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Developer Briefing #171 - New Commander Abilities, Tanks, PTE #2 and More!

Hey everyone,

Welcome to yet another Developer Briefing. Today we’re excited to showcase an abundance of new content coming in Update 12, featuring new Commander Abilities, additional Omaha Beach map variants (with reworked areas to suit their respective gamemodes) and the new US “Sherman M4A3 75w” medium tank along with the return of the beloved German “Panther” medium tank.

Without further ado, let’s dig right in!


New Commander Abilities

This first feature has been one of the more difficult surprises to keep, and after seeing the countless requests across the Reddit, Steam forums and Discord channels over the past few weeks, we’re very excited to finally be pulling the curtains. Scheduled for implementation in Update 12 is the addition of 2 new Commander Abilities - the ‘Ammo Drop’ and ‘Precision Strike’, featuring the infamous Ju-87 ‘Stuka’!

As always, please note that the following content is in a state of ‘work in progress’ and has yet to receive final adjustments and polish.

[previewyoutube][/previewyoutube]
[h2]Precision Strike[/h2]
‘Precision Strike’ calls upon the support of deadly fighter plane(s) to execute a devastating single blow to a specific target defined by the Commander. This new ability will prove as an effective solution to tightly knit infantry positions, stationary vehicles unaware of their senses or exposed garrisons who’s position can be pinpointed on a map.

Though with great power comes even greater responsibility, as a high cost and cooldown rate means that such a request must be radioed in with full confidence, as while the effective radius of the precision strike is small, its power is absolute.

Each faction has their own unique twist on the ability, sporting the very planes used historically to deliver such devastating blows on the battlefield.

German Ju-87 ‘Stuka’

US P47 ‘Thunderbolt’

Soviet Ilyushin IL-2

[h2]Ammo Drop[/h2]
The second commander ability included in Update 12 is the ‘Ammo Drop’. Similar to the existing ‘Supply Drop’, the ‘Ammo Drop’ parachutes in an emergency stock of assorted medical, firearms and explosive ammunition for soldiers on the ground. The ammo crate from this ability is unique in the sense that rearming from one will restock all types of ammo carried by a soldier and will initially allow soldiers to rearm a total of 12 times (ie. 12 soldiers each rearming once)



The ‘Ammo Drop’ will be especially handy if you run out of rifle ammunition and grenades or even bandages as they’ll all be replaced during the one rearming cycle. The rearming of a soldier can only be done once per life until the 12 re-arm slots in the crate have been exhausted or the crate itself is destroyed.

Commanders who like to plan ahead should find this new ability particularly useful when preparing for an upcoming firefight, as any advantage can turn the tide of battle.




New and Improved Vehicles

[h2]New Sherman M4A3 75w[/h2]
Along with new Commander Abilities comes a new addition to the vehicle lineup for the US forces - the Sherman ‘M4A3 75w’.

Similar to when the Panzer IV was introduced, this new addition will replace the existing Sherman M4A1. Those of you who have been with us over the years will know that the Sherman M4A1 was one of the very first vehicles added to the game, and we feel that over the course of time the asset has begun to show it's age.

The name “Sherman” comes from the British tradition of naming its American produced tanks after American Civil War Generals. Named after General William Tecumseh Sherman, the name quickly caught on and led to the adopted practice of the US Army naming all its tanks after Generals.

Some of the first M4A3 (75w)s were shipped to Europe in the weeks and months following the Normandy Invasion on June 6, 1944. It was the goal of US Army to place the Ford engined Shermans with their updated Second Generation features into the hands of combat troops as quickly as possible.

The M4 Sherman was uncomplicated, reliable, and mechanically well constructed. Working in tandem with well-coordinated Allied infantry, artillery, and air forces, the plentiful and trusty Shermans were able to vanquish most German armoured formations simply by ganging up on them in overwhelming numbers when all else failed. Often considered one of the great additions to allied forces during the entirety of WW2. The trusty Sherman holds a place in any WW2 gamer or history buffs heart.

Sherman “M4A3 75w”



[h2]Return of the Panther and Smart Materials[/h2]
As many of you who have been following our previous Developer Briefings know, it has been our goal to continuously raise the bar when it comes to the visual fidelity of both past and future content in Hell Let Loose and how Smart Materials play a large role in those efforts.

In addition to the new US Sherman M4A3, players will have the pleasure of seeing the reintroduction of the German Panther tank in its up classed ‘Heavy’ configuration, showcasing its fresh coat of Smart Materials alongside the Tiger I.

For anyone left wondering what a ‘Smart Material’ is, we highly recommend reading back on one of our past Briefs - Developer Briefing 130 where we explain their benefits in detail, but to give a quick TL;DR, Smart Materials provide a:

  • Higher texture fidelity
  • Lower cost on performance
  • Versatile workflow allowing for new features unachievable using previous methods

https://store.steampowered.com/news/app/686810/view/3058487332660955130

German “Panther ausf.G” heavy tank



German “Tiger I” heavy tank



As we move forward with a wider implementation of smart materials in later updates we intend to also apply them to other items, allowing us the ability to do new things such as adding variety to models, giving a more realistic and authentic feel to the game. All new content moving forward will be using Smart Materials as a new baseline standard in model texturing.




Omaha Warfare and German Offensive

Players who are seasoned to the brutality of storming the famous Omaha Beach landings will be pleased to see that amongst the additional maps of Update 12, two new modes have been added, now rounding out the map to include all available gamemodes.

The Landing craft pictured below allow players to spawn and mount up from within, providing additional cover over the existing boats used in the Offensive US gamemode. We are very excited to see what players think of the new beachfront and how it plays during the new Warfare and German Offensive gamemode.








U12 PTE #02

For anyone interested in getting an early hands-on with new content such as the Stuka, we are excited to announce that the 2nd PTE for Update 12 will commence on Thursday June 9th at 2pm BST.

Unfortunately due to some server maintenance being performed by a GSP at conflicting times, this session will be starting roughly 3 hours later than the usual 11am BST. To make up for this we will be looking to run an extended PTE during the next session before the release of the update.



After the influx of player feedback we received during the 1st PTE, we look forward to your thoughts on what’s new this time round. For those who require a refresher on what to expect, check out the list below which highlights many of the new features coming in Update 12 that will be available to test during these sessions.

  • New Weapon - Flare Guns
  • New Commander Abilities - Precision Strike and Ammo Drop
  • New Vehicle - US "M4A3 75w" Medium Tank
  • Reintroduced - German Panther Tank
  • New Camo - German Tiger Tank
  • Half-track MGs
  • New Map - Remagen Map
  • Night Maps (Foy, Purple Heart Lane, Hurtgen Forest, Kursk)
  • Improvements to existing maps (Kursk, Omaha Beach)
  • New FX (Blood hits, Artillery explosion and more)
  • Additional improvements (Reload Interrupts, Fortification Snapping, Smoother Vaulting, MG Deployment and more)

A detailed list of changes will be available in the Discord PTE channel once servers are live.

How To Join The PTE
If this is your first time wanting to participate in a PTE you’ll need to head over to the Discord where you can find information on how to join and get notifications on when a testing period is live. A full changelog can be viewed in the HLL official discord in the #pte-Info channel on the day.

As always we greatly appreciate all who participate, whether it’s to provide valuable feedback and bug reports, or simply help out with the numbers to test server loads and other items. We’ll also be jumping into battle amongst the ranks on the day so if you have the time or are just curious, we would love to hear from you!


War Correspondent, Content Creator and Community HLL Videos

Time for some more community highlights from the below creators. We highly recommend giving them a watch.
If you see a Video you like make sure to post in the Discord #hll-videos channel.

Hell Let Loose - A Weapon SO Good I ran OUT of Ammo - Alpine Sniper
https://www.youtube.com/watch?v=b25EIDU6ACw

This game has the most INTENSE street to street fighting - IronHeart Gaming
https://www.youtube.com/watch?v=Jv-YljcpNM4

Hell Let Loose - Tanks Hold The High Ground On Kursk To Win - The Fresh Baked Goods
https://www.youtube.com/watch?v=wmHcasKAg6s

Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.

Join the Discord here https://discord.gg/hellletloose

Our other social platforms can be found here:

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

That ‘maps’ up today's dev brief, we hope you all enjoyed it. See you all on the frontlines soon!

Developer Briefing #170 - Shadows In The Night

Hi everyone,

Welcome to Developer Briefing 170, today we thought it time to have a look at how not every day in WW2 was sunny and bright, likewise not every battle waged between morning and evening hours. In the interest of additional realism to the frontline we have been working on Night Maps for Update 12 and they are looking very promising. Our timeline focus for the “night/low light moodset” is between 6pm and 6am. Initially our thoughts were to trial the early and later ends of the aforementioned spectrum. Some maps will definitely ‘feel lighter’ than others as the timeline we have allocated may be closer to the morning or early evening. Other maps definitely will feel like the dead of night. We believe it important to spread the mood of the lighting variations across the maps involved for greater variety and in some cases enhanced playability and atmosphere.

Night Maps

The inclusion of new and existing maps with a ‘night’ or low light mood variation will provide even more diversity for the players on the battlefields. Tactics will change from day to night as previously precarious areas for infantry or vehicles to traverse may now seem a more viable option. As per any map in Hell Let Loose communicating and coordinating will remain the paramount assets a team needs to utilize in order to garner a win of the round.

The following maps are to have the low lighting mood effects applied to them in U12. We have included a few screenshots with them for context.

Remagen





Foy





Hurtgen Forest





Purple Heart Lane





Kursk





To create these new mood settings the decision was made to focus on low lighting in a ‘fog of war type scenario’ as having an environment where just the lighting itself was turned extremely dark would not be conducive to enjoyable gameplay. The fog effects have been carefully crafted to facilitate the low light environment mood scheme we are wanting. A more up close and personal approach to combat should be prominent in these maps with new lighting variants. This should create a greater atmosphere for all players and may even have the hairs on the back of your neck standing on end as you listen for sounds of the enemy. We urge you to note that the night maps we have created for U12 are the first iteration of the concept and subject to change if we feel it is required.

Flare Guns

To accompany the night maps we are in the process of working on animations, texturing and coding for flare guns.



Flare guns were used during WWII in situations where radio silence was important, often used by people to send signals or reveal their position, usually when they were in distress and in need of assistance. For Hell Let Loose the flare gun will primarily be of use to aid in spotting or highlighting of enemy positions. This will be particularly helpful in low light or night operations.

The 3 flare guns to be featured in Update 12 include the German Leuchtpistole 42, the Soviet SPSh-42 and the American AN-M8 which will initially be delegated to the Spotter role of each faction with only a single flare, so it will pay to use this tool wisely. The decision to assign the flare gun to the Spotter role was an important one to us as we feel that access to the weapon greatly increases the attraction of the role, something that Spotter has struggled with in the past. The addition of the flare gun will be a permanent tool for the spotter to use during both daylight and night maps accordingly. Ultimately this decision is not final and will be subject to change pending a number of PTE sessions where we will be discussing the potential for certain design choices.

Along with their ability to visually signal areas of enemy presence to surrounding allies, flares once active will also act as a reconnaissance tool, marking enemy positions within a 50 meter radius over a period of 30 seconds. This action will be similar to the current commander ability of the recon plane in daylight maps.



Players will need to be skillful in their ability to judge distances when using a flare gun as firing angles will play an important role in the weapon’s effectiveness. If a flare happens to collide with an object such as a building or terrain then the flare will promptly fizzle out and becomes inactive, this means that firing too low may result in the flare having insufficient flight time to activate or remain active while firing high will limit the distance at which it becomes active.



The shooter of a flare will also need to be aware that using one will deploy a trail of smoke and light allowing for all within visual range to see the approximate location of its origin. The tactics for successful use of the flare guns will be a skill that is learnt over time.

To assist in identifying an active flare, Allies and Axis flares are colored differently, being green for Allies and red for Axis.

The German Leuchtpistole 42 or flare gun in English was introduced into service for the axis forces in 1943 and served throughout the rest of World War II.



After many trials and tests the soviet flare gun SPSh-42 was officially adopted as the new standard Red Army signal pistol.



The Type AN-M8 flare pistol was the standard issue signal gun for the American military during World War II.



A Few Words From Max About Remagen

Hi all,

We thought we’d swing back to address some initial thoughts on Remagen.

Fundamentally, the interesting and key aspect of Remagen is the bridge dynamic. In World War Two, bridges were a key point of contention, with the entire war revolving around the capture and retention of territory. Bridges like the Ludendorff Bridge (the name of the bridge central to our Remagen map) were seen as extremely favorable strategic positions to either capture or destroy, as they offered the fastest possible way forward for forces of either side. For a bridge to be destroyed could mean the rerouting of an entire army - often through far better defended and dangerous territory - sometimes a 100 mile diversion.

Currently in Hell Let Loose, we have some smaller bridge dynamics at play (mostly in Purple Heart Lane, Hill 400 and Hurtgen Forest), but we felt that focusing the gameplay in the center of the battlefield around a single huge bridge would be a new and distinct experience amongst our current map rotation - certainly something players haven’t tried before.


We also want to say that we’re aware of the immediate ways that will change combat. Artillery will be extremely powerful, and by virtue of that so will Munitions for the Commander (these will need careful management). We expect a dash for the bridge at game open, and while the US have an almost direct drive to the bridge down the railway line, the German forces historically occupied the high cliffs and bluffs above the bridge itself, which offer perfect view over that straight line approach.

In terms of map balance, we always have to tread a fine line of recreating the battlefield as accurately as possible, while also trying to balance for gameplay. In our closed testing, the high ground is very useful for Germany infantry, but armored vehicles struggle to get the required depression to level their guns on targets easily. Conversely, US vehicles are able to easily lift their guns against the high ground, but struggle against lateral attacks from the lower land on the German side of the bridge.



Infantry are able to defend the key towers on either side of the bridge and we expect a huge rolling battle of extreme brutality over the bridge itself. There are gangways beneath the bridge that allow for a different method of traversal, but we expect this to be a very difficult battle in which Machine Guns and Snipers rule.

Many of you will already have realized that there is one tool in the arsenal that will allow for a break to the stalemate. The Airhead was designed specifically for this event (and we would not have introduced this map without this feature) - a way of deploying men behind enemy lines in order to establish Garrisons and OPs to allow the attacking team to move up behind the defenders in order to disrupt their lines and unblock the bridge.



In our testing, a well placed early Airhead can immediately establish the main force on the opposite side of the river, allowing for the continued harassment of the artillery by Recon units and the establishment of Garrisons to enable large troop presence on the other side of the bridge. If these things are able to be accomplished, your armor will be able to disengage from firing across the river and move up across the bridge, causing huge issues for the enemy.

Lastly, in the coming PTEs we’ll be testing whether or not it’s more decisive to allow or disallow the building of spawn points on the bridge (OP and Garrison). We currently feel that the best option will be the one that makes the bridge battles faster, more decisive and less grindy.



On a final note, we’ve read many of the comments pointing out many of the things described above. We want to reiterate that our approach to designing Hell Let Loose is to try to offer maps that demand a different way to be played - that require the use of many different tools in the toolbox in an effort to keep each experience challenging and different. While we could have added aspects to the map that would make it easier (ie. multiple points to cross the river or a river that was shallow enough to be forded), we felt that this would detract from the new experience we’re keen to offer and would have become another version of Hurtgen Forest or our other maps. We also felt it was critical to offer a key “bridge” style experience (in the same way we wanted to do urban combat, forest combat, beach landings etc) that was so iconic to World War Two. We’re very excited to see the creative ways in which each force tries to overcome this, as well as the way new tools will be used to forge a path to victory. As usual, we’ll be right there on the battlefield with you in the coming PTEs and will be listening to feedback and making any changes that could improve the gameplay experience.

The team and I look forward to seeing you in our upcoming PTE on Remagen soon.

Max

Remagen PTE coming soon!

With some final polishing nearing a release state and progress coming along nicely we are excited to announce our first U12 PTE for all players to sample Remagen. We are aiming for the first PTE session to kick off within the next two weeks subject to confirmation. We are looking to have both day and low light (night) variations of the map in this initial test with the primary focus being on how the map plays. Other items like bug fixing and polish are still ongoing, but we are confident that the PTE build will be very engaging to play.

As always we greatly appreciate all who participate, whether it’s to provide valuable feedback and bug reports, or simply help out with the numbers to test server loads and other items. We’ll also be jumping into battle amongst the ranks on the day so if you have the time or are just curious, we would love to hear from you!

How To Join The PTE

If this is your first time wanting to participate in a PTE you’ll need to head over to the Discord where you can find information on how to join and get notifications on when a testing period is live. A full changelog can be viewed in the HLL official discord in the #pte-Info channel on the day.

War Correspondent, Content Creator and Community HLL Videos

Time for some more community highlights from the below creators. We highly recommend giving them a watch.
If you see a Video you like make sure to post in the Discord #hll-videos channel.

Blown Away By Hell Let Loose - Morphologis
https://www.youtube.com/watch?v=x6t24xZ0JqE

Hell Let Loose Brutal Kill Compilation 15 - AT Shovelist
https://www.youtube.com/watch?v=ULZaXrIVRGU

This One Is For the History Books - HELL LET LOOSE - Warfrags FPS
https://www.youtube.com/watch?v=_4zTzTs5aUk

Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.

Join the Discord here https://discord.gg/hellletloose

Our other social platforms can be found here:

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

Well, it's time for the flare to burn out on today's Dev Brief. See you all on the frontline!

Developer Briefing #169 - A First Look At Remagen And Briefings Moving Forward!

Hey everyone,

Welcome to this week's developer briefing where we discuss our plans moving forward as well as a detailed look at a brand new map coming in Update 12!

With the release of Patch 17 behind us and the team hard at work developing new and exciting content for future updates, we think now is a great opportunity to take a step back and look at developer briefing timelines and how we release information moving forward. We have heard many suggestions from the community as to what they would prefer to see with these briefings and after a lot of internal discussion on the topic have elected to try a few ideas over the short term.

The first decision we have made will involve shifting the focus of developer briefings to contain more details on game related developments. To implement this type of information flow we have to be more timely with what and how we present it in the briefings, so initially as we look to roll this out we have made the decision to move the weekly developer briefings to a less frequent interval. In doing so grants us the flexibility to structure these briefings around new content when we’re ready to do so and allows us the time to give them the showcase they really deserve.




[h2]New Map - Remagen![/h2]



In light of the above and us moving forward to more content oriented briefings we thought it only fitting to highlight a new map coming to the Hell Let Loose theaters in the future.

The battle of ‘Remagen’ was part of the Allied invasion of Germany that took place during the 7th-25th March 1945. The Remagen map focuses on the iconic arena where the Ludendorff Railroad Bridge was central to the Allied advance of armor and troops across the Rhine river.

Ludendorff bridge was one of the last standing bridges over the Rhine and fierce fighting took place between both Axis and Allied forces in order to capture or destroy this vital supply route. Axis forces threw everything they had to try and destroy the Ludendorff bridge, artillery, railway guns, air strikes, mortars, mines and even a covert team of frogmen/saboteurs all to no avail.

The Lodendorff bridge stood (although some portions were damaged) well enough to allow 5 divisions of allied troops to spearhead across the river Rhine and into Germany's industrial heartland. The battle of Remagen and the following capture of the bridgehead across the Rhine river was credited with shortening the duration of WW2.

In Update 12 Hell Let Loose, players will be battling during the period shortly before the US successfully captures the bridge, prior to its capture and prominent collapse 10 days later.


























[h2]Content Creator Resources[/h2]
With the influx of a lot of great content creators covering Hell Let Loose we thought it would be of benefit to remind those in the field of our support programs. There are two programs we are running in conjunction with Team 17, they are Rainmaker and Keymailer.

If you are a content creator that has a focus on Hell Let Loose then we recommend you check out both the Rainmaker and Keymailer options listed below. These platforms are a great resource for information, press kits and for eligible content creators HLL gamekeys.

You can find more information on Rainmaker and Keymailer using the below links:



https://www.keymailer.co/g/games/72821


[h2]War Correspondent, Content Creator and Community HLL Videos[/h2]
Time for some more community highlights from the below creators. We highly recommend giving them a watch.
If you see a Video you like make sure to post in the Discord #hll-videos channel.

Hell Let Loose / Where we all fight WWII 4K - Major Helmet
https://www.youtube.com/watch?v=U9PGoXA6brE

Hell Let Loose - Quick Killstreak with M1 Garand - Sasky
https://www.youtube.com/watch?v=LZgMJhGLhQg&t=4s

Unleash The Skills #1 - Hell Let Loose - Hell Let Loose Clips
https://www.youtube.com/watch?v=Yu3uFl4H7fk


Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.

Join the Discord here https://discord.gg/hellletloose

Our other social platforms can be found here:

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

Well, it's time to map up today's Dev Brief. See you soon on the frontline!

Developer Briefing #168 - Patch 17 Hotfix is Live!

Hey everyone,

As announced last week, we have been planning on releasing a hotfix to address a number of key issues that were identified after the Patch 17 update. Over the last couple of days the team have been hard at work at identifying, replicating and resolving these issues with the wonderful help of your community feedback. Please see below for a list of issues that have been addressed in this hotfix.

Collision
[Fixed] Oversized player collision boxes found on new hedge assets
[Fixed] Missing textures found a specific hedge asset
[Fixed] Missing bullet collision found on specific hedge asset
[Fixed] Ability to climb into and hide in hedges on multiple maps
[Fixed] Building asset with broken attic has inaccurate bullet collision
[Fixed] Supply Drops can land on top of the collision boxes of blocked areas in Carentan, SMDM and SME
[Fixed] Satchel can be placed on an invisible collider of German Medium Tank

Bug Fixes
[Fixed] Key bindings do not save after changing them and relaunching the game.
[Fixed] Changing map via RCON causes players to lose mouse functionality if they had the tactical map open when transition occurs
[Fixed] Tank turret can jump slightly when quickly changing direction of movement using Precision Aim


[h2]Sneak Peek of the Week![/h2]
This image snuck into the Hell Let Loose official discord via the #telegrams channel last week but for those who haven’t been keeping up or are yet to join we hope you are as excited as we are to see this beast of a weapon one step closer to being operational.


“WIP of the M2 HB Browning mounted on a US M3 Half-track”


[h2]War Correspondent, Content Creator and Community HLL Videos[/h2]
Time for some more community highlights from the below creators. We highly recommend giving them a watch.
If you see a Video you like make sure to post in the Discord #hll-videos channel.

Hell Let Loose - Meme Moments 2 - Mosh Gaming Hell - Hell Let Loose Clips
https://www.youtube.com/watch?v=dGPiwB7p6Bg

The Shroud of Hell Let Loose - Montage #3 - Shaka Zulu
https://www.youtube.com/watch?v=ADELSLmwtCc

A SNIPER'S WET DREAM PART 2 | HELL LET LOOSE -
AngeloDeLaMorte
https://www.youtube.com/watch?v=N1SUBcxhkv4

WW2TV Reacts - Hell Let Loose - Omaha Beach - WW2TV
https://www.youtube.com/watch?v=phHogvmXrK4


Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.

Join the Discord here https://discord.gg/hellletloose

Our other social platforms can be found here:

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

Well, it's time to patch up today's Dev Brief. See you all on the frontline!


Developer Briefing #167 - Patch 17 is LIVE!

Patch 17 is now Live!

Hey Everyone,

At last Patch 17 is upon us. Over the next few days we look forward to seeing many players new and old alike enjoying the new additions of the Patch. You can check out the full Changelog with all the information below.

With Patch 17 set and sailed the team are now all hands on deck with work on the next big update already well under way.


Chrysallia Van Cheems - Rolling Out


Patch 17 Changelog
[h2]Vehicles[/h2]
  • Improved mobility of the US M4A1 Sherman Tank
  • Decreased the rate at which trucks decelerate allowing drivers more control over their speed
  • Increased the reload duration of the US Jumbo 75mm Sherman and Jumbo 76mm Sherman to 8 seconds
[h2]Gameplay/Features[/h2]
  • Removed weapon sway when using binoculars
  • Smoother Tactical Map zooming
  • Adjusted hedge asset found throughout Carentan, Omaha, PHL, SMDMv2, SME and Utah
  • Adjusted Nameplate Occlusion fade-out behavior to reduce flickering in object-rich environments such as forests
  • Players will now be prompted if they attempt to leave a match before XP has been written to the server
[h2]Server Administration[/h2]
  • [Fixed] Multiple weapons/Vehicles displayed as "None" on the RCon Admin Log
  • [Fixed] Multiple weapons have misleading names in the external and internal RCon admin log

Added additional logging for:
  • End of match including map and score
  • Start of match including map
  • Player switching Team
  • Server kicks for Team Killing
  • Server tempbans for Team Killing

Get Player Info now includes:
  • Team
  • Unit
  • Role
  • Loadout
  • Kills
  • Deaths
  • Score
  • Level
[h2]Speculative Fixes[/h2]
  • [Fixed] During map change players sometimes lose connection or must reselect team
  • [Fixed] Player sometimes spawns with the level 1 loadout of the role regardless of the selected loadout
[h2]Bug Fixes[/h2]
  • [Fixed] FG42 bullets land lower than the crosshair
  • [Fixed] Trucks when ramming objects at speed can glitch their front bumper into the object
  • [Fixed] A number of client crashes
  • [Fixed] Remapped Leadership and Unit radio keys lose functionality once the player is in the "You have died" or the "Deployment" screen
  • [Fixed] FG42 x4 is not zeroed when shooting from 100m
  • [Fixed] Users joining a server mid map change via RCon may get stuck on a locked camera view of the map or a defunct deploy screen
  • [Fixed] Satchel can't damage or destroy Enemy Air Supply Drop upon detonation
  • [Fixed] During climb and vault animations the supplies are spinning in the player hand.
  • [Fixed] Binoculars scope oddly jumps once when ADS
  • [Fixed] Receiving an invite\request while on the deploy screen will block a player from accessing their loadouts.
  • [Fixed] Artillery experiences desynchronization when turning the gunner and loader at the same time.
  • [Fixed] Black Circle appears on High FOV when Viewing Russian Snipers in Third Person
  • [Fixed] A player is unable to return to the deploy screen after dying if there is a unit invite, or invite request, active.
  • [Fixed] When using the MGs of the Panzer IV tank with a controller, vibration effects are not present
  • [Fixed] Pink LoDs can be seen on a trench from a distance of ~300m
  • [Fixed] LoD transition issue present on a tree trunks asset
  • [Fixed] A crash may occur while using controller and also keyboard/mouse
  • [Fixed] While holding [SHIFT]+[W]+[SPACEBAR] next to a wall, the player could get locked in a vault start action
  • [Fixed] The scope crosshair sights on the FG42 x4, Mosin Nagant, and SVT rifles are pixelated
  • [Fixed] VoIP channels not working after performing Microphone Check.
  • [Fixed] Inverted Vehicle controls don't function as expected.
  • [Fixed] German Supply and Transport Trucks' wheels do not have AT Rifle Resistance
  • [Fixed] Using the dismantle garrison ability after an enemy dismantles the garrison breaks the ability.
  • [Fixed] Radial damage from Satchels inflicts damage only to the Hull component of vehicles
  • [Fixed] The Half-Track continuously switches between deployed/undeployed if it's stuck in a trench
  • [Fixed] During the Offensive game mode Forward Garrisons don't produce SFX
  • [Fixed] The player is unable to join a server through another player or by an invite when using the Steam Overlay
  • [Fixed] The player cannot join a server via the Steam server list if the game is already open
  • Using a Steam direct link to join a server will connect to an incorrect server
  • [Fixed] Half-tracks front wheels do not take the proper damage when shot with Panzershreck and Bazooka
  • [Fixed] All trucks take reduced damage.
  • [Fixed] A player is unable to get into US trucks when standing next to the drivers seat.
  • [Fixed] Lifespan Personal Stats do not record / update when a player dies
  • [Fixed] The player can lose their in-game experience from a match if they quit after the results screen
  • [Fixed] The US Half-Track does not receive any damage from the Satchel's explosion if it's placed on the front bumper
  • [Fixed] Revives are not being counted in Scoreboard or for Achievement progression
  • [Fixed] The Commander and the players that are not in a platoon do not have a specific name displayed when the Streamer Mode is enabled
  • [Fixed] Bandages Used stat is not updating on the player's Personal Stats page
  • [Fixed] The German Half-Track does not receive any damage from the Satchel's explosion if it's placed on the MG Shield
  • [Fixed] Muted unit leaders do not remain muted to players that rejoin the unit
  • [Fixed] The critical state visual effect overlay flashes to its smallest point after letting go
  • [Fixed] Center of the crosshair for the FG42 x4 weapon has blurry texture
  • [Fixed] Constructibles can be built at unusual angles when placed on train tracks
  • [Fixed] After clicking "No" on the prompt to Leave Server or Quit Game, the "Exit", "Leave Server" and "Quit" buttons do not function.
  • [Fixed] US Heavy tanks do not have barrel recoil animation in 1st or 3rd person when being fired
  • [Fixed] RU AT-Gun has no Reload Animation Montage
  • [Fixed] Hand of the player is clipping through certain equipment while going prone
  • [Fixed] Pistols are levitating during the character's 5th idle animation
  • [Fixed] The keybindings are not saved after using the "Reset to Defaults" button within Keybindings and then the player closes the title
[h2]Stalingrad[/h2]
  • [Fixed] Telephone cable clips through the entire map.
[h2]Kursk[/h2]
  • [Fixed] Pile of planks and barbed wires has LoD transition issues in multiple locations
  • [Fixed] Misaligned mudbanks present near trenches in sector D6
  • [Fixed] Misaligned mudbank present in sector E10
  • [Fixed] Misaligned mudbanks present near trenches in sector F5
  • [Fixed] Misaligned mudbanks present in sector F1
  • [Fixed] Misaligned mudbanks present in sector E1
  • [Fixed] Misaligned mudbanks present in sector E2
  • [Fixed] Misaligned mudbank present near trench in sector C6
  • [Fixed] Misaligned mudbank present near trench
  • [Fixed] A pair of wooden gates are not connected to any fence
  • [Fixed] Multiple doorways are not properly connected to their supported fences
[h2]St Marie Du Mont[/h2]
  • [Fixed] A misaligned rock texture can been seen in a hedge row as well as an invisible barrier
  • [Fixed] Misaligned terrain on a trench wall
  • [Fixed] A bucket asset is clipping through a stone well
  • [Fixed] Player spawned on top of a gate
  • [Fixed] Mudbank is misaligned with the terrain and players can see under it
  • [Fixed] Tree asset clipping through a stone fence
  • [Fixed] Players spawning at middle US HQ can spawn very far away from the vehicles and artillery
[h2]Hurtgen Forest[/h2]
  • [Fixed] A wooden crate asset is misaligned with the ground
  • [Fixed] Misaligned terrain texture
[h2]Omaha Beach[/h2]
  • [Fixed] Noticeable LoD transition on a specific house and a stone fence asset
  • [Fixed] Noticeable LoD transition on a specific house asset
  • [Fixed] Black texture issues are visible on a building in sector F6, E7 and C5
  • [Fixed] Player can get stuck when navigating into a dip in the environment, next to a Trench.
  • [Fixed] There are multiple floating assets in a warehouse
[h2]Utah Beach[/h2]
  • [Fixed] Dirt is clipping through the sandbags in multiple trenches
  • [Fixed] Tank track marks in sand are misaligned from terrain
  • [Fixed] A house with some visual issues is present in sector G5
  • [Fixed] Water texture on top of a flooded field is observed to have LOD issues
[h2]Carentan[/h2]
  • [Fixed] Multiple clipping issues related to boats are present on the Carentan map.
  • [Fixed] There is a section of wire fence which is disconnected
  • [Fixed] There is a section of wire fence which is disconnected
  • [Fixed] A wooden plank is floating / stuck into a brick road at an unusual angle
[h2]SME[/h2]
  • [Fixed] Stone wall assets have a large seam between each wall
  • [Fixed] Sandbag and ground clipping can be observed in a trench
[h2]Purple Heart Lane[/h2]
  • [Fixed] There is a very low quality LoD transition issue with house assets
[h2]Known Issues[/h2]The below represents a list of key known issues related to the Patch that are currently being worked on:

  • Receiving an invite\request while on the deploy screen will block a player from leaving the loadout menu once it accessed
  • The text prompt that appears after a player is kicked appears in German
  • Throwing grenades with poor network conditions can cause the player to become unable to throw that type of grenade


Chrysallia Van Cheems - Staging Area


War Correspondent, Content Creator and Community HLL Videos

Time for some more community highlights from the below creators. We highly recommend giving them a watch.

If you see a Video you like make sure to post in the Discord #hll-videos channel.

Hell Let Loose - We did EVERYTHING we could…- Alpine Sniper
https://www.youtube.com/watch?v=k9wEA_IB3d0

Hell Let Loose - Ambushing Enemies as Anti-Tank (MP40 and Satchel) - Sasky
https://www.youtube.com/watch?v=0ozzoB6TLNE&t

Hell Let Loose - FOV, DPI and Mouse Settings Guide - Monoespacial
https://www.youtube.com/watch?v=XWSvyNhnGjk

Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.

Join the Discord here https://discord.gg/hellletloose

Our other social platforms can be found here:

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

Well, it's time to patch up today's Dev Brief. See you all on the frontline!