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Hell Let Loose News

Developer Briefing #55 - Merry Christmas Happy Holidays!

Hey everyone,

Merry Christmas and happy holidays from the whole gang here at Black Matter and Team17!



We’re looking forward to 2020 and will be catching you on the frontlines over the holiday period.

We’ve got a ton of content, features and fixes to come in the new year and we’re excited to get back to work and act on the feedback we've received from you all since Update 4 dropped.

Our regular, larger dev briefings will return next week!

See you on the frontline.

Developer Briefing #54 - Update 4 Live Now!

Hi everyone!

We’re excited to release Update 4! We hope over the next couple of weeks you find time to kick back, relax, eat, drink and spend time with family - and maybe join us in the trenches for some brand new battles!

Update 4 is here and it brings with it a brand new map - Sainte-Mère-Église (complete with Warfare and Offensive mode) - as well as the German Offensive gamemode for the newly overhauled Foy. We’ve also tried to include as many bug fixes as possible - clearing the slate for the new year so that we can get a good sense of where we stand moving into 2020.

https://www.youtube.com/watch?v=s323FmqZSY4

Finally, to celebrate the 75th anniversary of the Battle of the Bulge, we’ve added some new free Winter Warfare customisation helmets and heads, available between now and January 13th, 2020. Grab them here before they go:

https://store.steampowered.com/app/1205050/Hell_Let_Loose__Foy_Winter_Warfare_Helmet_Pack/

We wanted to include a quick note before you read the changelist. On first appearance, you may think that we’ve taken our foot off the gas - and that it’s not nearly as extensive as it usually is.

As it’s cutting close to Christmas, we made the decision to split much of the bug fixes between Update 4 and Patch 9. Looking at the changelist in early November, we saw that it had such a significant number of changes we felt it would be best to spread the risk between two separate dates - giving our brilliant QA team enough time to fully check so many significant fixes and additions.

Thanks to your feedback, we’ve been able to pinpoint outstanding issues from the previous patch - the most significant of all being the progression and experience issues. We’ve been spending a large amount of time digging this specific issue and it is the highest priority on our list currently.

You may see the deployment of the “Punching Bag” servers over the next couple of weeks. If you see these servers active, we’d love you to jump in and assist us in gathering more information on the bug. We’d also like to say that we’re very thankful for your patience and assistance in nailing it down so far. Thanks to your help we’ve managed to refine the code and fix the most significant of the issues around experience gain - and we feel that with your help we’ll be able to fix this for good.

Over the Christmas and New Year break we’ll be monitoring feedback, spending time in the community and will be joining you on the front line. We feel as a team that the holiday break is a great time to relax, spend time with family - but also to assess where we are in our development goals and in how we feel the game is playing in full.

New year, new animations and SFX!

We have some absolutely huge overhauls coming in the first third of 2020 - including the TPP and FPP animation overhauls, the sound engine upgrade and continued sound work, continued HUD and UI changes, gameplay loop overhauls (supplies and ammo), a potential Unreal Engine version upgrade (from 4.21 to 4.23) as well as many features that have not yet seen the light of day. We’ll be hitting the ground running as we work towards what we feel is a high quality level and representative of a product we’re proud of.

If you’ve enjoyed the Hell Let Loose journey so far, then we’re incredibly excited to show you what we have in store for 2020.


Update 4 - The Changelist


Major Additions


Sainte-Mère-Église

Sainte-Mère-Église is here! As our sixth map in Hell Let Loose - our third added since our release - it’s the most urban environment so far. We’re excited to battle across fields, lanes and through the gardens, streets and church of this iconic French Norman town.



Available Modes:
  • Warfare
  • German Offensive


Foy

In the spirit of the Christmas season and to mark the 75th anniversary of the Battle of the Bulge, Foy has undergone an extensive overhaul - lifting much of its visual appearance, polishing its weather effects, adding more detail and cover and adding an all new gamemode.

Available Modes:
  • Warfare
  • German Offensive


HUD/UI

We’ve made some changes to the way we show the coming sectors in Offensive mode to the attackers. We’re going to be playing these changes with you to get a sense of how they’re affecting gameplay and whether or not it’s in line with our intended design. Of course, we’ll also be reading and collecting your feedback around the change.


Customisations

Each patch and update we’ll be adding more and more customisation options. Our end goal is that every level you gain in both career and role will unlock a new uniform, head or helmet.



New Winter Warfare customisations are now permanently available to all those who play Hell Let Loose:
  • New German summer splinter smock uniform (unlocked at role level 6)
  • New German winter splinter smock uniform (unlocked at role level 8)


Bug Fixes
  • High probability fix: players will sometimes be kicked out of a server for bypassing the queue after correctly waiting in the server queue.
  • Added increased server crash logging and auto-delivery to better profile experience/progression issues and server crashes.
  • Added increased client crash logging.
  • Fixed: players are able to get their camera to briefly clip through an object if they crouch while climbing or vaulting.
  • Fixed: Closing the scoreboard while the 'Personal' tab is highlighted results in a black square to appear over the tab the next time the scoreboard is opened.
  • Fixed: The distance of friendly players is shown on the deployment screen's map if the user observes their locations before deploying for the first time on a server.
  • High probability fix: players can see the "Can't Spawn At That Location" message after the game has ended.
  • Fixed: When driving a tank in a strong point the 'Strong Point' text is missing from the HUD.
  • Fixed: The first enemy to enter an empty friendly sector may cause the friendly sector's map icon to briefly flicker red.
  • Fixed: Server Admins are unable to distinguish between VIP Players.
  • Fixed: Inconsistent Rcon rights of Owners.
  • Fixed: Users can cause a client crash if they open the in-game RCon Console during a map change.
  • Fixed a potential client crash caused by wrecked tanks.
  • Fixed: Within the 'Video' settings, changing from a custom 'Master Quality' to a preset one without applying the change will result in the preset being applied to the menu the next time the user opens up the 'Video' settings.
  • Fixed: German players are able to build spawn points within the restricted beach area on Omaha.


Foy
  • Fixed: Long snow mound section in F10 is missing bullet collision.


Omaha Beach
  • Fixed: there are two areas of incorrect collision in sector I3.
  • Fixed: sunlight passing through the sides of the trench.


SFX
  • Increased attenuation radius of grenade collisions.
  • Updated aircraft audio for B17, P47, Heinkel and BF109.


A little sneak peek


As you know, recently the German forces have been getting new armour and customisation options deployed to the front.

Well, in early 2020 the Americans will be getting some new toys to play with. Initial intel is hazy, but we're confident you'll decipher what's coming...

What could Uncle Sam be rolling out?




This uniform will be dropping in...


See you on the frontline!

Developer Briefing #53 - Update 4 Foy Overhaul!

Hi everyone,

With great excitement, we can announce that we’ll be deploying Update 4 - complete with
Sainte-Mère-Église and Foy overhaul + Offensive mode next week!

Update 4 will bring another healthy changelist that we hope will tide you over until early in the new year when we’ll follow up with a Patch and then Update 5 - which is already underway.

Are you ready for close quarter combat?

We’ll hit you with the Update changelist next week with the release. As usual, there’s a mixture of bug fixes, crash fixes, a new map, more customisation, UI/HUD work and more!

We’re still working hard to nail some overhanging back-end issues, but we’re feeling confident on our workload over the holiday period and are excited to take some time to nail some irritating and persistent issues - as well as upgrade our sound engine and - potentially - upgrade our engine version to 4.23.

With all this in mind, we thought we’d take some time to explain the ideas and drive behind our mapping, as well as the Foy overhaul that we’ll be released with Update 4 next week.


Mapping Philosophy - Words from Max, Lead Developer


Over time we’re always pushing to refine the work across all aspects of Hell Let Loose. Our mapping team has been greatly expanded and we’re enjoying putting together many, many more maps, as well as improving the ones currently in the game.

During our Early Access, we’re concertedly using this time to work towards a fixed number of maps, as well as generally lifting the quality across the board so that there is a consistent look, feel and optimisation present in each. In the very early days of Hell Let Loose we were entirely new to the engine - and indeed new to game development.

Speaking for myself - this was the first game I’d ever worked on, and much of everything I know has been self-taught (or at-least - taught by some generous Youtube video creators!). It’s certainly been a journey to move from a complete beginner - to attempt to absorb decades of art, composition and methodology to create the maps you’re playing now.

We’re very excited that throughout the coming years you’ll be able to grow with us - to watch as quality is lifted, optimisation is improved and frustrating gameplay is ironed out.

Like always, we’re reading your feedback and comments and adding them to an action list. While mapping feedback may not be actioned immediately - please know that we compile all of it to work on at the soonest available opportunity.


Foy Overhaul


For Foy, we stepped back and looked at all the aspects of the map - both visually and gameplay-wise - that we felt were working well. To be honest, there wasn’t much about Foy that needed any urgent kind of update, but we looked at our roadmap (which contains more snow and winter maps) and felt that we were best to make any changes now so that when we moved on to more snow maps we wouldn’t be working with a moving set of parameters.

To that degree, we spent time auditing the map - looking through specific meshes, textures and locations that we felt were lacking or could be pushed towards a more photoreal quality - or a better gameplay quality. Like you, we’ve played the maps an awful lot and have got a sense of locations that could really do with more cover or flanking opportunities. We know that to some degree there will always be a furious and hectic battle in the center of the lines, but we felt that some locations and map objective combinations meant that the majority of players were forced into central combat due to the absolute difficulty of pulling off a very wide flank through open fields.

When we set up the Offensive mode, we also wanted to offer Foy in a completely different weather and lighting condition to what you’ve already experienced. That is always our main challenge - to make sure that each map and gamemode you play gives you as close to a new experience every single time. To that degree, while you have that close, morning fog atmosphere for Warfare, we wanted to show off more of the map with a bright and sunny clear day.



This first addition of Foy Offensive mode will feature the Germans as the attackers - echoing their offensive back through the Ardennes during the Battle of the Bulge. Foy itself was taken and retaken several times by the US forces, and we felt that this would be an interesting new set of challenges to present to both forces.

Now, the clear air will allow for far greater engagement ranges and ability for tanks and machine guns to lock down key thoroughfares. Anti-tank guns and mines will be crucial for success - to stem the flow of armour, while defending the iconic chapel at the centre of the village will be crucial for the US in stopping the Germans from pushing them back into the open fields.

To this degree, we also learned a huge amount in our execution of the Norman countryside in Omaha Beach and Sainte-Mère-Église. We spent the time working through the map and introducing snow drifts and embankments piled up at the edges of the roads and fencelines - natural cover that make leapfrogging across the map a much easier affair. It will still be possible to hold wide angles - but you won’t find yourself caught in hundreds of meters of open territory.



You’ll also notice that many strong points and key locations between sectors have had upgrades to cover and composition. You’ll also notice that material and texture quality has been improved - as well as new vegetation added to better break up longer sightlines (and better emulate the foliage that surrounds the real-life village).



As usual, we’ll be keeping an eye on the gameplay and joining you on the battlefield. There are still a few smaller issues we’d like to polish up in Foy and we’ll do so when we introduce the US Offensive mode, but we feel that we’re much closer to what we’d consider a final product with this update.


Play with Black Matter community night & a little tease!


As you know 2020 is nearly upon us, so to kick off next year in style we're going to be hosting a Black Matter x Hell Let Loose community night in the third or fourth week of January!

This will involve a specially picked server where we'll be wanting to squad up and play with you for the night. Each match members of the team will rotate between different units to meet and play with as many of you as possible as we fight, and chat, through the frontline.

We'll be sharing the exact details early in the new year, so you can expect an exact date and time soon!

Now about that tease, how about some new outfit options for Update 4...



See you on the frontline!

Developer Briefing #52 - One Year of Developer Briefings!

Hey everyone,

Here we are, 52 weeks since the first ever Developer Briefing. A lot has happened since then and we've still got an exciting, content packed journey ahead of us as we head towards full launch in 2020!

Being able to touch base with the community every week is an absolutely pleasure, giving you first looks at upcoming content, discussing your feedback and letting you know what we're working on behind the scenes.

We have been blown away by your support and we hope that these weekly updates have not only been interesting for you, but also highlight the upmost respect we have for your time and support of Hell Let Loose.

Here's to the next 52 weeks of Developer Briefings!

Now, to Lead Developer Max who has a few words to share, including what you can expect in the first part of 2020....


Max-imum Update!


Hi everyone,

We’re fast approaching the end of the year and we thought we’d take the opportunity on the 52nd anniversary of developer briefings to look back at some of the bigger moments.

A Look Back:
  • Our first beta and the following waves.
  • Metagame update.
  • Launching into Early Access.
  • Dismemberment system.
  • Tanks!
  • First snow map - Foy.
  • Balance adjustments.
  • Audio tweaks.
  • Mantling & Leaning.
  • Resource Nodes.
  • Unit management.
  • Utah Beach.
  • Omaha Beach.
  • Offensive Mode!
  • Progression system.
  • Soldier Customisation.
  • Loadouts.

And many more!

Your feedback and openness with us have allowed the team to prioritise and focus on content that you, our awesome community want. We're a small team but it's great to have our hard work noticed by you all - thank you.

Let us know your favourite moments and updates from the last year in the comments below, we'd love to hear them!


First Things First: Fixing Existing Issues


We’ve been working very hard to produce new content and new features as fast as possible in order to get them in the mix so that we can best test them during our Early Access period.

We’ve pushed ourselves to implement systems that add increased complexity to our back end (progression, customisation, server queuing etc.) and we recognise that some of these features have existing issues. While we want to ensure the whole team is able to take some time out to celebrate Christmas, we’ll be working intensively behind the scenes on several key issues affecting the game. Namely:
  • Server stability (crashes and latency/performance)
  • Experience and progression bugs
  • Server queueing issues

We’ve carved out time with our programming and QA team to nail these endemic issues so that we can start next year from a good place.


Next Up!


Our Early Access is not an indefinite period of time. We are currently working to a fixed date by which we need to achieve what we’d consider a full, content rich and predominantly issue-free Western Front, as well as a nice introduction of the Russian forces and the Eastern Front. To do this, we’re following a set development road map that balances new features, polish optimisation and bug fixes.

We're excited to share that during the first third of next year will see the introduction of:
  • 2-3 new maps (at minimum),
  • Overhauled existing maps (for both gameplay, visuals, optimisation and introduction of
  • Offensive game-modes)
  • 1 x US Heavy Tank
  • 1 x German Wheeled Recon Vehicle (we will be using this as a tech test for all wheeled vehicles)
  • 1 x US Wheeled Recon Vehicle (we will be using this as a tech test for all wheeled vehicles)
  • Overhauled ballistics system (realistic bullet travel time, bullet penetration etc)
  • Overhauled FPP animation system
  • Melee ability
  • Overhauled TPP animation system
  • Overhauled icons
  • Implementation of Reconnaissance gameplay systems
  • Improved and widened Commander Orders and interface
  • Overhauled and widened Engineer deployables
  • Overhauled Support and Rifleman Supply and Ammo box gameplay loop
  • New sound engine implementation
  • New loadout options
  • New customisation options

We are also currently deciding whether or not we upgrade to 4.23 or 4.24 at this point.

The first third of next year may vary slightly depending on bottlenecks, bugs or other content additions, but we’ll work to let you know should anything deviate.

Beyond the first third of next year, we still have to implement the rest of the vehicles (mobile artillery, jeeps, trucks), flamethrowers as well as more as-yet unannounced vehicles, maps, weapons and features.

We really appreciate your patience with the development cycle and look forward to the new year!


Approach to Optimisation!


We know that optimisation is a key aspect of development and plays the most significant role in your experience in-game. We’re keen to explain our strategy here, so that you know what to expect.

During the course of development, we’ve become quicker and quicker at profiling and fixing troublespots - as well as implementing much stricter technical budgets. It’s been a large balancing act - to make sure that new features and content doesn’t inhibit our inability to field 100 players per game for sustained durations (2 hours games, with days of games in a row - this is harder than you’d think!).

For any team - let alone a smaller team - this has been our biggest challenge. We want to assure you that our leaving Early Access will contain significant and sweeping optimisations - with a concerted effort to re-profile the game near launch in order to properly benchmark each map and feature in an effort to bring them in line with the expected FPS output of a low, mid and high end machine.

Working with Team17, we have access to a large suite of optimisation tools to help us profile across the full array of hardware and system configurations. We’re keen to do this, but know that to do so before the full feature list is complete would defeat the purpose at this stage (as many of our least optimised components are already undergoing overhauls currently).

In the meantime, we’re adhering to our budgets and using processes that we’ve now finalised to generate assets and content that we know won’t contribute to poor FPS.


Celebratory Helmets & Heads!


That wraps up Max's message for this week's briefing! Hopefully you liked what you saw, we've got some exciting content lined up for the start of the year!

Now, we recently shared that to celebrate 52 consecutive weeks of Developer Briefings we were going to make two special helmets and all Winter versions of the existing heads available for free to the community.

So, here's the details on how to get these beauties when they drop...

  • These customisation items will be made available when Update 4 drops later this month.
  • They will only be available as 'Free DLC' from the Hell Let Loose Steam Store page.
  • All owners of Hell Let Loose will be eligible to download the helmets and heads.
  • The helmets and heads will only be available to download for a limited window of time.
  • If you get the helmets and heads you will have them unlocked permanently.
  • These won't be the only event based free cosmetics we release...


There you have it, the 52nd Developer Briefing!

Time to get planning for the 53rd now...

See you on the frontline!

Patch 9 Server Hotfix - Live Now!

Hey everyone,

Thank you for all of your feedback and bug reports in regards to server crashing following Patch 9’s deployment.

Thanks to the team working over the weekend we are pleased to say we have good news...

We have now put an updated server build live for all official and community servers! This should update all servers automatically, however if you’re concerned your server hasn’t updated then a manual restart will put the correct binary active.

If you still see any server related issues from now on, please report it HERE as it will be a different issue and your reports really go a long way in getting these kind of things fixed.

Thank you all so much for your quick and precise feedback with this, that combined with your patience and understanding allowed us to identify and remedy the situation.

Sorry for any frustration caused and thank you for being awesome.

See you on the frontline!