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Developer Briefing #39 - Player Customisation!

Hey everyone,

This week's Developer Briefing is straight from Lead Developer Max as he shares a more in-depth look at our upcoming customisation system!

Over to you, Max!


Cosmetics in Hell Let Loose


Hi guys!

Update 2 will see the introduction of the early stages of the cosmetic system in Hell Let Loose. Tying in to a much broader array of systems, we had several goals we wanted to accomplish with it:

1: provide a way to personalise your appearance with historically accurate uniforms.

2: to display veterancy and experience in-game as a reward for long term players.

3: to capture the huge iconic array of uniforms and helmets seen during World War Two.

For us this has been a huge design challenge. We’ve tried to strike a balance between absolute accuracy to what each soldier was wearing for each force at each battle - while also allowing some flexibility in appearance.


How does it work?


In Hell Let Loose, your appearance is broken up into three different aspects across each of the 14 roles. Per army, this becomes 28 separately customisable roles - not including forces added at a later date.

Helmet:
While a plain old feldgrau Stahhelm is nice, a camouflaged one wrapped in scrim is better. Whether you want to play as a specific historical company or stand out in your unit, we’re excited to allow you to bring some quickly recognisable personality to your unit.

Character:
From looking like Band of Brother’s green recruit Albert Blithe, through to the grizzled face of Brad Pitt’s Don "Wardaddy" Collier from Fury, we’ll be adding many different characters.

Uniform:
Enlist in the standard US summer uniform, rug up with a winter coat, throw on an assault vest, or hunker down in a splinter camo smock, each role has a specific array of uniforms to unlock and use. They’re designed to be a quick way to determine the experience of the players around you.


How do I get new helmets, heads and uniforms?


Each of these items will be unlocked in multiple ways. Many tie into our Role leveling system - where playing a particular role continuously will slowly unlock more and more uniform options (for instance, the winter uniform is one of the first unlocks).

Other items will be unlocked through our Player levelling system - the overarching level that determines your experience with the game as a whole.


Will cosmetics be role specific?


Yes. It’s important to us that we make sure a particular item is role specific so as not to break immersion. This means that cosmetic items will only be available to the roles that are appropriate - such as Officer helmets only being available to Officers! It also means we won’t be allowing tank crewmen to wear sniper veils.


Why did you implement a cosmetic system now? Surely there are more important things to work on!


We’ve bought the cosmetic system in now as it’s largely entangled with a wider array of systems - including our player account system, progression system, weapon selection system and full TPP and FPP animation and look overhaul (which in turn ties in to our development of soft-skinned wheeled vehicles) . By bringing this in now, we won’t need to double back on work or risk breaking things at a later date.


Where do I apply my cosmetics?


The Barracks is now available from the main menu. There you can customise each role to your heart's content.

Should you want to change your uniform or helmet to something more map-appropriate while in-game, you can do so when you select your role after joining a unit. We are currently working to implement this alongside the ability to select a specific weapon or equipment loadout per role

Equip your soldier for any front!

As you rank up and gain role experience, you'll be able to unlock unique cosmetics to inspire your allies and strike fear into your foes!

See your uniform in all its 360 degrees glory!


Thanks for reading this week’s dev briefing. Next time we’ll be taking an in-depth look at the pros and cons of the Tiger - also arriving in Update 2. We’ll also be unveiling our updated roadmap. We know that Update 2 is short on maps, but have no fear - Update 3 is not far behind and will contain new maps and other goodies.

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

See you on the frontline!

Patch #6 - Live Now!

Hey everyone!

We’re currently hard at work on all the content for Update 2. However, there are some core issues that we want to address first before we start pushing out planned new features.

This means attempting to balance fixes to critical issues in patches while still being able to focus on a huge game-changing bulk of work that’ll come in the next update - so we appreciate your patience and understanding with this.

Patch #6 Notes


VOIP
  • Applied several final changes to Vivox protocol that fix some servers never having VOIP.
  • Applied fix for Vivox breaking after the map changes.
Functionality
  • White gates are now passable by all vehicles.
SFX
  • New US victory song has been applied and credited.
Visual Improvements
  • Fixed the pixelation of the Luchs gunner’s optic.


Coming Soon!


Finished for Update 2
  • Tiger Tank
  • Full sound overhaul for all vehicles (including systems established for all coming vehicles).
  • Unit kicking.
  • Unit locking.
  • Two-way Unit inviting system.
  • A large suite of RCON commands for community server hosts.
  • A forgive and punish system for teamkilling that also punishes concerted griefing.
  • Rework of Armor units - doubled number of Armor units and reduced their size to 3 men.
  • Vehicle locking system - you cannot enter a crewman position in a vehicle if it is already occupied by another Unit. We will be working with the community to refine this per feedback.
  • Vaulting and mantling is now more responsive, fluid and polished.
  • New rig stance changes and general systems upgrade for the FPP experience.
  • First pass of cosmetic system. We will then be fleshing this out and tying it into the progression system which will be released shortly after.


Currently working on (non-exhaustive list, we just want to give you some idea)
  • Continuing HUD and UI updates.
  • Making MG deployment more responsive, fluid and polished.
  • 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.
  • Progression system: We will be unveiling how this will work before release. This ties to a cosmetic system.
  • Continued optimisations.
  • 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).
  • Vehicles.
  • New gamemode.
  • 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.


We’ll be releasing a revised roadmap shortly, so watch this space!

Oh and you didn't think we'd leave you wondering what the vehicle SFX overhaul sounds like did you?

We'll let the Tiger do the talking here...
https://www.youtube.com/watch?v=nnmVifN90k0&feature=youtu.be


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

See you on the frontline!

Developer Briefing #38 – Unit Management System!

Hey everyone,

Welcome to Developer Briefing 38! This week we’re pleased to share with you that Unit Management, a feature we know you’ve patiently been waiting for, is coming to Hell Let Loose in Update #2.

Unit Management will help Officers run their unit, and keep it banded. This is to encourage chatty units, playing with friends, role playing or bringing tactically like-minded players together.

The full ins and outs of this system can be found below…


Your Unit, Your Rules!


When creating a unit and taking the Officer role, players now have the choice as to whether they want to make their unit open or locked.



The only way a player can join a locked unit is via approval from the unit’s Officer. This is achieved by receiving an invite from said Officer, or by sending a join request to a locked unit and having it accepted.

When using this system, there’s a couple of things to keep in mind:

1. Officers can only invite players in the deploy menu and can only invite unassigned (not in a unit already) players.

2. If an Officer is deployed and alive, unassigned players can send a join request, which will then lead to an actionable prompt on the receiving Officer’s screen.



To further highlight the importance of Officers, we’re also adding a feature that messages every player in a unit that lacks an Officer that they should probably consider addressing this. Players will be encouraged to do this upon using the deployment screen.


What shape is Italy?


Unit management will also bring with it the ability to boot players out of their unit, if you’re an Officer.

Players that get removed from this method will be removed from their unit upon death, before being prompted to join another unit on the deployment screen.

Here’s a heads up on what happens to players in different kicking scenarios:
  • Kicked players will be in the same unit VOIP channel, until they die.
  • However, Kicked players do not show up in units and do not count towards a unit’s size.
  • If a Sniper is pending to be kicked on death in a Recon unit, another player can join as a Rifleman immediately and swap to Sniper when the role becomes vacant. (No Sniper stacking!)


Harsh, but fair.


Just because we’re adding a kicking feature, it doesn’t mean it should be used on a whim. Ideally newer players or those lacking the experience of more veteran players will be met with patience, encouragement and comradery.

But, we know that people get kicked for different reasons, so when a kick does occur the affected player will receive a notification as to why they got kicked upon death.



The three reasons for the boot that an Officer can give are the following:

1. Not using teamwork
2. Not staying with the unit
3. Making room for a friend

If you find yourself without a unit at the deployment menu, simply join another, or create one of your own.


Officer’s Rules!




That wraps up our briefing on unit management. Thanks again for your patience whilst we worked on adding it to the game, you won’t be waiting long for this!

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

See you on the frontline!

Developer Briefing #37 - Hands on with Hell Let Loose!

Hey everyone,

Welcome to Developer Briefing 37! This week we’re getting handsy as we share a first look at updated hand models that are coming to the game in the future!

We’ve also got a sneakiest of peeks of something else at the end of today’s brief…


Handy Update


Being an FPS, you look at your hands a lot in Hell Let Loose. Currently this is the view players see when holding their weapon:



We feel it conveys pretty clearly that it’s a hand, doing hand things such as holding, aiming, reloading and firing your weapon. But the team felt that there was room for improvement here, by giving players more realistic hands we feel that player immersion can be further increased - so here’s what you can look forward to in a future update:

Smaller, more detailed hands.

More detail in the wrists.

Visible veins and skin detail.

This change will apply across the board, whether you’re handling a weapon, driving a vehicle or using equipment / medical supplies.

We’re excited to see this combined with our future animations update to create a smooth, gritty and satisfying feel to each movement and action you take in-game.

Updated hands also means updated sleeves…

Crinkles and imperfections will give a more ‘worn’ feeling to the sleeves.

Indentations and creases will be prominent too!


Suits you sir!


A little look at something that’s coming together…



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

See you on the frontline!

Patch #5 - Live Now!

Hey everyone!

We’re currently hard at work on all the content coming in Update 2. However, there are some core issues that we want to finalise and fix before we start pushing out more new features. We’re attempting to balance fixes to critical issues in Patches while still being able to focus on a huge game-changing bulk of work that’ll come in the next Update.


VOIP


Applied several changes to the Vivox code and then changed the way channel switching and channel muting is handled. This should fix many cases of the proximity and leadership VOIP breaking.

YOUR HELP: VOIP bugs have been difficult to reproduce and fix as they often occur on high population servers and can be difficult to intentionally trigger. If - after this patch - you are still experiencing any issues with VOIP, we would greatly appreciate it if you would report the issue in our special VOIP feedback Discord channel: https://discord.gg/beJj8Rv

This will allow us to follow up with you to get exact specifics and discover if your issue is bug related or hardware related.

We understand that VOIP is a critical part of the Hell Let Loose experience and we will be working until all issues are eradicated.


Functionality


Reworked the server search code. The outcome of this is a more methodical but accurate server listing. You should now be able to see all current servers as opposed to having several missing (often your own regional servers) or having different outcomes every time you refresh.

PLEASE NOTE: Many reports of issues with the server browser have resulted from user-side settings. We recommend making sure that your firewall is not blocking the application and your ISP is allowing port forwarding. If you still cannot see servers, please drop us a line in the feedback channel on our Discord and we’ll follow up with you.


SFX
  • A scream sound effect no longer plays when a player dies due to drowning.
  • New US AT 57mm cannon fire sound


HUD/UI
  • On the map key, Unit and Team Member icons appear stretched vertically
  • Fixed compass bearing showing 0° and 360°.
  • The top German HQ spawn overlaps into the out-of-bounds area on the Utah map.


Visual Improvements
  • German LMG tracer rounds are of a higher light intensity than its muzzle flash.
  • Fixed waves being visible inside the beach puddles on Utah.
  • Fixed windows overlapping walls in numerous maps.
  • Fixed tanks being able to drive up specific small hedges.
  • Fixed bullet collision on multiple tree assets.
  • Fixed tanks from floating above bomb craters.
  • Fixed German Munitions node producing feathers FX when the sheet metal is shot.


Currently working on (non-exhaustive list, we just want to give you some idea)
  • Additional RCON commands.
  • Making vaulting more responsive, fluid and polished.
  • Continuing HUD and UI updates.
  • Making MG deployment more responsive, fluid and polished.
  • 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.
  • Unit management functions (kick/invite and lock).
  • Vehicle locking system.
  • Anti-griefing mechanics.
  • Progression system: We will be unveiling how this will work before release.
  • This ties to a cosmetic system.
  • Optimisations.
  • 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).
  • Vehicles.
  • New gamemode.
  • Three new maps are currently at different stages of development.
  • Updating all audio and SFX. Specifically, vehicle engines, tracks and other aspects are being overhauled at the moment. We’ve also been testing reflections and different reverb volumes alongside all new weapon fire and reload sounds.

We’re currently finalising the contents of Update 2 and will shortly release a revised roadmap.

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

See you on the frontline!