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

Hey everyone,

It's time for Dev Brief #103!

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


Hand Carried Supply Crates


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

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

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



German hand carried supplies



US hand carried supplies

Killing the Redeploy


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

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

The conundrum was three-fold:

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


Ultimately, we realised that we had these design limitations:

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


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

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

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

Some things to note:

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



Resource Node Functionality



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



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


Ammo Type and function

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

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



XP and ‘Prestige’


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

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

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

Meta Changes from U7


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

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

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


Let’s Hear Your Wilhelm Scream Update


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

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

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

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

That wraps up this week's Dev Brief.

See you on the frontline!

Developer Briefing #102 - Trucks

Hey everyone,

Welcome to Dev Brief #102!

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

Let’s get rolling!

[h3]Supply Trucks[/h3]



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

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

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

[h3]Supply Crates:[/h3]



German Supply Crate

US Supply Crate

[h3]Transport Trucks[/h3]



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

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

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



[h3]Damage Profile:[/h3]

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

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



[h3]PTE TRUCKS[/h3]

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



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

See you on the frontline.

Developer Briefing #101 - Engineer Deployables & Fortifications Upgrade!

Hey everyone,

Welcome to Dev Brief #101!

This week Max is here to give you a first look at the Engineer's deployables upgrade coming in Update 8!

If you are looking to shape the frontline and bend it to your will, then this will be of great interest to you...


A message from Max - Introducing the new Engineer deployables!


Hi everyone!

As we run up to the launch of Update 8, we’re excited to introduce you to the beginning of our Engineer deployables upgrade.

Previously, the Engineer deployable array has been very lackluster (to say the least). Barbed wire provides nothing more functional than something to vault over and the most significant cover available was a small waist high sandbag wall. These were something that we wanted to get in as soon as possible when we initially released, but also something that we knew we’d come back to overhaul - rebuilding the logic behind them to better incorporate:
  • Cross-role dependency (ie. working with another role to positively affect the flow of battle)
  • Better integration of supplies as a resource
  • Visual consistency polish (using the wrench to plan, hammer to build, FPP supply crates to drop etc.)
  • Actual functionality on the battlefield (so that they’re appealing to build!)

First Steps:

In Update 8 Engineers will have their deployables loadout altered to now include the Bunker and the Barricade.



There are significant differences in the way these are used that we’ll describe below now.

First, the Wrench is now best thought of as a planning tool - which the Engineer can use to plan the layout of the fortifications to be constructed. Once they’ve placed down the “ghost”, you’ll need two things:

  • A Hammer (many roles now will find this added to their inventory) to build the deployables
  • Supplies

To construct your fortifications, simply build them up using the Hammer.



There are several things to note:
  • In order to complete building you’ll need to make sure you have the required number of Supplies within 50m.
  • You’ll find that our new Supply Trucks provide the perfect way of transporting the large number of Supplies that you’ll need to fortify a position.
  • The more players building a structure, the faster it will progress.
  • The enemy cannot see the ghost structures, so do not rely on them in a firefight!

Now, we get to the more exciting aspects of these structures.



Functional

We’ve worked hard to make sure that these structures not only visually integrate into all of our maps, but that they are also functional and useful. We felt that nobody would want to use them if we simply replaced old non-functional structures with new, more expensive non-functional structures! Each of these new ones offers a larger degree of cover, closed firing positions and the correct heights to deploy and conceal yourself in a number of positions.


Upgradable

In addition to their shape being functional, we’ve also incorporated the ability to continue to upgrade these structures. Initially you’ll build up the relatively cheap first stage of the structure. This one is thrown together quickly with wood - critically, it can be penetrated by high caliber rounds and destroyed by heavy weapons. It also offers the least amount of cover. From there, you can use additional Supplies to upgrade to level two - bolstering the existing wooden structure with impenetrable sandbags and making them slightly more impervious to heavy weapons. Finally, the most expensive and time consuming level - level 3 - will enclose the structure almost entirely and make it the most effective cover possible. It is important to note that we wanted to take the asymmetrical nature of the game further here - giving the Germans the ability to upgrade their structures to concrete - making them impervious to heavy weapons.

Destructible

In order to remove enemy structures from the battlefield, we’ve introduced the Satchel Charge to both teams and multiple roles. Set the fuse length and attach the Satchel to the fortification to destroy it.

Be aware that each Engineer has a limit to the number of fortifications that they can build. This is both to give greater significance to the tactical choice made in where they are deployed, but also to allow us to keep a cap on network performance for the game.

Finally, this new system is very robust, in that we can now start to look at creating different levels of effectiveness for nearly every deployable in the game. Don’t be surprised to see Resource Nodes and Repair Stations expanded to have different levels with commensurate effectiveness added beyond Update 8. This of course, will also play a role when we add new ground emplacements such as flak positions etc.


HLL Servers


We are currently investigating a mass LOST CONNECTION TO HOST issue some servers are experiencing. We are actively working with GSPs to understand and get this issue resolved, as quickly as possible.

Meanwhile we have begun some testing of additional servers, to give the community more options. We will look to provide further details of this after testing is complete.

Thanks for your ongoing support and patience!


Building up to Update 8!


That wraps up this week's Dev Brief from Max on the new deployables coming to the Engineer's arsenal in Update 8!

We're really looking forward to seeing how you strategize on the frontline with these, especially with an increase in available supplies and bullet penetration dropping alongside these fortifications.

Have a great weekend and we'll see you next week when we'll be taking a deeper look at more content that you'll be getting to grips with in Update 8.

See you on the frontline.

Developer Briefing #100 - A Chat with Max: The Future of Hell Let Loose!

Hey everyone,

Welcome to Dev Brief #100!

Today's post marks 100 consecutive weeks of our Dev Brief series, and damn has it flown by!

We're excited to mark this milestone with a special community powered interview with Project Lead Max as we talk the past, present and future of Hell Let Loose, answer a bunch of the questions you submitted to us last week and also drop some first looks, content reveals and take a stroll through overhauled Hurtgen.

The full interview sits at a little over an hour, so sit back and relax and join us as we celebrate Dev Brief #100...

A Message From Max - The Future of Hell Let Loose


[previewyoutube][/previewyoutube]

For those who are after specific areas of the video, please find some useful timestamps below:

00:00 - 27:54 Introduction and the history of Hell Let Loose

Max and I discuss the history of Hell Let Loose, the importance of the Hell Let Loose community and talk about how our shared journey has crafted Hell Let Loose to the game it is today and will continue to do so in the future.

27:54 - 31:39 Hurtgen Forest overhaul preview & ????? gameplay first look

Spono has been exploring the upcoming Hurtgen Forest overhaul and captured some footage to show you how we've transformed the map ahead of its arrival in Update 8!

Paired with Max's voiceover, you'll get to see Hurtgen Forest like you've never seen it before. Oh and keep an eye out for when Spono takes a cheeky spin in a ?????...

31:39 - 68:27 Community Questions!

We go through and answer some of the questions that you submitted to us in last week's brief. What questions are we answering? Well...
  • What can we expect in the next update?
  • How much has the community influenced the decisions you make as a game dev?
  • When will the balance of the tanks be corrected?
  • When will the King Tiger be added?
  • Hello dear developers! Are there any plans in the future, the introduction of bayonets for infantry and mortars for artillery?
  • As the game continues to grow in both scope and player population, how do you plan to maintain this delicate balance between accessibility and complexity? And a second question if I may. Are there any plans for a magazine check ability?
  • Could we find out more about the logistics system to come, if it will be necessary to transport material to the front for example and how will it be expanded?
  • Are the updates going to be just big in the future, or do you plan to keep them coming more frequently (maybe with less content in each update)?
  • With the metagame finally settling in, what approach are you taking to balance fast-paced infantry combat with meticulous and strategical management of resources? Will there be a way to cater to both A) players who are interested in the logistics of managing resource flow and B) players who are interested in the tactics behind infantry combat?
  • Admin cam? Or other tools for custom event organizers such as locked classes or custom map layers?
  • I would like to know if you could bring cooking grenades in the game in if its possible and makes sense for you guys?
  • Can we expect earlier WW2 maps or every map will be post 1944?
  • Seems the smoke and dirt from the explosion fades away too fast?
  • How often do you browse suggestions from the community on reddit and discord, and how significantly do they contribute to your ideas moving forward?
  • Campaign/Operations Mode, IIRC this will be a thing. Are you able to tell us more about this?
  • Can we get some Eastern Front teasers soon, please? ;)
68:29 ??????



Here's to the next 100 Dev Briefs!


That wraps up our 100th Dev Brief, we hope you enjoyed it! We're looking forward to talking about all of the reveals with you over the coming days and weeks.

Here's to the next 100 Developer Briefings, it's a privilege having you with us on this journey!

See you on the frontline.

Developer Briefing #99 - New Explosion SFX & VFX First Look!

Hey everyone,

Welcome to Dev Brief #99!

This week we're having a blast as we give you a first look and listen at the new explosions coming to Hell Let Loose in Update 8!

These improvements to explosions will really ramp up the intensity of battle, so to go into all the glorious detail I'll hand you over to Lead Developer Max...


A Message from Max - New Explosion Details!


Hi everyone!

We’re diving in deep today on the new explosion sound effects as we know it’s such a critical area that we know has long been overdue for a proper rework.

Explosives are a prominent tool in warfare, and are a huge part of creating an iconic and authentic battlefield soundscape. They’re also an aspect of the game we haven’t updated since our initial release into Early Access (over a year ago!).

We’ve gone back to the drawing board on the way we build our explosive sounds - from both a sound and visual perspective (we’ll tackle the visual side in a later brief).

Drawing inspiration from different games, real world footage and film we have applied our own spin to the sounds whilst maintaining a realistic aesthetic. These will seem louder and more fierce than previous. We have taken a similar approach when creating the new explosion sfx as we did to our weapon audio. This method consists of using multiple layers that are mixed and attenuated individually in the game engine, allowing us to have a plethora of explosion variations without taking up too much storage space.

We can pick and choose assets from the categories “Small, Medium and Large” allowing us to mix and match sound layers depending on the type of explosive ordinance whether it be an MK2 grenade, an 88mm shell or a satchel charge.

The explosion audio uses our custom Audio Volumes that control the environmental layer of the sound meaning in time we will have interior reflections represented. We use a volume ducking feature to reduce certain sound groups when an explosion takes place, this method better highlights the explosion whilst maintaining its original volume to help it stand out within the whole audio mix. The soundscape should seem far more dynamic in Update 8 due to the fact we have extended the presence of explosions over a larger distance.

To add to this, what would new explosion sounds be without some new vehicle gun audio? Coming with Update 8 will be reworks of the vehicles main guns from the Luchs 20mm autocannon all the way up to the Howitzer artillery pieces. The vehicle shells will also have new ricochet audio and internal damage within vehicles will be touched up.

Don't forget within the Audio Settings we have the option to increase the amount of sounds heard at any one time, just set the Audio Channel Count from Low to Med/High/Epic allowing 32, 64, 96, 128 simultaneous channels.

The video below is designed to demonstrate the difference in explosions at different ranges. Please note that this is an early version of Hurtgen Forest used to demonstrate the distance differences. It is now far more complete!

[previewyoutube][/previewyoutube]


Dev Brief 100 - We want your questions and comments!


That wraps up your first look and listen at our new explosions that'll be booming their way into Update 8.

Whilst we're really pleased with how they are, please remember they are a work in progress and we'll be fine tuning them before they drop!

Now, lets talk about next week and Dev Brief 100 shall we!

Next week is our 100th consecutive weekly Developer Briefing and what a milestone it is. To celebrate we'll be interviewing Lead Developer Max about all things Hell Let Loose, from where it began to where it's going.

That's where you come in! We want to ask some of your community questions to Max in the interview and get you some juicy answers.

To have your question put into consideration please post it in the comments section of today's brief. You have until Tuesday morning on October 27th as we'll be doing the recording on that day.

If you have any nice comments or stories you'd like read to Max, feel free to pop those down too - it'd be great to share them with him.

Now we'll leave you this week with a reminder that Hell Let Loose is 25% off until Monday afternoon, so if you've not joined the frontline yet now is a damn good time to:

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

Also a huge welcome to all our new players who have joined us in the sale so far, we hope you're having a brilliant time!!

Have a great weekend everyone.

See you on the frontline.