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Patch 12 - Live Now!

Hey everyone,

Patch 7 is live now!

I know we've said this already, but we really want to reiterate how grateful we are for everyone's patience and feedback following Update 7's launch. It's really helped the Dev & QA process as we've worked to iron out the crash and FPS issues.

Lead Developer Max will be taking the reigns for the Patch Notes themselves, detailing what you can expect from today's Patch as well as what we're working for upcoming Patches and the next Update.

Oh and make sure you scroll all the way to the end...


Patch Notes from Max


Hi everyone,

We hope you’ve had a great weekend!

We’re happy to launch Patch 12 today as we have been working hard to try and resolve as many issues as we could - as fast as possible.

Please note that this patch is non-exhaustive, and we’re continuing work on any remaining key issues.

If you have any questions about this, feel free to drop us a comment or post and we'll endeavour to answer!


Performance


A huge number of improvements have been made to the way we handle culling and total meshes within a scene. As a result, we expect there to be a significant performance increase across the board (5FPS+). Results will vary depending on the exact spec of your machine.

Please note:

These were optimisations that we were able to apply in time for the close of patch. We have continued significant optimisation work in our main branch (for release in U8).


Crashes:


2 of our most aggravating crashes have been solved, with our third one sitting as top priority.

Please note:

We wanted to acknowledge that the Update 7 Hotfix temporarily disabled cloth physics in the game as a change in the way they are handled occurred between UE 4.21 and UE 4.23. This was causing crashes for some users. We will be bringing this back for the next Update.


The Third Crash


This crash is a very unusual one, in that it is happening as data leaves our code and enters the PhysX black box within the engine code. We’ve attached a huge amount of debug to replicate this. We’ve also found that some players may never experience it, while some players may experience it frequently. Some players have found that deleting their PhysX cache has solved this issue, while some find this doesn’t help. For the last two weeks we’ve been working with our QA team to try and isolate any fix reported by the community, and A/B testing it. During this time, we’ve worked our way through the majority of other issues affecting the game. We’ve dropped in several community-found speculative fixes below which are worth exploring if this crash is persisting for you.


FPS Dip


We’ve profiled this a huge amount and have applied several speculative fixes to address the mass FPS dips experienced by some players.

In our profiling, and collection of data across the board, we’ve isolated that the spawning of 4-5 body parts per dismemberment is causing significant CPU bottlenecks on specific machines. As a result of this, we’re trailing a test where we’ll despawn unseen body parts (not visible in-camera) within a second of them being out of sight.


Visual Improvements
  • Fixed: There are severe LoD issues with many of the buildings found in Carentan when only a short distance from them.
  • Fixed: [Omaha] Pre-placed Garrison is clipping into a destroyed vehicle.
    Fixed: [Carentan] Very low quality LOD when 50m from a building.


Animation


We are aware of a few outstanding animation bugs, and are continuing to fix and polish.
  • Lowered prone head bob intensity to reduce sea-sickness (we’ll be looking at implementing a switch that will allow you to disable all head bobs/camera moves in the next update).
  • Fixed: [FPP] Missing weapon switching animation while crawling
  • Fixed: [FPP] Wrench audio/animation does not work correctly
  • Fixed: DF shadow appears for the player's helmet.


Gameplay


Several features we’ll be introducing in coming updates will flesh out the current meta for both Offensive and Warfare mode (especially looking at Offensive mode, and mixing in objectives (eg. blow up enemy gun position), but we were keen to fix low-hanging fruit as fast as possible.
  • Enemy Garrisons in enemy territory can now be destroyed, and can be dismantled but with a longer (30 sec) dismantle time.
  • Show difference between enemy near and overrun on Garrisons (icon will now turn red when Garrison is overrun.)
  • Fixed: performing a partial reload with the M1 Garand gives 1 extra round on the next clip.
  • Recon markers have been tweaked and are now visible for 60 seconds and the Recon Plane ability has a cooldown of 5 minutes. Recon vehicles remain the same.


SFX
  • Altered the way incoming fire is spatialised.
  • After lots of play, we’ve nullified the bullet-flyby “whiz/crack” for all friendly gunfire, to better enable you to determine when an enemy is firing at you. The sheer amount of nearby friendly fire was often totally drowning out the soundscape of the gunfight.


HUD/UI
  • Fixed: Create Unit screen is missing a "Cancel" button
  • Fixed: Admin broadcast message disappears too quickly


Speculative Fixes


We’ve also collated several of the community-suggested fixes for those experiencing a wide variety of issues:

Speculative Fix 01

Type in "%LOCALAPPDATA%" in the "url bar" down by the Windows logo on the bottom left of your screen, find the folder "HLL" and delete the entire folder.

Speculative Fix 02

Try setting your audio to “low” and try to relaunch the game.

Speculative Fix 03
  • Reinstall HLL (Uninstall, clear steam cache, reinstall).
  • Wiped the HLL config in AppData\Local\HLL\Saved\Config\WindowsNoEditor.
  • Cleared the Nvidia Shader Caches.
  • Rebooted the PC and relaunched Hell Let Loose.
  • Disable Steam Overlay.
Speculative Fix 04

Also try lowering the dead body despawn to 0.5 (30s).

Speculative Fix 05

Also play from a SSD or NVMe.

Speculative Fix 06

Reverting back to a previous Nvidia Version also works.


Currently working on:
  • Upgrading to Unreal Engine version 4.25. While painful, this is designed specifically to future-proof us to continue working for years to come within Unreal Engine, as well as to allow us to fix current engine-version specific problems and crashes.
  • Optimisation on both GPU and CPU.
  • Bullet penetration.
  • Engineer role overhaul.
  • Support role overhaul.
  • Adding transport and logistics vehicles.
  • Supply systems overhaul.
  • Ammunition systems overhaul.
  • Unannounced New Map 01: approximately 75% complete.
  • Unannounced New Map 02: approximately 15% complete.
  • Unannounced New Map 03: approximately 55% complete.
    vTweaks to weapon sounds per feedback and constant playing.
  • Continued application of sound “environments” per map (ie. making sure the forested areas alter the gunshot sound correctly).
  • Refining and assigning different interiors sound volumes (industrial, residential etc.)
  • Overhaul of all heavy weapons sounds (tank explosions, grenades, mines, bombing runs etc).
  • Continued refinement of vehicle sounds.
  • Scoping out voice over lines for soldiers within proximity.
    vOverhaul of footsteps sounds.
  • Overhaul of bullet impact sounds.
  • Fixing any occurring bugs.
  • Working through visual bugs and glitches for both FPP and TPP.
  • Refining systems for TPP to create more fluid visuals. This includes altering and expanding some methods for player inertia.
  • Setting up new weapons.
  • Scoping out several new gadgets.
  • Scoping out melee systems.
  • Working on new 3D assets for the Engineer and Support overhaul, as well as the new supply and ammunition meta.
  • Working on new weapons.
  • Working on new vehicles.
  • Working on multiple new map assets.
  • Overhaul of vehicle vision port textures to up-res them.
  • Overhaul of lower res firearms in order to optimise them and increase visual quality.
  • Overhaul and expansion of Crewman and Tank Commander uniforms for both forces - including additional unlockable uniforms.
  • Polishing off outstanding aspects of HUD and UI that do not yet share the same design language.
    vScoping out additional force UI elements.
  • Revising tactical map readability issues.
  • More undisclosed items.


Thanks to the entire community for your patience and support as we continue our Early Access development.

We will be following up in the not so distant future with our next roadmap.

Cheers and see you on the frontline!


Support & Something new...


That wraps up today's Patch Notes, as delivered by Max!

We also just want to take this opportunity to remind you that if you do experience any bugs, issues, crashes or anything under that umbrella we've got your back!

Hell Let Loose has access to a dedicated Player Support Team over on Team17's side who will give you 1 on 1 assistance to get you back into battle. You're more than welcome to use it and you can find them at the following locations:

Report a Problem Steam sub-forum Team17 Website Support Page

We're also lucky to have members of the community sharing useful information over on the official Hell Let Loose Discord, so feel free to stop by there too!

Now about that something new...

We're pretty sure you'll have a blast with this in the future:


See you on the frontline.

Developer Briefing #87 - Patch Date, Bullet Penetration and Hurtgen Overhaul!

Hey everyone,

Welcome to Dev Brief #87!

We hope you've had a great week. Today Lead Developer Max is back with a locked in date for the second Update 7 Patch, as well as some exciting news on Bullet Penetration and Hurtgen Forest!

I'll hand you straight over to Max now who has all the info:


A Message From Max


Hi everyone,

In the wake of the free weekend and the huge expansion of the playerbase, we’ve been hard at work looking at the fundamental issues affecting players. The key ones we’ve been focusing hard on are:
  • FPS dips and drops
  • General performance issues (CPU and VRAM)
  • Crashes

We want to acknowledge that while these are our top priority issues, we have collated vast amounts of feedback around the new meta, as well as every other issue in every department.

While in the last six months we’ve often separated our releases into hotfixes and huge updates, we’re bringing back the patch style release. For those of you who have been with us since our Early Access launch, you’ll recall that these releases strike a balance between applying urgent fixes, while batching larger bug fixes at the same time.

We’re excited to announce that we’ll be patching on Monday, 3rd of August. This patch is designed to fix a large number of issues you’re seeing, including the top three mentioned above. We will be releasing granular patch notes on the morning of the release so you can see the full scope of what has been fixed.

We’ve opted for this style of release now, as we needed a larger portion of time (approximately 5 days) to profile, isolate and fix the above issues. That portion of time enabled our broader team to also apply fixes relevant to your experience within their department.

We want to give a single caveat - that a particularly aggravating PhysX crash remains.

This crash is a very unusual one, in that it is happening as data leaves our code and enters the PhysX black box within the engine code. We’ve attached a huge amount of debug to replicate this. We’re also found that some players may never experience it, while some players may experience it frequently. Some players have found that deleting their PhysX cache has solved this issue, while some find this doesn’t help. For the last two weeks we’ve been working with our QA team to try and isolate any fix reported by the community, and A/B testing it. During this time, we’ve worked our way through the majority of other issues affecting the game.

We love watching all the conversations about the game that occur across all our channels. Something we felt may be useful would be to explain the timelines of the development and QA process with the community.

We’re keen to be as transparent as possible about this in order to assure you that we’ve identified and are tackling core issues, while also balancing a proper QA testing cycle and sign off to make sure we don’t rush to race out a patch that could make things worse.

We’re also aware that the past several Dev Briefings have been quite dry in nature - due to us prioritising and fixing the largest issues affecting the community.

While these are our top priority for our programming and QA team, the rest of the team have been hard at work on new content and features that you can expect to see in U8 and beyond.

This week, several new features have been completed:

Bullet penetration


We will be breaking down this system in a detailed way in a coming Dev Briefing, but we’re very excited for the implications this will have on gameplay in the future.

Initially, we felt this was a critical step in allowing us to handle penetrating soft skinned vehicles correctly, and while that’s the case, it has also opened up huge gameplay opportunities when it comes to balancing the power of different firearms within the game, as well as the specific power of different weapons.

Stay tuned as we’ll be taking you through this in detail in the coming weeks...


Map Overhauls: Hurtgen


With map overhauls, we often don’t release huge numbers of work-in-progress images of the work we’re doing. However, we thought you may be interested when it comes to Hurtgen.

The overhaul process on both Sainte-Marie-Du-Mont and Hurtgen are really “make new”. Instead of touching up the existing maps, we’ve imported the terrain height data into an entirely new map. From there, we’ve set about concepting the different gameplay aspects of the map - with better separated biomes within the map that will give you a very different experience each time you play.

Previously, Hurtgen largely felt like a very dense forest map, with some open (and ugly) wasteland full of floating tree stumps and objects (whose main purpose it felt like was to block you placing a Garrison, or to totally trap your vehicle). Armour was really difficult to play effectively, and while the forest was dense, it wasn’t dense enough to make any area properly defendable. Nearly all engagements took place at 50-100m ranges - except at the scar.

With our Hurtgen rework, we’ve separated out the different biomes to match the battlefield of the day - but far more clearly and with greater separation of gameplay styles. Hurtgen now has the typical dense European pine forest, but the trees have been scaled correctly and more light is let through the canopy to the floor. There is a greater density of built fortifications (trenches, bunkers, foxholes), as well as much larger usage of blocking elements (like barbed wire). This now better emulates the defences in the forest during the battle, and will provide defenders with the ability to better create choke-points and tactical challenges the attackers will need to overcome.

The second biome is the most unique to the overhaul so far, and that is the destroyed forest. Burning trees, ashen earth and shell holes litter the ground to create a WW1-esque wasteland for you to fight your way across.

Thirdly, a grass mountainous plain biome has been added on the North Western side of the map where the Siegfried line dragon's teeth are. This area provides huge vertical gameplay and will be a key location for armor to control in the push back and forth across the map. Prepare for long ranged firefights from peak to peak as you assault uphill.

Lastly, the riverbed in the center of the map is now a functional river, requiring each team to consider the necessity to own one of the three crossing points in order to make any sort of push.

Hurtgen will have Offensive mode added for both teams - with separate weather conditions each time to truly widen the experience and replayability.

Below you can see some very work-in-progress images of the map, as we consider layout and sight-lines for armour, as well as infantry pathing and strong point locations. You can also see some of the references we’ve gathered to define each specific biome - in both appearance and playstyle.






























See you Monday!


That wraps up this week's Dev Brief!

Thank you all so much for your support and patience whilst we worked on your feedback and bug reports since Update 7 dropped, we're looking forward to the patch going live Monday morning (BST/CEST).

See you on the frontline!



Developer Briefing #86 - Action Plans, Fixes & A Community Event Highlight!

Hey everyone,

Welcome to Dev Brief #86!

This week Lead Developer Max is here to discuss what we've learned and what we're working on following your feedback since Update 7 dropped. From bug fixes and crashes to meta-changes and role mechanics we're letting you know what the team are currently working on behind the scenes!

Oh and make sure you scroll all the way to the end, we've got a little something new to show you...


A Message from Max - Action Plan


Hi everyone!

We thought that it’d be useful to now update the community on our current action plans in as granular detail as possible so that you’re aware of where our priorities lie. This is to give you a sense of what is to come, as well as give you a behind-the-scenes look at how we’re tackling both the current issues in-game, as well as prioritising future work.

In a perfect world, we’d be releasing a simplified roadmap graphic to demonstrate this clearly, however due to the current in-game issues (crashes being the most persistent), we’re going to break down our current action plan for you, then work through the current urgent issues, and then revise our timescale accordingly before releasing a proper roadmap with adjusted dates.

Disclaimer: please know that this list is non-exhaustive and focuses on short term work.

Programming:

The programming team are hard at work with our QA team to profile and fix the two most common crashes. These two crashes are the “Map Change Crash” and the “Apex Crash” respectively. We have huge amounts of logs for both of these - working with both QA and the wider community. However, the issues for both are happening in an obscured location (garbage collection and the physics engine respectively) - making it more difficult to nail a certain fix. Whereas other crashes are quite easy to profile and remedy, these are taking the resources of our programming team, as we understand these issues greatly affect your experience with the game.

Once these crashes are dealt with we’ll be tackling:
  • Engineer overhaul.
  • Support overhaul.
  • Adding transport and logistics vehicles.
  • Supply systems overhaul.
  • Ammunition systems overhaul.
  • Bullet penetration.
  • More undisclosed items.


Mapping:

With 9 maps currently in the game, your feedback has made it clear that our focus should now be on fixing and optimising the current map rotation in the game. As such, we have the following focus for the mapping team:

Updating, optimising and fixing gameplay (impenetrable fences, lack of cover, poor lighting) for PHL, SME, Omaha Beach, Utah Beach, Carentan and Foy, with heavier work done on SME. Our aim here is to make sure each of our nine existing maps have the same quality lighting, optimisation and are free of visual and gameplay bugs. In addition, we’re also making sure that gameplay feels good on each of the Strongpoints.

Adding Warfare or Offensive modes to maps that do not yet have them.

A total overhaul of both Hurtgen Forest and Sainte-Marie-Du-Mont with a huge focus on optimisation and unique gameplay.

On top of that...
  • Unannounced New Map 01: approximately 75% complete.
  • Unannounced New Map 02: approximately 15% complete.
  • Unannounced New Map 03: approximately 55% complete.


Sound:

Currently, we’re working through the update feedback list and expansions of the new systems:
  • Better positionality for enemy shooters.
  • Tweaks to weapon sounds per feedback and constant playing.
  • Continued application of sound “environments” per map (ie. making sure the forested areas alter the gunshot sound correctly).
  • Refining and assigning different interiors sound volumes (industrial, residential etc.)
  • Overhaul of all heavy weapons sounds (tank explosions, grenades, mines, bombing runs etc).
  • Continued refinement of vehicle sounds.
  • Fixing any occurring bugs.
  • Scoping out voice over lines for soldiers within proximity.
  • Overhaul of footsteps sounds.
  • Overhaul of bullet impact sounds.


Animation:
  • Working through visual bugs and glitches for both FPP and TPP.
  • Refining systems for TPP to create more fluid visuals. This includes altering and expanding some methods for player inertia.
  • Setting up new weapons.
  • Scoping out several new gadgets.
  • Scoping out melee systems.


Art Team:
  • Working on new 3D assets for the Engineer and Support overhaul, as well as the new supply and ammunition meta.
  • Working on new weapons.
  • Working on new vehicles.
  • Working on multiple new map assets.
  • Overhaul of vehicle vision port textures to up-res them.
  • Overhaul of lower res firearms in order to optimise them and increase visual quality.


Character Art:
  • Overhaul and expansion of Crewman and Tank Commander uniforms for both forces - including additional unlockable uniforms.
  • Continual creation of new uniforms, headwear and faces.


HUD/UI:
  • Polishing off outstanding aspects of HUD and UI that do not yet share the same design language.
  • Scoping out additional force UI elements.
  • Revising tactical map readability issues.


Design:

The largest design shift in Update 7 were the changes made to the metagame around Garrisons.

We’ve been playing a lot since the Update, and feel that the game is now moving in the desired direction - characterised by much more logical flow of infantry during attack and defence, as well as a lack of “Garry bombing”. Defending is rewarded now with far fewer “360 degree attacks”, while offensive units can exploit gaps in the line in a much more rewarding fashion. To this end, the recon mechanic within the game is now far more powerful - enabling you to relay far more useful information due to more consistent enemy locations and pathing.

We feel now that the flow of battle is now far more stable and provides a great basis for us to expand with new mechanics - namely transport vehicles, additional Commander abilities, the Support and Engineer rework and halftracks.

That said, several issues remain - largely around indestructible Garrisons behind the lines in locked sectors. Fortunately, many of the creative ideas that the community have had about dealing with these are exactly where we want to go.

In addition to the overall metagame tweaks, we’re also working on:
  • Supply metagame overhaul.
  • Resource node functionality expansion (enabling functional use of them by soldiers and vehicles on the battlefield).
  • Ammunition separation and expansion (different ammo boxes for different ammo types).
    Engineer overhaul (new gadgets and all deployables significantly reworked to become powerful and useful).
  • Support role reworked to alleviate the die/respawn gameloop.
    vAdditional Commander abilities.
  • Specific new gadgets, weapons and loadouts to create new playstyles and interesting meta (satchel charges etc.).


Community Event Highlight - Hell Let Loose International Cup Tournament 2020


As we have mentioned previously, we want to highlight more community run events, to recognise the fantastic teamwork, dedication and support shown by everyone involved in organising and running these for you all to enjoy.

Something we never anticipated happening so early on in the HLL development process, was the extraordinary level of comradery & commitment by these communities and individuals.

We will always do our best to make sure we support these organisations as much as we can, and want to give a great big shoutout to all communities running and organising them. We recommend to anyone who has a desire for comradery, that the Hell Let Loose training camp in coordination with participating communities, is a fantastic place to start for both new and veteran players!


A word from GOD-sSs-END - Hell Let Loose Training Camp

Join the HLL Training Camp Discord, almost at 1500 current members!

“WEEK 3 of the HLL International Cup 2020 begins this Saturday, the 25th. This tournament pits 12 teams against one another in a grueling 30-minute, 18v18 match, centered on a single sector and cap. We are streaming LIVE to twitch using a high-def, split-screen format with some of HLL's top players commenting on the action. It's all free (no subs or follows required). It's just great teams from an amazing community getting together to do something SPECTACULAR.

Below is the match schedule for this weekend. Matches highlighted in gold will be streamed in the new (advanced) format. Matches highlighted in purple will be streamed in standard format (Discord-based).

Note: All teams get a recording of their matches, so they can review their performance and prepare for the following weeks. Two matches on both Saturday and Sunday overlap. The two streams are so we can cover and record all matches.”

[82AD] IronFi$t on the HLL International Cup 2020

“It's the perfect example of HLL communities coming together and organising a fantastic tournament that spans the globe for people to enjoy HLL. The participating teams come from all over Europe and the US, and it functions just like the world cup of football or rugby. The work these guys have done in organising this is outstanding!.”

Be sure to check dates and times to catch the live Cup-cast brought to you by the following channels:
God_sss_end Cayovnzl


Week 3 HLL ICT 2020 Schedule - Starts July 25th

We want to thank GOD-sSs-END, all the members of the HLL Training Camp, and all participating communities for your contribution, on behalf of Black Matter & Team17

We salute you!


Classic map revamp first look!


A taste of what's to come...












That wraps up this week's Developer Briefing, have a great weekend everyone!

We'll see you on the frontline.


Update 7 Free Weekend Wrap-Up: Welcome and Thank you!

Hey everyone,

Wow, what a week!

With the arrival of Update 7 and an awesome Steam Free Weekend the team just wanted to take a moment to say...

HELLO NEW PLAYERS AND WELCOME TO HELL LET LOOSE!


Welcome to the frontline, it's great to have you with us!



We've been blown away by how many of you joined us in the free weekend, smashing past our previous peak CCU record. It’s very exciting for us as a team to see the interest and engagement with the title, and it encourages us only to work harder to polish off the rough edges and continue to improve and expand the experience.

We’re excited to welcome you to the community and to the development journey.

For those of you who are new to Hell Let Loose, Steam is a great place to find your feet with the player-base. However, we'd also like to invite you to join the official Hell Let Loose Discord & Community run sub-reddit pages.

Hell Let Loose Discord Hell Let Loose Reddit

These locations are great for meeting the wider community, finding a unit, joining one of our international clans and getting your meme on. Also, When they get a free minute too you'll see members of the team, including Lead Developer Max popping in for a chat.

These channels are welcoming to all players, whether you're a new recruit or a grizzled veteran, so come say hi!

You'll also see that each week we have a developer blog post, which we title 'Developer Briefings'. We use these to keep the community up to date with what we're doing, talk about community topics and reveal new content!


For the Veterans and Existing Community - THANK YOU!


As a 100 player title, the in-game Hell Let Loose experience is a direct reflection of the community behind it. We’re very thankful for the incredible effort made by veteran players in welcoming newcomers and showing them the ropes during this weekend. We know that while a free weekend is a fantastic way of showing the game to a wider audience, the total experience can become very mixed with so many new players. We really appreciate your patience and generosity during this time and we can directly attribute the enormity of the weekend to the efforts of the community.




What's Next?


FPS & Crash Reports

The fundamental overhauls within Update 7 left us with significant performance and crash issues on both Carentan and the wider maps.

Thanks to quick, timely and constructive feedback and bug reports on these issues the team managed to identify some of the problems and deploy an initial Hotfix. Whilst this addressed some of the issues we are aware of the crashes and remaining performance issues that are present.

As soon as the Hotfix went live we started work on the next patch - designed to fix the significant issues remaining after the Hotfix.


Content Feedback

As part of our normal post-Update process, we've been collating all feedback from across all our channels. Everything from the meta, to current and legacy issues (FPS dips, tank physics etc.), to roles, weapons and every other aspect of the game.

Update 7 represented a significant meta-game change for us, and we’re taking particular care to listen to all feedback before we make any changes. We could see that while games now felt much more tactically and strategically reliable (no more 360 degree defending), there were issues that can be ironed out - both through the implementation of coming features (halftracks, additional Commander abilities and overhauls for both the Engineer and Support roles), as well as small changes to the existing. We’re roadtesting many of these at the moment and have prioritised easier changes for the next patch.


This Week's Developer Briefing & Beyond

This week's Dev Brief will be written by Lead Developer Max and include a more in-depth look at the weekend, as well as our plans to address any bugs that cropped up since U7 dropped.

We're also gearing up to share our next updated Roadmap, so expect more details on that too.

That pretty much wraps things up for today.

We'll see you on the frontline!

Update 7 - Hotfix v1 Live Now!

Hey everyone,

Thank you for your patience whilst we worked on this Hotfix, the team have been working flat out to get it live and have already started work on a Hotfix v2 to address anything v1 misses and more.

Below are today's Hotfix notes -

The Hotfix will address the most common crashes, as well as include optimisation for Carentan that will improve frames across all machines.
  • Optimisations for Carentan and all new assets present.
  • Optimisations for player models (will list frames across all maps - especially in high population servers).
  • High certainty fix for Client Crash 01
  • Speculative fix for Client Crash 02
  • Ongoing investigation Client Crash 03 (this may be tied to or solved by the fix for CC02)

We are still investigating a couple of crashes and FPS drops, but we hope this HotFix is a big step in the right direction as we work to resolve any issues that Update 7 introduced.

Your feedback has been key in helping us find a solution and we'll be combing through Steam, Reddit, Social Media and our Discord to see how this Hotfix has landed.

Also a big hello to all our new free weekend players, we hope you're enjoying your first tours on the frontline - apologies if you encountered any of the above issues, we always jump straight onto bugs reported by the community!

See you on the frontline!