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Patch #7 - Live Now!

Hi everyone!

This week Patch 7 is bringing you the first iteration of our progression and commendation system, alongside a bunch of other crash fixes and functionality improvements. We’re very hard at work on Omaha Beach and our new Offensive gamemode that will accompany it.

We deep dived into how our progression and commendation system works in detail HERE.

Patch Notes


Features


The progression and commendation system has now been implemented into the game! This is an early iteration of this and we’re sure that we’ll need to balance this further according to community feedback.

During the first few weeks of implementation we’ve restricted the total amount of customisations options available while we make sure the rate of progression is near where we want it. If we can quickly confirm that the rate of progression matches our testing, we’ll start introducing new customisation options for both career level unlocks and role unlocks.

Ultimately, we’ll be continually introducing new customisation options in nearly every patch and update as we progress through Early Access. In addition to this, the customisation options you’ll initially have access to will be more on the vanilla side of things. We’ll be introducing historically accurate but much more visually appealing options for the higher levels as we go (this applies for all three categories of optimisation).

Please note, if we introduce a new customisation option for a level you’ve already unlocked then it will be available to you immediately.


To do


In the near future we will be implementing the Barracks customisation functionality in-game when you go to select your role. This will allow you to change your uniform, character and helmet in a map-appropriate setting. We will also be introducing the ability to change your primary weapon loadout with this addition too.


Functionality


Fixed:
  • Kickstarter/Pre-Order Helmets remain equipped in the Barracks/In-Game after a user disables the DLC.
  • Kickstarter helmet mouse over info now correctly shows that the Kickstarter helmet is for Captain tier or higher.
  • We now stop players being able to repeatedly switch teams before they spawn. This is to make “ghosting” much harder to achieve.


VOIP


Fixed:
  • Players can still use leadership voice when not part of a Unit if they create and leave a Unit.


Bug Fixes


Fixed:
  • Player retains the limited camera rotation from vaulting or climbing by having the map change via RCon or Map Vote whilst mid animation.


UI/HUD


Fixed:
  • Front-end UI headings do not remain highlighted when they are currently selected.
  • Removed unnecessary kick con on a player’s own name.
  • Removed unnecessary scroll bar in the 'Common' section for the 'Keybindings' sub-menu.
  • Faction emblems appeared to be of a low resolution on the Victory screen.
  • On the scoreboard while in-game, 'next match in 0:00' appears instead of the time remaining in-game.
  • The Unit UI does not visually update correctly if a player that was kicked on the Deployment Screen joins or creates a Unit.


RCON


Fixed:
  • Swapping a players team via 'Switch Teams Now' and 'Switch Teams On Death' on RCon does not update the players team for leadership VoIP.
  • Swapping a Commander using RCON "Switch Teams Now" or "Switch Teams On Death" automatically makes them a Commander on the team they were swapped to and causes multiple other major issues.


Visual Improvements


Fixed:
  • Soldier customisation appear to not decrease in detail over distance once rendered in by being nearby.
  • Two US helmets had a noticeable LOD drop off at close range.
  • Added a tooltip to the score type icons in the tab scoreboard and after round scoreboard.


Foy


Fixed:
  • On Foy, player is able to get stuck within a tree's collision box when approaching while in prone position.


Utah Beach
  • The R667 bunker had incorrect bullet collision.
  • There is a scarecrow inside a house that had blood particle effects when shot.


In Testing
  • Omaha Beach
  • Offensive Gamemode
  • Queuing for servers.
  • Making MG deployment more responsive, fluid and polished.
  • Total firearms sound overhaul.
  • Large scale skeletal mesh and vram optimisations.


Currently working on (non-exhaustive list, we just want to give you some idea):
  • Continuing HUD and UI updates.
  • 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.
  • Continued 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).
  • Wheeled vehicles.
  • Three new maps are currently at different stages of development.
  • Updating all audio and SFX. We’ve been testing reflections and different reverb volumes alongside all new weapon fire and reload sounds.


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

See you on the frontline!

Omaha Beach - Full Spotlight This Thursday!

Hey everyone,

Say hello to Omaha Beach, your next map for Hell Let Loose!

We're doing a full spotlight on the map this week and we're excited to give you a peek at what's coming...



The upcoming ‘Offensive Mode’ will focus combat on the shore front itself, you know what that means...



See you on Thursday for the full briefing!

Developer Briefing #41 - Progression System!

Hey everyone,

Welcome to Developer Briefing #41! This week we’re sharing a look at the beginnings of our progression system!

When creating the progression system we wanted to make sure it was fair, engaging and rewarding for our players. Our key goals were:
  • Allow other players to get a sense of your experience - both generally and specifically per role.
  • Use it as a way to unlock new customisation options.
  • A way to reward long-term players, with an emphasis on rewarding all types of play - including non-combat play or great teamwork or atmosphere.

Please keep in mind, this is the first iteration of progression. We want to make sure it works as intended and isn’t open to boosting abuse, so we’d love to hear your thoughts and feedback on the system when it goes live in Patch 7.

Also note, if aspects of the progression system are tested in a live environment and have significant issues (e.g. leveling too fast or too slow) we’re keen to reserve the ability to wipe progress made for all players. However, if no significant changes need to be made once tested in a live environment, we’ll will not seek to wipe. If any wipe does occur, we’ll notify the community in advance.


Time to level up!


Progression in Hell Let Loose will have two different paths, ‘Career Progression’ and ‘Role Progression’. What they are and how they work is explained below:

Career Level / Player Level


This is your ‘main’ level-up. No matter what role you play you will always be contributing to this score and increasing it.

Total levels: 100

Scoring: Your total experience is derived from your score in-game - with a particular focus on your score at the end of the game.

Your score is made up of the following -
  • Combat (destroyed vehicles and killed infantry)
  • Attack (time spent in enemy controlled territory)
  • Defence (time spent defending your own territory)
  • Support (aka non-combat role actions - reviving players, deploying Outposts and Garrisons, dropping ammo etc.)

Score is calculated in the following way -

Step 1:

At the conclusion of the game, we take your personal score (500) and add it to your total unit score (2000). This is to represent the unit-based effort and reward players who may have contributed greatly but not had it rewarded (the driver of a tank vs a gunner with 100 kills).

Step 2:

Add points for your time in match.

For each minute you spend in-game, you’ll be awarded 5 experience points (with a total of 450 for a full 90 minute battle). This is to reward the players who stick out the total battle until the very end.

For the sake of example, let’s say you played a full game (2500 + 450 = 2950).

Step 3:

Your current total score Match completion multiplier: Victory +50%, Defeat +25%.

Perhaps the most significant modifier on your experience earned is whether you win or lose. We felt that incentivising total team victory was the most important thing above all. Hell Let Loose is a game of individual moments that make up a much, much larger battle. We also felt that it was important to reward players who lost, but stayed for the whole battle.

For the sake of this example, let’s say you won (2950 + 50% = 4425).

Step 4:

Commend.

After the game, you’ll be presented the scoreboard and have a chance to Commend one other player on your team (you cannot Commend yourself). You can do so by simply clicking the Commend icon next to their name. Commending a player takes their total score and adds another 10% on top of it. A single player can earn up to 5 Commends.

We recommend that you use your Commend to reward:
  • A Medic who was running through gunfire to pick you up.
  • An Officer who communicated well and lead you to victory in gunfights.
  • A Commander who organised the team and consistently delivered Supplies and Strikes as you needed them.
  • A new friend made on the front-line
  • A veteran teaching a new player the ropes

Hell Let Loose is about communication, strategy and tactics. We know that if we tried to mechanically reward players for awesome moments of interaction we’d fail miserably, so we’re keen to give you the power to do so.

When designing the exp gaining mechanics for progression we were keen to make sure every role had viable and equal progression options – all you need do is play your role! For example, Medics won’t be at a disadvantage to more kill focused classes and Riflemen can earn exp by having teammates use their ammo box and capturing zones. What we’re saying here is your KDA isn’t the defining driver of exp gain. We’d much prefer you to settle in, chat to your unit and try to win, than attempt to grind out levels.

We also felt it important to reward both victory and defeat, giving those who won the match a larger boon whilst also rewarding those on the opposition who fought until the very end a boost for their valiant last stand and keeping the action going until the match climax.
Please note, leaving midway through a battle will result in only your player score being saved to your progression. You will not receive the end of round bonuses.

TLDR:

Calculation of player score is done at a UNIT LEVEL, this is designed to reward good unit play and those fulfilling the responsibilities of their role.

Winning and losing side both earn match completion bonus, with the amount depending on which side they were on.


Role Level


Each of the 14 roles in Hell Let Loose has an independent ‘Role Level’. This progression is separate from your Career Level but levels up alongside it.

Total levels: 10 per role
Scoring: Same as Career Level
Further points: As above.
Match completion multiplier: As above.
Note: Takes longer to level up than Career Level.

This progression system is for players to show their experience within a given role, to give the specialists and ‘mains’ a badge of honour to show that they’re experts in a given role.




How does this look on the frontline?


Both a player’s Career and Role Level as visible in-game on their teammate’s HUD and Scoreboard.
The HUD, when visible, will look like this:

[Player Name] [Player Level][Role Level][Role]


Having both Player and Role Level viewable will mean that players using a role they don’t normally play can still highlight their overall game experience.

The scoreboard, like this:




Rewards


As you level up in both Career and Role Level, players will unlock new customisation options to show off their veterancy or otherwise use as they see fit.

Note: These cannot be purchased with real world money and are only earnable through gameplay.

The types of customisation rewards players can earn will fall into three categories:
  • Helmets
  • Faces
  • Body/Uniform

When progression first launches we are offering a small amount of new unlocks, primarily winter uniforms for the applicable roles.



This is intentional, before we go all in with the customisation unlocks and add more we want to make sure the progression system is working as intended and not open to boosting/glitching.

The team already have more content lined up on both Career and Role progression trees, we just want to make sure it isn’t open to abuse. In our eyes these cosmetics should be rewarding and hold prestige for those that have earned them.


Progressing with progression


As mentioned at the start of the briefing, progression is coming in Patch 7 pretty soon. This is the first iteration and we look forward to hearing what you all think when it arrives!
  • More customisation options unlocks are coming once we’re happy with the systems performance!
  • Let us know if progression works for you, or if it doesn’t!
  • Which role are you going to specialise in first, if any?
  • If necessary, we can tweak exp values etc!


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

We’ll see you on the frontline!


Developer Briefing #40 - New Roadmap!

Hi everyone!

We’ve been assessing and prioritising a large amount of content we’re currently working on, as often implementing one feature too early can have negative consequences for other areas of development - causing us to have to re-do work. As you can imagine, we’d much prefer to work efficiently and quickly, so we’ve been revising our roadmap continuously before updating it. One of the biggest challenges we face is making sure that we keep you abreast of developments, without overpromising or having to drastically delay release.

Now that we’ve implemented many important back-end features in Update 2, we’ve turned our gaze towards new content, game modes and systems overhauls. We’re excited to reveal our updated roadmap.



First off the block is Patch 7. This will include key components of the career and role progression system, as well as a rework of the game-end screens. We’ll do a dev briefing on both the exact ways experience works and is calculated, as well as our thinking behind their design - and the types of effects we hope they will have. We want to roll this out quickly, as it underpins our customisation system and will allow us to feed all sorts of features into it - such as personal stats collection, and potentially vehicle skins down the line.

Update 3 is going to be a monster. It’ll contain our new Offensive gamemode, new map, as well as a large array of continued systems changes, tweaks and optimisations. The new gamemode has been renamed from “Invasion” to “Offensive” in order to make it more universal and fit better to attack and defend battles that weren’t simply the beginning of an invasion. The Offensive gamemode is a play on our current gamemode (Warfare). It maintains the same level of intensity, but we feel that it’ll really help some roles shine that otherwise struggle in Warfare, as well as give you a whole new set of strategies in what objectives you choose to attack or defend. The defenders will make good use of emplacements, mines and built deployables, while the attackers will need to channel a mixture of aggression and problem solving as they work to break the strongpoints and slice through the defenders front line. Fear not - we’ll be going into detail about how this will work closer to release but we’re very excited to proverbially and literally step off the Higgins boat.

Many of you guessed it, but we felt the best map to launch Offensive on would be Omaha Beach. In collaboration with one of our amazing Kickstarter General-tier Backers, we’re focusing on the Vierville draw at the west end of Omaha - where the terrain was steepest and the fighting was fierce. Dog Green is going to be brutal and we’re excited to see how each team fares. We’ll be showing the tactical map, screenshots and sharing more details of this map in the coming weeks.

We also have a lot of other overhauls currently in the works - sound, animation (TPP and FPP), new arms/hands (with hands and gloves appropriate to each uniform you unlock) and the rest of the vehicles. Two maps (other than Omaha) are currently in production - with more to follow. In addition to this - UI upgrades, customisation items - the list is endless.

Thank you for your passion and patience as we work. We’re really excited to show you everything we’ve got planned. Once this roadmap’s worth of content has been released we’ll be updating the graphic again for the next batch.

See you on the front line!

EA Update 2 - Tiger Tank - Live Now

Hi everyone!

Update 2 is here and while it’s a big one, much of the work has been done behind the scenes. We struggled to think of a proper name for it, as it’s an implementation of key features that the game is currently missing.

https://youtu.be/ZBZ0cAedyZM

Update 2




Unit Management


Out of the gate, the first large scale implementation is our unit management mechanics. You can now lock your Unit - both as you make it and after it’s already been made. This will enable you to curate who’s in your unit. On top of this, we’ve also introduced the ability for Officers to invite players to their unit, as well as kick players. In addition to this, if players attempt to join a locked unit this will send a request to the Officer of the Unit, allowing for reciprocal inviting. In addition to this, when kicking a player from your unit you’ll be asked to give them a reason. We know that managing a Unit can be a stressful and difficult affair, or perhaps you’re keen to play only with friends or your Clan. This update is designed to give you the ability to decide.
  • Locking
  • Inviting
  • Kicking


The Tiger 1


The second component of the update is the new German beast - the Tiger 1. We’ve approached the Tiger with care. What it makes up in heavy armor and it’s powerful 88, it loses in speed and it’s relatively high profile. The Germans are able to field a single Tiger 1 and we encourage allied armor crews to take it on in groups, or wait in ambush and hit it from a hull-down, defillade position. While lesser forms of anti-tank measures (such as the Bazooka) will struggle to penetrate the body, aiming for the barrel or tracks will allow you to seriously wound the lumbering giant - making it vulnerable to the faster Allied armor.


Vehicle Audio Assets and Systems


The third component of Update 2 is the overhaul of all vehicle sounds - the cannon, engine and track sounds. We’ve finalised the way the sound behaves, as well as invested in high quality recordings of each of the tanks and vehicles in-game - now and coming. Each tank has its own distinct audio signature, allowing you to tell Allied from Axis at range, as well as the nature of its speed and size. The final cherry on top will be the implementation of a ducking system for vehicle occupants in the coming weeks - this will create a proper audio dynamic between the interior and exterior of closed vehicles.
  • Luchs: new engine start, idle, rev and track sounds.
  • Stuart: new engine start, idle, rev, track and cannon sounds.
  • Sherman: new engine start, idle, rev, track and cannon sounds.
  • Panther: new engine start, idle, rev, track and cannon sounds.


Barracks Customisation System


The fourth component of Update 2 is the first foundation of our customisation system - the Barracks. The Barracks will serve as a location to view your player level progress, your role progress and all the customisation components you’ve unlocked for each. You’ll be able to equip different helmets, uniforms and change characters for each role - per each force.



Coming hot on the heels of Update 2 will be the introduction of our progression system. This will complete the Barracks functionality. Included in this will be the ability to change your customisation as you select your role in-game, as well as the ability to select a different primary weapon or loadout.

Finally, we’ve used the opportunity to roll out much-needed community management tools to help administer community servers. This will assist the fantastic server admins in curating their environment to provide a far better experience.

Alongside these significant points, we’ve done a lot of work on smaller bugs and issues that we’ve been keen to iron out. We know that this is all good and well, but that the community will be most excited to know about new maps.

We’ll be releasing an updated roadmap to explain the coming weeks before we drop Update 3.

As a heads up, Update 3 is going to be HUGE - with Omaha Beach dropping at the same time as our second gamemode - Offensive.


Major Additions
  • Unit Management
  • Tiger 1 Tank -This rounds out the top end of the German armor until we introduce the Tiger 2 and other surprises.
  • Significant audio upgrade for all vehicles in the game
  • Introduction of the Barracks customisation system
  • Significant RCON administration tools
Gameplay
  • Smoothing out mantling and vaulting from FPP perspective by unlocking the camera and allowing higher tolerances for what could be vaulted.
  • Added several ambient tilts and momentum changes to the FPP rig in order to demonstrate your stance, speed and movement - resulting in a more fluid FPP experience.
Performance
  • Changed mip streaming levels for more than 600 textures to lower burden on low-end GPUs.
  • Added proper skeletal mesh LODs for all skeletal meshes (all characters, vehicles, statics).


SFX
  • New engine & firing sounds for Sherman tank
  • New engine & firing sounds for Panther tank
  • New engine & firing sounds for Luchs tank
  • New engine & firing sounds for Stuart tank


Maps
  • Fixed various small visual issues in each map (floating props etc).


VOIP
  • Fixed an issue where players have experienced their proximity VOIP channel stop working after loading into a new game from one that's just finished.
  • Fixed an issue where players have experienced the leadership VoIP channel not functioning when creating their first unit after joining a server or swapping from being in a unit to creating one.


Visual Improvements
  • Altered muzzle blast on tanks to include more drifting smoke.
  • Vehicle dirt trails are now more performant, larger and better looking.


HUD/UI
  • Redeploy counter to be made larger and more visible.
  • HUD VoIP notifications are now more legible.
  • Server message and server broadcast have been redesigned to be much less obnoxious and obtrusive.
  • The server browser now has a more obvious scroll bar.


RCON
  • Setup admin permission levels and allow Server Owner to add new admins with specific abilities. (Owner/Senior Admin/Junior Admin)
  • Setup ability for admins to force team switch particular players with the choice to do now, or when the player dies.
  • Exposed all auto-balance variables to the server admin (including time and player threshold - as well as ability to disable it).
  • Added ability to give a reason for a server kick or ban.
  • Enabled ability for admins to punish players alongside a reason.
  • Introduced ability for Admins to create a server broadcast message.
  • Created a server log for Admins to view - including all significant 2D information (connects, disconnects, teamkills etc).


Bug Fixes
  • On the main menu 'Enlist' will appear to overlap and touch the title of the game.
  • Fixed graphical issue with Utah load screen.
  • Fixed low FPS lock caused just after spawn (caused by crashing audio thread).
  • Fixed an issue where players can become stuck on a defunct "Selecting Role" screen when selecting the Leadership role from the "Select Your Role" screen
  • Fixed an issue where the main menu will remain in a faded state after pressing NO on the Quit window.
  • Fixed an issue where the ADS sensitivity option affects multiple pieces of equipment that do not have any ADS functionality.
  • Fixed an issue where after taking damage for the first time during a life, the bandage icon will appear smaller than normal.
  • Fixed an issue where tanks are instantly destroyed when an AT mine is placed next to them. They must now move over them in order to trigger the mine.
  • Fixed an issue where the camera will point upwards or downwards when the player, from a prone position forces collision with another prone player.
  • Fixed multiple graphical issues observed when a player dies or is placed in the critically injured sate on-top of specific tanks.
  • Fixed an issue where Outposts placed in-game are not destroyed in-game or on the map when the unit that created them is disbanded.
  • Fixed an issue when 'ADS Toggle' is set to off, the machine gun ADS animation jitters when tapped compared to being held down.


Currently Working On
  • Continued overhaul of stock UI and HUD features to make them better looking and better functioning - including pinging, marks, Commander screen, role selection screens, vehicle HUDs, artillery HUDs, heavy weapons HUDs.
  • Flamethrower FPP setup.
  • Progression system.
  • Stats system.
  • Polishing FPP experience to make it more fluid
  • Re-assessing MG deployment mechanic in order to increase functionality and fluidity.
  • Replacing current fat FPP hands with photoreal hands and integrating new sleeves to reflect new uniforms.
  • Currently beginning work on full mocap overhaul of all TPP animations.
  • Working on Western Front backer map #1 (a very iconic map).
  • Working on Western Front urban map (also an iconic location).
  • Testing network load from wheeled vehicles.
  • Scoping out scope polish and visual enhancements.
  • Addition of ambient audio to all maps in line with Utah Beach.
  • Continued audio work in investigating new audio engine implementation.
  • Continued overhaul of audio assets within the game.
  • Re-assessing supply boxes and ammo boxes to remove ugly “redeploy” gameplay loop.
  • Continued visual upgrades and optimisations on all maps and fx.
  • Continued bug fixes across the entire spectrum.
  • Various bug fixes


Thanks - we’ll see you on the battlefield!