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Developer Briefing #49 - Community QA!



Hey everyone,

Welcome to Developer Briefing #49!

As we close in on one full year of weekly community updates we felt it was a good time to do a community Q&A here on Steam.

We want to say a big thank you to everyone who took the time to submit there questions, we were humbled by your response.

After going through all the submissions we put 36 of your burning questions to Hell Let Loose's Lead Developer Max, you can check out his answers below - get ready, it's a biggun!


Your questions, our answers!




We’re currently finalising our animation overhaul for both the first person perspective, as well as the third person.

When this is complete we will immediately start to implement open-topped vehicles. We’ve held off on this as it would have required reworking all animations and systems within a couple of months and we’re keen to be as efficient about this as possible. We’re estimating we’ll introduce the first wheeled vehicles in the next couple of months (March at the very latest).




We’re currently balancing rounds of development of core infrastructure with optimisation. We’ll be continuing to improve FPS and profile GPU and CPU usage, with large pushes made throughout Early Access. We feel that this needs to be finalised for our launch from Early Access.




Yes! We’ve got a fix for this but our server queue and exp bug issues have taken priority!




When we leave Early Access - sometime next year. We want to make sure there is a large and fully fleshed out level of content to accompany it!




1. Yes! This is a very under-developed area at the moment. Prepare for significant deployable defences - such as Pillboxes, concrete AT positions and more, as well as MG nests and heavy weapons locations.

2. Currently we’re watching and looking at the way players divide themselves up in-game. We’re going to use Early Access as time to nail these elements down before we look at adding an additional Unit type.

3. This is definitely the double-edged sword. We’re going to keep an eye on it, but fundamentally we think it will reflect the character of the community. With Hell Let Loose, we’ve always been keen to introduce new players to the hardcore FPS genre and to remove as many gatekeeping aspects as possible. We know that it’s a constant balance of encouraging the right players to the right role, but we ultimately hope and rely on the community to make the game an encouraging and welcoming place.




You can expect the same or similar number of weapons, vehicles, customisation options and other support that the current factions have received. We’ll most likely implement the British after the Eastern Front, as they will need specific maps and theatres of their own.




We’re very, very happy and flattered by both by our sales, sales rate, CCU and CCU peak. We know that there is strong competition for World War Two and FPS experiences, and we’re thrilled that so many players are enjoying the game in the early stages of development. We still feel that we’re at the beginning of the Hell Let Loose journey and are excited to expand, polish and optimise the title.




We’re planning to support Hell Let Loose for several years after our Early Access release - working in the same method and manner that we do now - with an Update every 6-8 weeks and a patch every 2-3 weeks. There are many forces, theatres, weapons and vehicles we’re excited to implement. We are enjoying the rhythm we’re in and working together as a team.
We would be keen to make a second Hell Let Loose title at some point, however, the theatre may change. ;)




Yes. We’re going to be doing continued sweeps to look for props that should either be passable (or eventually destroyed) by vehicles. It’s definitely a battle against engine limitations and systems.

We’ll be addressing turret turn speeds in a later patch to better tune the gameplay.




We feel a minimum of three iconic and very different maps is expected - specifically tank warfare and urban oriented maps. You can expect the full Russian forces in the same breadth of content as the current German and US forces, as well as customisation options to follow.




We’re going to look at that closer to implementation! It could potentially be a crate dropped by the Support player.




We’ve thought a lot about doing this, and I think we may be able to introduce it. The main issue we have is that storing and replicating a vast array of weapons across the server can become very costly on the network if not managed properly. We’re having a think about how we do this so that it doesn’t affect network performance, but also isn’t open to cheating (via a client-side option).




Not next update, but soon after. We’re finalising the new hands and arms before we introduce melee. It’s something that we’re really looking forward to.




We’re fixing the loading times in a coming patch, but we’ll look at seeing if we can expose match details in the server browser!




We’re at approximately 85% completion on the FPP systems, while our TPP systems sit at around 75%. We feel that it is going to be a hugely significant visual and functional update that will lift the experience to a AAA level. We’re aiming to have this in by early next year at the latest.




Yes! And matching airborne for the US.




This is exactly the reason we’re going with loadouts for each role - specifically to create lateral and interesting loadouts - often to encourage player creativity instead of just pure buff. Your description of the Sapper loadout is exactly what we’re thinking for the Engineer. That is the exact direction we’re keen to head with it.

The Support role has become a bit of a foundational and beloved role, and we’re keen to reward it with much better game design and functionality. We’re going to work in new quantities of Supplies that can be transported around by them, the ability to replenish your Supplies at base and using specific vehicles, the ability to actually construct specific deployables, the ability to use a minesweeper and more. The Support will straddle numerous logistics roles and be one of the most creative roles in the game.

We’re going to have an ongoing look at how and if we could do destructible elements in the game. Our dream is that everything would be destructible, but unfortunately we’re bound by several aspects of the engine. ’




Yes! We’ll look at this functionality once we’ve overhauled our FPP experience. We want to make sure that if we do it, it feels useful and doesn’t cause horrendous visual glitches (like looking into your own body).




We’re working on this at the moment. We’re quite limited by the Vivox system and may strive to move away from it. It’s definitely an issue we’re experiencing too.




We want to fully flesh out the Commander’s ability to mark the map, direct Units to different locations, synchronise Recon marks with artillery and off-map support.

We’re going to overhaul the Commander screen - both visually and functionally so that you can:
see the area of effect of your abilities
see and use many more abilities
See the team structure and quickly parse through locations of vehicles, units, deployables, supplies, mines etc.

We’re also going to notify your entire team when an ability is used and where it’s used (eg. Encouraged is active in The Orchard!), as currently the Commander is using many abilities without the rest of the team being aware and able to coordinate.

We have tons of abilities yet to come. Some include force respawning specific vehicles, spawning completely unique variants (that don’t normally spawn on that map - ie. spawning a King Tiger in Foy), reconnaissance planes, naval barrages, nebelwerfer barrages, airdropped temporary Outposts and many, many more.




I totally understand this concern. Our design goal here is to use the loadouts to create variety amongst existing roles, as opposed to lifting the overall quantity of automatic weapons in the game. While we announced the Officer role as having a secondary loadout that has a different primary weapon, the majority of new loadouts will allow the player to focus specifically on a different style of play for their role, and often won’t feature a new weapon.

For example, the Support role may choose a loadout where their grenades have been swapped out for a new deployable emplacement. Where we do feature new weapons - the weapon will fundamentally match the role. For example, the Machinegunner will have access to the MG42, or the MG34. We won’t allow another role to take the new MG34, as that would dilute the effectiveness and unique aspects of the machine gunner role - as well as introduce far more firepower onto the battlefield.




Yes! We are not fans of the current animations in the game and our coming mocapped animations will lift the visual experience and make all movements feel far more human. Part of that will be implementing the classic German single handed sprint that you’ve referenced. The benefit of our new animation system is that it’s far more in line with modern AAA standards - allowing us to quickly iterate and polish aspects in a unified way - including creating bespoke animations where we need to.




Yes! The logistics side of the game at the moment is very, very early and nowhere developed as it needs to be. We have a lot of features coming that will focus on the logistics metagame - the management and delivery of supplies and ammunition to the front line.

This will also tie into each individual role as well as the Commander role. It will also tie into the Campaign metagame. We don’t plan to restrict or break systems, but to create this economy in a way that will benefit those who use it with skill and thoughtfulness.




Yes! We’ve got many to add - the entire mechanised infantry component of the game is totally absent at the moment and we’re excited to add these new vehicles. This ranges from half-tracks to scout cars to mobile artillery.




This will be fixed in the next update. We’ve learned a lot from the implementation of Offensive mode and there are some final changes that need to be made to make sure that it runs much more smoothly for both attackers and defenders.




We really wished we could do this but at the moment the team is totally at capacity working on the multiplayer experience. In the future we’re keen to look at story-telling ways of teaching players the fundamental aspects of the game though.




Yes. This is next on our list in terms of major overhaul/infrastructure. The Commander needs to be able to communicate quickly and effectively via the map, and Officers need to be able to communicate to other Units, while their own unit need to be able to communicate to them. There are also gameplay elements that will tie the Commander to the Officers that are yet to be implemented.



We’re going to keep refining the two current gamemodes, but we feel there could be space for a Resistance style gamemode that pits a French resistance style force comprised of civilians and resistance fighters against occupying Axis forces. This is a long way down the line though!




That Commander functionality is currently being worked on - as well as much more!
We’re going to look at mounting and weapon resting. It’s certainly do-able!




Trucks, jeeps, half-tracks, scout cars, more armor, mobile artillery and more.




We’ll be including that with our animation overhaul.




Yes. We’re going to introduce this with our new animation system.




1. Early next year at the latest!

2. We’re going to look at this, as it’s evident that many maps could be very interesting with this as a mechanic.

3. We’ll be adding night maps for many existing maps.




We currently have three maps under development at any time, as well as map refreshes for earlier maps (to include optimisations, gameplay refinement, look refinement and new gamemode and weather implementation). We’re excited to announce the maps we’re currently working on as they’re significantly different to what is currently in-game in both look and gameplay.




We’re planning to add bullet penetration at the same time we rework our ballistics model. Coinciding this with the new FPP gunplay experience will significantly lift the total first person experience and make it feel far more fluid and reliable.

In terms of bullet penetration, we’re keen to create a system that is as self-evident as possible. We’ve found that many systems can become highly overwrought and lack performance or reliable outcome. Like our tank armor system, we’re keen to create a hierarchy of projectile categories that will interact with a hierarchy of material types. For example, a low caliber pistol won’t be able to fire through the same material that a .50 cal could!




Possibly. We’ve made some upgrades and changes to how we make maps so we’re going to look at where and how we could include this in the future.


Questions, answered!


We hope you enjoyed today's community Q&A and the answers we provided! If it goes down well we'll certainly look at doing more in the future.

The team really enjoyed the opportunity to collate and answer your questions on Hell Let Loose, so thank you!

If you're enjoying Hell Let Loose we'd love you to leave us a Steam review.

See you on the frontline!

Community QA - We want your questions!



Hey everyone,

Tomorrow's Developer Briefing will be a Community Q&A where the Black Matter team will be answering your questions for all to see!

All Hell Let Loose questions are welcome, from gameplay and balance to bug fixing and future content - we'd love to hear what you'd like to ask us.

If you'd like to submit a question please post it in the comments section below and we'll go through them tomorrow morning.

Please note - We will include your Steam name for kudos if we answer your question. If you want us to hide your name, please let us know in your comment.

We look forward to answering your questions in Developer Briefing #49.

Developer Briefing #48 - Loadouts!

Hey everyone,

Welcome to Developer Briefing #48! This week we’re taking a first look at an upcoming addition to Hell Let Loose - Loadouts!

We know that many players are dedicated to specific roles - often to fulfill a specific function or playstyle that they most enjoy. However, we’re also aware that some of the prescribed loadouts don’t reflect the historical variety many soldiers had access to, or are inappropriate for specific functions you wish to serve (for instance holding a long range SP with short range weaponry).

As a dev team, we’re also keen to widen the total armory available to better reflect the full scope of the war (Flamethrowers, Grease Guns, FG 42, MG34 just to name a few!). With 14 roles already available to you, loadouts are unlocked via role level progression, and are a way for us to reward your loyalty to a role as well as introduce new weapons and features.


Loadouts in Hell Let Loose




Will unlocked loadouts be better than the Standard Issue or lower level loadouts?


No. Loadouts are designed to broaden the spectrum of experience with a role - not to function as a straight buff or power creep. For example, while the Support role will eventually be given access to weapons like the Flamethrower in one loadout, they’ll also have access to a dedicated Logistics loadout that will increase the Supplies they can deploy. The Flamethrower will be formidable and useful on some maps and in specific locations, however on open field maps it would be wise to opt for a more useful long-range loadout. That said, our design philosophy is to allow you to be creative with each tool we give you, and so we’re excited to see the way you use different loadouts to different effect.

Another example is the Officer role. In Update 4 you’ll notice that the Officer will be able to unlock their first loadout at level 3. This contains a primary weapon change - allowing you to trade in your trusty SMG for a longer gun - something we know many Officer players have been asking for. Some players will find that very helpful for longer ranged maps, while some may opt to stay with the standard Issue, the choice will be yours.

Finally, some loadouts will be designed around flavor, or historical function. The Medic will have access to a Padre loadout that increases their total medical supplies, but removes all firearms - to better reflect the historical role of medics as non-combat personnel.


Will the current Standard Issue loadout be nerfed?




No. Besides several ugly gameplay loops around the ammo boxes and supply crate redeploy meta (as well as total bandage and morphine count for medics), we’re generally happy with the way each role is playing. We do not feel it fair to limit or remove gameplay features that you are already familiar with.


How many loadouts per role can be unlocked?


Each role for every force in Hell Let Loose will begin with the Standard Issue loadout (what you currently have access to in-game) and will unlock 3 additional loadouts at levels 3,6 and 9 respectively - bringing the total loadouts per role to 4. These will be introduced over the course of development as weapons and features are added.


Will this mean that everyone will use automatic weapons?


There’s a certain level of automatic weapon to rifle ratio that we want to maintain across the spectrum - for balance purposes, but more importantly - to preserve the historical ratio seen during the war itself. With this in mind, all our loadouts are tailored to preserve this, as well as reflect the slightly varied arsenal from the war. For example, the US Officer will initially have the Thompson, M1 Carbine and potentially the Garand. We’d then give him the Grease Gun as an option too when we add it.

Part of the reason for the load-outs is to vary and add weapons to the game without hard-swapping it out from someone’s favourite role (you can imagine how frustrated a player may be if we remove or swap the weapon they're most accustomed too).

Officers will soon have a longer ranged option for combat engagements!

Weapons we'd like to add to the game for the current forces are:
  • Grease Gun
  • MG 34
  • Trench Gun
  • Flamethrowers
  • FG 42
  • 1 or 2 additional Tommy variants.
  • Panzerfaust

There’s also huge capacity here for us when it comes to adding more firearms, as well as melee weapons and more utility.


That wraps up this week’s Developer Briefing! The Loadout system will be rolled out in Update 4.

P.S. We know the EXP System is an important part of the loadout system and are aware of an existing bug that can inhibit progress. This week we’ve been working closely with our Discord community by running ‘punching bag’ servers to assist us in some bug fixing, with a primary focus on the EXP and server crash bugs.

We’d like to say a huge thank you to everyone who’s got involved, it’s been very helpful and progress is being made.


If you're enjoying Hell Let Loose we'd love you to leave us a Steam review.

See you on the frontline!

Developer Briefing #47 - Urban Combat in Sainte-Mère-Église!

Hey everyone,

We hope you're enjoying this week's patch and improvements to Offensive Mode!

The team have been eagerly collating your feedback on the changes, as well as balance and bug reports as we prepare for our upcoming patches and Update 4.

Now to the Dev Brief...

Urban Combat in Sainte-Mère-Église


This is your tactical map for Sainte-Mère-Église, our first urban combat focused map that's coming to Hell Let Loose in Update 4.



All strongpoints in this map are placed on urban areas with many inside buildings, two near bunkers / trench systems and one in the map's graveyard.

Get ready for some of the fiercest CQC fighting yet in Hell Let Loose. Fight for every room, house and street as you push to secure ground and drive the opposing team back.


Urban Warfare


We've grabbed some fresh new images from Sainte-Mère-Église to highlight what you'll be fighting for when Update 4 drops.

House to house fighting will be rife in this area.

Garrison the buildings, build deployables and lay traps to secure choke points.

You've come to a crossroads, will your path lead to victory?

Watch those firing lines!

Holding the church's spire will provide strong overwatch for the surrounding area

A good location for an AT gun perhaps?

There'll be time for gardening when the battle is won!

An ideal place for a Garrison, if you can secure it.

Every wall, every window, every shadow. Be ready to fight.


That wraps up our look at the urban locations you'll be fighting in when Sainte-Mère-Église lands in Update 4.

It'd be great to hear what you think about what we've shown here, so let us know in the comments!

If you’re enjoying Hell Let Loose, you can help us by leaving us a review on Steam.

See you on the frontline!

Patch #8 - Live Now!



Hi everyone!

We apologise for one of the longest turnaround times between patches that we’ve experienced so far. We had a ton to fix and tweak and wanted to make sure our brilliant QA team had the time to test everything we’re sending down the pipe. With Update 4 currently in full swing and Sainte-Mère-Église going through some final optimisation, we needed to make sure the Patch would be as bullet-proof as possible.

Patch 8 contains a lot of fixes to both the back-end - including server and client crashes - and to the front end - including the introduction of a new server queue and large-scale tweaks to the Offensive gamemode and fixes to the audio fall-off. There are a lot of notes, so be prepared to dig in.

Patch Notes


Features


Server Queuing

You can now queue for a server in Hell Let Loose. We’ve currently limited the total queue spots to 6, with Admins having the ability to adjust the number down. We’ve capped the server queue count to encourage server seeding and avoid situations where we may have 100 players queued across a similar region, instead of a new server up and populated.

Customisation

Added many new German helmets to the cosmetics array. The majority are unlocked by increasing your Career level. Several are unlocked by increasing the Sniper and Spotter Role level.

Bug Fixes
  • Fixed: Players have reported their career level decreasing or exponentially increasing after several consecutive games.
  • Fixed: The Allies Medic has graphical issues on all Heads when the Melton Winter Coat is selected.
  • Fixed: Crashed airplanes have increased collision with tanks on the left wing.
  • Fixed: Certain Steam users are not affected by the global banning system.
  • Fixed: Graphical issues can occur when entering/exiting vehicles and changing seats if the player is changing weapons while entering.
  • Fixed: Debug text is displayed when US Engineers attempt to place a resource node on columns I and J.
  • Fixed: The post-match experience calculation may occasionally freeze for Career Lv100 Players.
  • Fixed: The Objective distance indicator does not update accordingly when the player is over a kilometer away from said objective.
  • Fixed: If both final sectors are being captured when a match ends, the following match will not load as the timer will loop indefinitely.
  • Fixed: Two hour bans are not lifted automatically after the two hours have elapsed.
  • Fixed: There is no value next to the 'Audio' sliders and is inconsistent with the sliders in the other settings menus.


SFX
  • Implemented and expanded bullet fly-by ricochet and snap volume. You will now notice incoming nearby small arms fire.
  • MG42 FPP sound improvement.
  • M1919 FPP sound improvement.
  • All weapons have been rebalanced, polished and had attenuation adjusted to keep them louder at range.
  • Vehicle engine and fire sound mix changes.


RCON
  • Added a new RCON command “Set High Ping Threshold” to change or disable kicking players with high ping.
  • Added a new RCON command “Set Max Queued Players” to change the number of players that can be in the server queue at the same time.


Visual Improvements
  • Tweaked TPP muzzle flashes to be 3D and now visible from front-on.


Omaha Beach
  • Fixed: Players can clip through a bunker roof by performing a jump-prone action while standing on-top of an item.
  • Fixed: Grass and terrain clipping inside one of the bunkers in sector I3.
  • Fixed: A small tree has incorrect bullet collision.
  • Fixed: Two bunkers in I4 have invisible collision blocking their entrances.
  • Fixed: A bunker in I3 has invisible collision blocking its entrance.
  • Fixed: A specific building's front wall has no player collision.
  • Fixed: There are multiple cases of destroyed tanks with partially failed collision along the shoreline of Omaha Beach.
  • Fixed: Partially failed collision with a destroyed armored vehicle in the H7 sector.
  • Fixed: Window LOD issue in Omaha sector D5.
  • Fixed: There is a layer of water present in the fountains and wells that does not react to bullet penetration.
  • Fixed: Destroyed buildings between the cliff and the beach will change their geometry due to an LOD issue.
  • Fixed: Extended collision is present of the grounded cliff faces placed behind the German artillery in sector A6 of the map.
  • Fixed: The player can get stuck inside one of the stables present in a a specific barn in the B7 map sector.
  • Fixed: There is a visible seam in the water when deploying on the US team.
  • On Omaha, the player is able to see a small section of the edge of the map in sectors A7, A5 and A4.
  • Fixed: Wave animation present on a net located inside a barn in the F6 map sector.
  • Fixed: The brick walls near the beach on Omaha are observed to have visual issues.
  • Fixed: An audio error is occurring in specific areas of the beach.




Offensive Gamemode


We’ve read a huge amount of feedback across all channels, as well as collated our own through playing the map with you. We’ve made some changes to the gamemode below and outlined our rationale for those changes. Please know that we’ll adjust any of these changes against your feedback and our play experience. We are keen to make sure the Offensive gamemode has the right level of intensity and asymmetrical balance as we can achieve.


Reduced number of first active sectors on the beach from two to one.

Currently the US forces are able to spread themselves easily into the inactive sector and push around the German defenders and take the beach faster than we’d intended. We’ve altered the first row of the Offensive mode to now only have one active sector that the Germans must defend and the US must attack.


Attackers now land only in the single active sector.

The largest change to the gamemode is that for the first sector only, we keep only one strongpoint in play. This means that the landing experience will be far more intense and fraught, with the US forces taking considerable fire as they come in. Instead of deciding to land all along the beach, US forces will now need to land in the active sector - consolidating both teams efforts around one location. Please note: once the first row (the beach) has been captured the available sectors will widen back out to two.


US tanks now only spawn in the active sector.

Due to the US forces being able to field three tanks immediately on the beach, the Germans were often more scared to peek at the beach than the attackers. We’ve limited the attackers tank spawn to the active sector, meaning that they’ll have one instead of three tanks to use. Once the first row is taken, all other sectors will spawn their tanks as normal.

Allow attackers to push beyond current attacking sector by 1.

We felt that this was overly restrictive and punished the success of the attacking force. This was designed to consolidate action around the front line. Instead, we now let the attackers push into the sector beyond the active one, but limit them from pushing deeper than that.

Increased the turn back timer to 30 seconds for vehicles out of bounds.

While Infantry could nimbly turn around, many vehicles were overshooting the boundary and being destroyed simply because they could not reverse or turn fast enough. We’ve increased the turn back timer for vehicles to 30 seconds in order to make it much easier to retreat without losing your vehicle. We recommend that you don’t leave your vehicle in this time.


Round start timer for staging.

We’ve implemented a two minute round timer for staging, so that players with slower HDDs are able to load and form up before all landing on the beach (or running to their MG nests).

SMDM
  • LOD issue occurring on one of the trees in the German spawn.
  • The in game map does not correctly represent the actual position of the player by approximately 10m in specific locations.
  • Stretched textures are present on non-ground floor levels of the Brecourt Manor.
Crashes
  • Fixed a potential server crash triggered by character customisation.
  • Fixed a potential server crash in the replication graph code.
  • Fixed a potential server crash triggered by an issue with the engine’s garbage collection.
  • Fixed client crashes when changing map to Omaha from an active game.
In Testing
  • Sainte-Mère-Église German Offensive and Warfare Gamemodes.
  • New unlockable role loadouts.
  • In-game loadout and customisation selection.
  • Server host reserved slots.
  • Continued wide-spread optimisations.


Currently working on (non-exhaustive list, we just want to give you some idea)
  • Continuing HUD and UI updates.
  • Implementing mocap and making large changes to our TPP animation systems. These will result in a much more natural look and feel.
  • Our FPP experience - with a focus on gunplay - is being overhauled in a separate branch.
  • This is to both match our new TPP look, but also to greatly increase the fluidity of the FPP experience.
  • Diving (performed by proning while sprinting). This is wrapped up with our FPP overhaul currently.
  • Bullet penetration.
  • Map balancing (addition of cover and other features in locations that are either boring or creating a tedious gameplay experience).
  • Wheeled vehicles.
  • Three new maps are currently at different stages of development.
  • Updating all audio and SFX. We’ve been testing reflections and different reverb volumes alongside all new weapon fire and reload sounds.


One more thing…


We’ve read the subreddit, Discord and forum feedback and are making the Garand sight picture easier to use! You can expect to see this in U4.

Thank you for continuing to share your thoughts and feedback on all elements of Hell Let Loose with us, it does make a difference.



If you’re enjoying Hell Let Loose, you can help us by leaving us a review on Steam.

See you on the frontline!