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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.

Discount: 25% off Hell Let Loose until Oct 26th!

Hey everyone,

Today we're pleased to kick off a week long discount for Hell Let Loose!

From now until 5pm BST / 6pm CEST on October 26th you can pick up Hell Let Loose at a 25% discount:

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


Hello to our new players!


To those of you that join us in the sale, welcome to Hell Let Loose and thanks for picking up our game!

You're joining us at a very exciting time as we head towards Update 8, our next big content drop:



As you can see we've got a lot of cool stuff (and more) on the way!

If you'd like to see learn more about what we're working on we share a community update each week in the form of a Developer Briefing, our weekly community check-in where we let you know what we're working on and take a moment to address your questions and comments.

Here's a selection of recent ones for you to check out:

Developer Briefing #98 - Unit Designation & More Hurtgen Forest Overhaul! Developer Briefing #97 - PTE, Balancing and HLL Competitive Developer Briefing #95 - Grease Gun, New Hitbox System & Flinching!

This stems from the core mantra of Hell Let Loose - community is the heart of the game. We're building the game through Early Access and beyond together and as such, seek to include the community in the process as much as possible.

On that note, our existing community are a great bunch consisting of players from all over the world, so you should totally get to know them!

You can find them (and the Devs) at the following locations:

Here on the Steam forums
Over on the official Hell Let Loose Discord Chatting and memeing on the Hell Let Loose Reddit

That wraps up the post!

Welcome to Hell Let Loose, we'll see you on the frontline.