welcome to Developer Briefing 35! This week we’re giving you an early look at future improvements to animations in Hell Let Loose as well as a heads up that a patch is arriving tomorrow. We’ll release a changelog with it so you can check out all the new and improved aspects.

As we progress through Early Access you can expect an increase in quality for both TPP and FPP animations. Much like how we’re working on SFX improvements, the plan is to add our updated animations piece by piece when they’re complete, rather than holding back until everything is finished further down the Early Access line.


Walk this way!


Below we’ll be sharing with you a first look at what you can expect from our improved animation plans.

PLEASE NOTE: The examples shown aren’t final. These were technical tests conducted with our player skeleton to make sure that the mocap results would translate well. As a result of this, we’ve since recorded mocap in several sessions and are now cleaning them up and making sure they’re ready to bring into the engine. We’re excited about the direction we’re taking with this and wanted to give you all a preview of what’s to come…


When it comes to walking and running, our aim is to increase the smoothness of the movement to give it a much more organic appearance.


In battle you always need to be alert, we feel that this should be visually represented in game. When standing idle, player models won’t be so rigid in the future.


The same can be said for kneeling, both when resting or aiming down sight. Keeping your balance and staying as comfortable as possible should be reflected in the player avatar’s behaviour.


Actions such as going prone, vaulting and leaning will also feel and look smoother.


Moving forward!


We hope you enjoyed a first look at where we’re moving towards with our TPP and FPP animations.

There’s still work to be done here so these won’t be coming to Hell Let Loose until we’re slightly further into Early Access, but we have a date internally that we’re aiming for.

Once we get closer to this date we’ll be in a better position to share a window for these changes hitting the game.

The team are also busy working on bug fixes and other new content (one piece we’ll be talking about next week!) to further evolve the Hell Let Loose experience.

That wraps up this week’s briefing, we’ll see you on the frontline!