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Developer Briefing #192 - Answering Your Questions!

Hey everyone,

Thank you all for taking the time to ask your questions in the AMA last week!

The team has been really eager to respond to as many as possible and will be looking to elaborate further during the dev podcast with RazBora and The Fresh Baked Goods, which will premiere over on Twitch, and on YouTube at 6pm BST on Saturday, 5th of August.



[h2]Patch 14.2 PTE Session[/h2]

Thank you to those of you who have taken part and submitted feedback during the recent PTE session. We want to make sure these sessions, as well as the process of taking part and submitting feedback, continue to be improved upon, including the duration and timings of the PTEs, as well as increasing the visibility of these sessions.

[h3]Player Locomotion Speeds[/h3]

Despite the fact there was no new content to try out, two hundred of you still took the time to submit your feedback, and we were able to evaluate your responses on the changes to player locomotion.

Players were asked whether they felt the acceleration, sprint, and run speeds were either ‘too fast’, ‘just right’, or ‘too slow’ - for both the PTE session with the removal of the recent locomotion changes, and the live build where players still have faster player locomotion. In the PTE session, around ¾ of all players who responded indicated they felt the acceleration and run speeds were ‘just right’ - compared to a roughly fifty percent split between ‘just right’ and ‘too fast’ in the live build.

For the sprint speed in the PTE, over half of the participants felt that the speed was ‘just right’, and when asking about the live build, almost ¾ felt it was too fast.

While the total number of responses is not wholly representative of the Hell Let Loose community, the opportunity to provide feedback is something we can take into consideration when working with you to determine the implementation of new changes. We can see that there continues to be a close divide in opinion, however, the data we have from this session, alongside community discussion, helps to informs us that the removal of the increased player locomotion during the PTE session was felt to be ‘just right’ by the majority.

[h3]Speed Values[/h3]

The speed values for the PTE session have been a topic of conversation, and prompted us to investigate some theories suggesting the PTE speed tested was actually closer to the pre-U8 player speeds, rather than the speed before U14. As the new studio taking on Hell Let Loose, we aren’t aware of the values that were used prior to Update 8. The base values that we returned to - with the removal of the increase - were that of the values we had, prior to the Update 14 release.

However, it is possible that because of a discrepancy that we believe was present between U8 to U14 - where German forces had a faster acceleration speed - the balancing of the Allied vs Axis speeds that also occurred with U14, may now be more visible with the reduced running and sprinting speeds.

The values changed for the PTE were that of the values pre-U14, and there has certainly been no deception involved! We will continue to investigate this to understand whether there is somehow another value within the code that we're unaware of that controls the speed which has now been impacted - which is what this PTE was to help us discover. We’ll keep you updated on whether we find anything!

[h3]Dive to Prone[/h3]

We also saw that over half of you felt that dive to prone had made a positive impact, and would be keen to see it tested further and improved upon before returning to the live game, in a way that was less arcadey, and more punishing, encouraging players to use it strategically, rather than as a means of continuous evasion. If this is something we continue to see requested by the majority, it would be possible for us to revisit the feature and polish it to prevent any potential exploitation, before PTEing it for re-consideration in a future update.

[h3]Why remove the U14 player locomotion changes altogether?[/h3]

During the initial stages of internal testing, any lower speed increments tested turned out to be rather nominal. What we hadn't planned for, was that the game was already relatively well-balanced regarding tanks and infantry. Tweaking player speed caused complications with this. At the moment, tanks do in fact move unrealistically slow - but it is balanced against the existing infantry movement. We explored increasing vehicle speeds, but physics instability caused the tanks to fly more often than not!

Improvements to vehicles, as well as locomotion, could continue to be considered, but we must first revisit some elements of the code from the ground up - before then involving the community in any future changes.

[h3]Grenade Bug[/h3]

Based on the feedback so far, the grenade bug was not once reported during the PTE session. We believe the changes to the PTE build process would have allowed the grenade bug to reproduce, so we are hopeful we may finally have a successful fix and are eager to get this released into Patch 14.2 to confirm!

We know a conga line was mentioned if we nailed this one, is that still on the cards?

[h2]Patch 14.2 Release Date[/h2]

With no reported impact from the removal of the recent player locomotion changes, we will be looking to now release Patch 14.2 on the 7th of August.

[h2]Patch 14.3 Progress[/h2]

We are making progress with bug fixing for Patch 14.3, and have already prepared fixes for some of the community-raised bugs we plan to address, including, but not limited to:
  • Doubled-up explosion VFX
  • Ultrawide screen support
  • [Xbox] Missing audio on firing/reloading SFX

[h2]Loadout Bug Hypothesis[/h2]

While not a fix, our investigations into the loadout bug have produced a new working hypothesis. We know that when a player deploys, there are several checks that are carried out, including verifying if the player has met the correct level requirements for unlocking the loadout they have selected. If they fail the validation, the default loadout is used instead.

In rare circumstances, it would appear that the validation fails even if the player has met the correct unlock criteria, which suggests that there is an issue with the validation checks. This may be caused by incorrect cached stats that are used, or failing to get stat data from Steam or something else entirely. We are looking to now add error reporting in this area of the code that will help track down where the fault lies so we can work on determining a potential fix, if this theory is confirmed.

[h2]AMA Answers[/h2]

Thank you for giving us the time to address as many of your questions as we could. While the format allowed community members across different time zones to take part, we want to explore how we can introduce live sessions to discuss new content in the future!

While word count restricts us from adding all the answers in this dev brief, you can find the rest of the answers from the open session here on the Hell Let Loose Subreddit, or by visiting the Discord and reading the #ama-july-2023 channel.

Who has answered your questions?
  • Kieran, Studio Technical Director
  • Adam, Senior Brand Manager
  • Craig, Producer
  • Matt, Studio Creative Director
  • Alisha, AKA WombatMedic, Community Manager

[h3]Update 14 & The Trailer[/h3]

What was the thought process around why Team17 wanted to purchase the Hell Let Loose IP in the first place?

This is a great question, and although I wasn't part of the high-level discussions between Black Matter and Team17, I can comment from my perspective.

Team17 had partnered with and worked very closely with BM for the life of the title in Early Access and had not only seen how great the community had become with the title but also saw the potential to keep on bringing new content and growing this community. One of the joys of Team17 is how varied our portfolio is from our owned IP's to our 3rd Party published titles and so we can keep creative in our approach to titles and avoid the "Cookie Cutter" style of games. The end goal for us with the title is to deliver the best possible experience in HLL and to deliver content that our community want to play.

We don't want to game to ever be watered down or be more like those titles, the main focus is to keep the core gameplay experience the same HLL everyone knows and loves but improve on its issues and bring new exciting content from the WWII theatre of war.

What was the thought process behind the very infamous German OP trailer?

The story behind the trailer going live isn't as exciting as some would have you believe (summer intern? we wish!).

This trailer was outsourced to a new partner agency, with a too-short deadline. And to be honest, the checks that should have been carried out on the quality of the assets and historical accuracy did not happen.

This mistake has been learned from and acted upon - with our internal trailer team, which had worked on the majority of our previous trailers, being brought back onto the project.

That trailer is not a representation of HLL or the dedication and care that the team apply to everything they do with regard to the title, and we will never put out an asset of that quality ever again. - Adam

What will the British rework look like?

Honestly? Thorough. We know they need more accurate uniforms, vehicles and weapons. So much so, that, sadly, we can't give a solid timeline for this amount of work just yet. We're committed to making it happen, however! We'll share our progress through regular developer briefings and PTE any significant changes to firearms. - Adam.

What was the intention behind the sprint speed change?

Two things - 1. We wanted to understand how all the player locomotion mechanics worked and we have implemented a bunch of improvements to them - such as improved step height consistency. 2. We are also keen to try things that could make the experience better, and we had seen community comments that the game locomotion feels slow. What we will do moving forward is keep these sorts of experimental changes to PTEs first before rolling them out to the community, ensuring your feedback is what determines whether a feature is implemented or not. - Matt

Why were the British forces historically inaccurate?

The British forces were originally delivered in the same way previous forces had been brought to the game. We are exceptionally keen as a studio to move more towards historical accuracy and have plans to improve the British forces to make them not only more accurate but fun to play. Alongside your feedback and future PTE sessions, we want to see more of a focus on historical accuracy come into place. - Matt

Why was it not policy to issue bug-fixing next-day patches?

It isn't a policy of ours to do this, or even our intent, what needs to be done with anything like this is first evaluate the bug, reproduce it, have the team access what needs to be done to fix it, submit a fix, have our QA team test the fix works, and then sign-off a build ready to go out to the public. This can all take time depending on the severity of the issue, and our ability to reproduce it and submit a successful fix.

What can happen with bugs like this though, is that it becomes what we call a work item, where we need to have a member of the team create additional animations to fix the issue which can take some time depending on the level of complexity, in an ideal scenario, I want to be able to have fixes out to the players as soon as possible, but we need to be confident as a team that we've fixed the issue and not introduced any more issues in the process. - Craig

How do you feel about the recent negativity?

I won't lie it's tough, especially for a team that, like myself, has worked on the game since Early Access - including team members from Design, QA, Production, and Marketing. We all worked very closely with Black Matter and try to stay true to the core direction of HLL.

We take ownership of the fact that our recent direction drifted from this and are actioning a lot of changes that put the community back into perspective, including tackling many community-raised bugs, holding more sessions like this, as well as listening to feedback and providing more opportunities for feedback by introducing PTEs before releases that will help to inform development. We know words mean nothing right now, and it's our actions that will regain trust. It's going to be a journey, and we hope you'll come along with us! - Adam

How did the purchase agreement with Black Matter affect the changes to the core mechanics in updates 13.5 & 14?

As we didn't have knowledge of any detail of the agreement or go looking for them, any such clause did not have an effect on the game's development or core mechanics.

Will the recent shift in development focus delay the planned December update?

It will sadly change what was planned in the old roadmap. But we will be releasing a new one soon. - Adam

Why are we where we are today?

As a returning member of the team that has been off-project for the past 12 months, I think I have an interesting perspective on this.

The desire to give our fans new content with what has become somewhat of an overly ambitious roadmap, sadly meant that focus shifted from the core gameplay experience, with plans so far ahead that we tripped on our own feet. But lesson learnt, and with a new focus and mantra, we will always aim to stay true to the core experience for our players. - Adam

Does the massive public outcry towards the increased sprint speed change in U14 give the team any confidence to make changes on a larger scale going forward?

Confidence aside, I think it's important to note that, while we don't want to shy away from making changes to Hell Let Loose, we need to first make sure that there is large appeal within the wider community in regard to any changes we explore implementing, as well as having the ability to make changes without running into certain programming limitations. That includes ensuring our development continues to focus on being transparent and bringing players into the process of implementing new features, modes, forces, and more, at a much earlier stage.

What can we expect from the in-game store?

The in-game store, or rather, our DLC hub, will be arriving with Patch 14.3, along with the Basic Training and Practice Range environments, originally planned for Update 15. At launch, you'll only be able to use the store to get hold of DLC cosmetics that already exist on your platform's storefront. Eventually, we will add new and upcoming cosmetic DLC to the store. The store will only offer cosmetics, and captured weapons is not something we're currently looking into, because it could upset the game balance, and end up becoming something that is more pay-to-win - which we absolutely do not want to do. - Adam

How did you go from Dev Brief #160 saying Team17 is just as passionate about the game and understands the differences between Hell Let Loose and other titles, to introducing the recent changes that are now being removed?

This was a mistake born out of good intentions. We tried to add too much content and took our focus away from the core gameplay experience. We have made necessary changes within the studio to make sure this doesn't happen again. - Adam

Why did you stop using PTEs?

We took too long to evaluate a way forward with PTEs that would support us in working with you, and this is something we have now corrected. Our release schedule has had adjustments made to it that will ensure your feedback will be taken on board throughout the development process, holding PTE sessions before each release. - WombatMedic

[h3]Bug Fixing & Optimization[/h3]

Will there ever be a proper optimization update?

We will be bringing optimisations to every update that we release. There are multiple areas that require attention on both the server and client. Right now we are working on optimising the art assets on the worst performing levels. In addition we are looking into ways to reduce the increased stuttering that has started happening in the game. This however is just the start and we are committed to continuing to look into ways that we can make the game run better. - Kieran

Will we ever see improvements to vaulting and not getting stuck on random assets?

In short, yes. Part of what we want to achieve is a more fluid and balanced movement experience for all players, I know my design team have already put some work into this, and when we do make these improvements, I want to make sure that you as players get time to try it out and share your feedback, which will shape how we proceed as a team. - Craig

Is there ongoing work to fix bipod mounting?

We have created specific tooling to help fix these issues! We are now able to more easily visualise the various collision shapes and level mark-up in a much simpler way - which makes identifying and fixing these issues a lot easier.

The reason for issues mounting your weapon or not having the freedom of movement you would expect once mounted is due to the game being very (overly?) cautious about not allowing geometry to intersect with the game camera, which would look ugly, but also could potentially be used for exploits. The issue in most cases is poor collision geometry causing collision checks to fail. We have created new tools to more easily fix these issues when we find them or are made aware of them. Please let us know about specific locations and we will get them fixed! - Kieran

When will we get a higher server tickrate?

We are working on optimisations with every update (both client and server). Right now this is targeting getting a constant tickrate, but once we achieve that, we absolutely want to keep pushing so that we will be able to increase the server tickrate. - Kieran

When will the LOD be fixed for distant objects?

Our tech-art team are working on fixing the worst offenders. However, the core issue is down to how LODs are implemented in the game, which makes it very hard to fully fix. We are, however, very much looking into options on how we can make any improvements in this area. - Kieran

Is there any chance of an engine upgrade?

I wanted to address this because we will always be assessing how we can deliver the best version of Hell Let Loose - and while there are some things we are considering, we must first address the issues at hand, including optimization and bug fixing, so that the existing experience can be improved, before further exploring engine upgrades, including UE5. - WombatMedic

Why did the 14.1 patch cause stuttering and other performance issues?

There was a server issue that did not show up during internal testing which caused servers to not show up for Steam players when we pushed 14.1 live. We found that the issue did not happen if we switched to using a development build of the server. This ensured that players could continue playing the game, however at the expense of reduced server performance. We then worked with community server owners to test and roll out a fix to the issue. This fix was rolled out without having to re-patch the game. We have since changed our testing strategy to ensure that this particular situation cannot happen again. - Kieran

Do you plan to provide more QoL features, and also fix the bugs that were introduced before the studio began work on the game?

Absolutely! In fact, we believe we may have (finally!) fixed the grenade bug! We're extending the initial PTE based on your feedback, so that it will run over the weekend, but so far, we haven't seen any reports of the grenade bug on our new PTE build. Also, we are testing a fix for the doubled-up explosion VFX. These are just two examples. We know the game needs some sizable QoL improvements, and there are a lot of designs in place for these that Matt has shared throughout some of these answers. We are considering any and all issues in the game and will continue working to improve the game experience. - Kieran

Are we likely to see improvements with VOIP?

We have already pushed out a number of fixes for VOIP issues that do fix failures in some situations, however, it is clear that we are far from done with this. We will continue to investigate and fix instances where VOIP can fail. This is an area where it is tough to get information about the issue as we rarely see issues in our development environment. We hope to get much further with this during our PTE sessions with you. - Kieran

[h3]Game Design & Meta[/h3]

Do you have plans to add accurate uniforms for different maps?

We want to offer specific uniforms for maps, including more accurate British and German uniforms for North Africa maps. We also want to make weapons, vehicles and armour specific to certain maps and are already working on a new set of British Armour for North Africa - which we'll be able to share more about in a future dev brief. - Matt

What are the future plans for artillery in the game?

We understand this is a big topic amongst players, and are looking at different solutions for artillery, including self-propelled artillery, smaller artillery pieces, and mortars. We have a variety of prototypes we want to explore implementing, and then eventually run PTEs to gather feedback as part of the development process. - Matt

Will you be adding the ability to use the bipod on the bren gun?

We are looking at potential solutions for the Bren light machine gun to include a bipod. However, there are a lot of things we must first take into consideration. One of the options could be to give the Bren a functioning bipod and move it to the machine gunner role. We are conscious that giving the Bren a bipod as it exists now, could have a large impact on the existing meta, and game experience. A 6 person squad could end up with two LMG-type weapons which could be too MG-heavy. We need to continue prototyping this and look for your feedback through future PTEs. - Matt

When will I able to manage my squad without dying first?

This can be really frustrating and is a design change we are keen to make. Once we're in the position to, we will run a PTE for feedback on a potential solution. - Matt

Will you add a fire selector for some weapons?

While it is not currently being looked at, as that functionality does not exist in HLL, I think it's a good idea and would definitely help make the game more historically accurate. Few things we'd need to figure out (especially on console controllers) but yes, this is something we should prototype out and PTE. - Matt

Will there be destructible environments in the future?

We are indeed looking at including environment destruction for the game, however, there are quite a few factors to consider, including the level of destruction caused by not only the weapons in the game currently, but also future vehicles and weapons we want to include, plus the technical performance impact. These are all things we must continue to evaluate and explore. - Matt

Can we expect wider trenches for new maps?

This is something we have actually already prototyped out - with wider trenches in the development of Brecourt Battery - and it works quite well. For our refresh of SMDM, we'll look to implement this change as well - which you'll be able to test for yourself in a PTE session. - Matt

Are there any plans to reorganize the resource nodes meta?

It is something we will need to continue to consider, however, we definitely like the idea of Nodes generating different levels of resources based on their location. - Matt

Will Hell Let Loose ever receive freelook?

A lot of these are features we want to bring to the game and have been working on in the background but will take time to design and develop. We already have a design for freelook which we will prototype in the future. - Matt

Are there any plans to address the Medic’s viability on the battlefield?

This is something we have been looking into in the background - and yes, we even have designs for Medics to be able to drag wounded players, as well as reevaluate incentives such as bonus XP when revived by a Medic. - Matt

Will anything be done to encourage more players to better utilise Garrisons and OPs?

As a player myself, I understand the frustration when squads do not create Garrisons or Outposts. One key mechanic of HLL is that squads have the tools they need - Officers should be building Garrisons with supplies from the Support role, the supply truck, or from the supply drop.

One element we can work on though, is how to better communicate these mechanics to players, especially new players, bringing clarity to the importance of placing Garrisons and Outposts. - Matt

Can we expect the studio to lean towards realism?

While recent feedback around the sway of British firearms has suggested leaning too heavily on realism wouldn't be appreciated by some in the wider community, this could be something we eventually look at to strike a balance between. However, this would require a complete re-design of a major component of the game. - Matt

Is it possible to fix the Garrison/OP overlay order in the redeploy menu?

This is something we'd like to introduce, and we already have a design for the Garrison/Outpost ordering which we are keen to prototype out and test in a future PTE. - Matt

Do you plan to expand the server queue?

We know there are many in the community who support organized gameplay in Hell Let Loose, and we're looking at the best way to support players being able to join games with large parties, which is especially an issue on console.

If we allow players to search with 20 friends for an active game, we need to put you into a server that has 20 slots available, ideally on the same side. This is where it becomes difficult. What I, and the rest of the team, don't want to happen, is seeing players getting placed into an empty server just because you're trying to find a game that can support a large number of players. We will continue exploring alternatives for queuing and when we've made progress, will be sure to get in touch! - Craig

Will you introduce a minimum level requirement for key roles?

This is very much something we have already looked at and have designed, including for the Commander role, and plan to go into more detail with a future dev brief - I'd be keen to get feedback on this soon. - Matt

Is it possible to have means to cross the water on maps that have a singular bridge?

This is something we're looking into - the inclusion of boats and watercraft. - Matt

Will anything be done to prevent players from creating squads and then leaving them so they don’t have to play as Officers?

This can certainly be frustrating. We need to think of an elegant design solution for this, as well as help educate players on how to confidently use the Officer role. - Matt

Will you ever release map-making / mod tools for the game?

Hell Let Loose as a game offers players the ability to relive some of the most memorable battles of World War II. While we know there's a healthy appetite for modding tools and the ability to create and submit maps, it is not something that is currently on the game's roadmap.

As it exists now, Hell Let Loose is limited by its initial setup and code. In our last dev brief, we touched on the fact that we must first look to address player feedback while preserving the core aspects of Hell Let Loose, so for now, community modding tools remain off the table, however, I'd be really keen to see where we can involve the community in the future when it comes to potential maps! - WombatMedic

[h3]Maps, Forces, & Uniforms[/h3]

Can we expect more Soviet maps?

We want to bring many iconic fronts and battles to Hell Let Loose, including building upon the existing forces. So, yes - we are looking at delivering more Eastern Front maps. - Matt

Will you consider adding the Pacific Front?

We do want to explore introducing the Pacific Front, and will need to look into how we could deliver this. Right now, we don't currently have any timelines, while we continue to make sure we improve the existing game and forces already available. - Craig

Will you create more urban-based maps like Carentan?

Yes, we have plans for more urban-based maps. This is something we are very keen on as I know many players, like myself, enjoy urban combat. - Matt

Will you ever introduce some of the famous cosmetics people have been asking for, including SS camo smocks, pea dot 44 uniforms and British Paratrooper battledress?

Yes. There are plans to include all those uniforms in the game at some point.

[h3]Tanks & Vehicles[/h3]

Is there anything that can be done about tanks bouncing around like they are made of paper when hitting small and insignificant obstacles?

While the handling of vehicles could be improved, we need to consider this with caution as it would likely change the balance of the game. One reason for vehicles bouncing around or getting stuck when they shouldn't however is because of collision issues with the environment. We have created new tools to help us fix these issues. Therefore if you have specific locations where this happens, please let us know and we will take a look. - Kieran

Will we ever see any changes to the existing armour system?

There are many changes we would like to make to armor in order to better simulate the performance and attributes of armor in WWII. As many of the community will acknowledge, there is very little symmetrical armor in relation to their traversal speed, reliability, turret rotation, reloading speeds, armor strength and deflections, suspension, plus gun range and penetration in WWII. This level of more historical accuracy combined with gameplay is a delicate balance, but one we are keen to address in a series of prototypes that we will want to PTE. Plus, yes, we are very keen to include US Tank Destroyers and more armour like the StuG. - Matt

Are there any plans to add a “turn out” ability for armour?

Yes, we know this is highly requested amongst the community, and I can talk about this more in the upcoming podcast. As well as evaluating the wider design of armour, we will be looking at prototyping at both being out of hatch or buttoned up, with the hatch closed. - Matt

Are there plans to add correct tanks for maps?

Yes - we want armour to be historically accurate (including markings, camo etc) for all maps. We don't have a timeline we can share for this work right now, but it is something we want to eventually introduce. - Matt

Catch up on the rest of our answers from this session by visiting the Subreddit or Discord.
Join us next time as we take a closer look at the Practice Range. See you all on the frontline!

Weekend PTE Session

Hey everyone,

Thank you to those who have already taken part in the PTE and shared your feedback!

While the announcement went live in Discord yesterday, we’re keen to action on your feedback around the timings of this first PTE session, and will now be extending it over the weekend.

The PTE servers will start to go offline, Monday, 24th of July, at 11am BST.

[h2]Patch 14.2 PTE Changelog[/h2]

Changes
  • [Change] Changed the players movement speed back to the original values pre-Update 14.
  • [Change] Removed the “Dive to Prone” feature.
General Bug Fixes
  • [Fix Submitted] Throwing a grenade has a chance of not being thrown

[h2]Your Feedback[/h2]

We want to make sure that we can be flexible and adapt where necessary so that you can share your thoughts and feedback on the player speed within the PTE, as well as the speed in the live game, and hope that this extension will give you more time and freedom to take part.

[h2]What is a PTE, and what are they used for?[/h2]

A PTE, or Public Testing Environment, allows us to trial and test fixes, feature changes, and new content, in order to obtain your feedback and explore actioning it before a patch or update is released.

Hell Let Loose has a Public Testing Environment as a separate application which you can either find in your Steam Library as Hell Let Loose (Public Testing) or by redownloading from the Steam store. Different from the main game application, your level is often set to max, so you are able to test out all weapons and loadouts without restrictions. You will not experience career progression, XP gain, or achievements in the Public Test Environment.

[h2]How often will a PTE take place?[/h2]

We have recently adjusted our release schedule so that we can hold a PTE session in advance of each major update, so we can action your feedback prior to release.

[h2]Logging Data[/h2]

We have restructured our PTE build process, and these sessions will be run on development servers so that we can enable logging to capture certain information about the success of fixes and better understand why players experience some issues.

Please note: Because PTEs are run on development servers that have logging activated, you will experience a slight decrease in performance.

[h2]How to share your feedback[/h2]

To take part in PTE sessions, you will need to update and launch the Hell Let Loose (Public Testing) application from your Steam library and join one of the available servers.

For this session, we’re looking to streamline the collection of feedback, so that we can accurately capture your experience, and log both quantitative and qualitative data.

If you would like to submit feedback for this PTE, you have two forms available to you:

[h3]Feedback Form[/h3]

Please use this form to share your feedback on the changes presented in the PTE:
https://forms.microsoft.com/e/MvkULvzPaU

[h3]Bug Reporting[/h3]

Please use this form to note any bugs you encountered during the PTE session, including the grenade and loadout bugs:
https://forms.microsoft.com/e/8yKR0LPxZF

[h2]What are we looking for?[/h2]

This PTE session aims to test some changes for the next game patch, Patch 14.2, and will help us determine a few things, including:

1). Movement Speed & Dive to Prone Preference

We want your feedback on player locomotion, with the removal of the recent speed change, as well as the removal of the dive to prone functionality.

2). Grenade Bug Fix

A fix is being submitted within the PTE branch that the team is hopeful has tackled the grenade bug. The team was able to create this issue in the Public Testing Environment build, fix it, and test it with positive results. We now want to stress-test this fix and monitor any potential wider impact.

3). Understanding Loadout Bug Occurrences

We are keen to investigate this bug further, and with your input, alongside activating logging, we'll be looking to see if any instances of this particular bug occur and aim to learn more about how it happens. The PTE build process has been changed slightly for this session with a view to ruling out some potential causes. If it's not being seen, it will mean that we need to host another PTE at some point that specifically reduces loadout levels, so we can test for it again, or determine the way in which loadout progression works in future development.

[h2]What’s been reported so far?[/h2]

Right now, we have started to get responses in from the community on their experience with the player speed which is now at the level it was pre-U14, as well as thoughts on the removal of dive to prone.

There have been some bugs reported, including:

  • VoIP Disconnection, but can be resolved with a Reconnect
  • Stuttering and FPS drops across some areas of the maps
  • Guns fire automatically after switching back from a grenade throw. Pressing LMB to shoot cancels the firing, allowing you to use your gun as normal
  • Redeploy timer reaching 0 and not deploying when clicking deploy between 2-1 seconds

[h2]Thank you[/h2]

We appreciate players taking the time to join the PTE and submit feedback, we want to continue to make sure this is a process we follow throughout our future development.

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Developer Briefing #191 - Our Focus for The Remainder of 2023

Hell Let Loose is an indie title that was given the opportunity to grow, thanks to you, a community of passionate players.

We’re keen to acknowledge that it has not been an easy period for the game and community - with poor communication around recent changes, the premature discontinuation of PTEs, and what was a less-than-ideal trailer.

Initially, the 2023 roadmap set out to offer an ambitious plan to increase content delivery on a linear and predictable timescale - one year of the war for each game calendar year - while inviting more like-minded players to experience Hell Let Loose. However, we’ve stepped back and thought carefully about the way we introduce these new features - ensuring we are deepening the existing experience - as opposed to potentially splitting the player base and diluting it.

We have spent the last several weeks in many discussions, revisiting plans and reshaping them with the aim of preserving the core aspects of Hell Let Loose, while also looking to drastically shift the way in which we have been communicating, so that we’re able to work with you on new features long before release.

We know many of you are excited to see the introduction of new maps and additional forces, and this remains in our plan, however, we know that we must focus our efforts and priorities on addressing your feedback first.

[h2]What’s Changing?[/h2]

[h3]Our Focus & The Delivery of More Frequent Patches[/h3]

For the remainder of 2023, we will be focusing on attempting to address some of the issues that have been raised by the community. In doing so, our efforts to deliver the original 2023 roadmap will instead change focus to a slower speed of content delivery - bringing you more 100-player Warfare and Offensive maps, alongside existing planned cosmetic DLC, as we continue to work on resolving as many bugs as possible, and begin the planning for a longer-term future of Hell Let Loose alongside the community.

With this shift in focus, we will now be working towards delivering more patches, rather than major content updates - beginning with Patches 14.2 and 14.3.

[h3]Player Locomotion Speed & Dive to Prone (Patch 14.2)[/h3]

Starting with an open PTE, we will be looking for your feedback as we begin the process of removing the running and sprinting speed increase, including the acceleration speeds, as well as the dive to prone functionality.

We are aiming for the PTE to take place on the 20th of July, to test the removal of these recent changes and assess any potential broader impact, before the adjustments can be confirmed for Patch 14.2 - a patch that will introduce this adjustment, to be released once a successful PTE has been carried out.

We understand that there are members of the Hell Let Loose community who will be disappointed with the decision to remove the increase in speed, however, recent fixes intended to reduce the impact of these changes haven’t been as successful as we had hoped. This led to further investigations to be carried out to understand the deeper components of Hell Let Loose, including vehicles, and how these currently affect our ability to make balancing tweaks, without impacting the wider game.

[h3]Brécourt Map[/h3]

With our roadmap adjustment, the new Objective game mode will be moved back in the current timeline. While we recognize the excitement around the option for a shorter game mode, we are taking some time to look at how this can be implemented, so that we can continue to focus on delivering more fixes, as well as better understand how we release this game mode in the future and will communicate clearly when we’re confident of a way forward.

We will be organizing PTEs for players to test this new mode and provide much-appreciated feedback before it returns to our release schedule in the future.

[h2]The British Forces[/h2]

We know that many of you, after years of being promised, have felt the initial introduction to the British forces to be underwhelming. We want to build upon these forces and are committed to reworking and expanding them, including introducing more historically accurate weapons and uniforms, such as desert uniforms for both the British and German forces, as well as making updates to the existing loadouts.

However, the limitations and inadvertent impact that tweaking certain features or firearms, like the Bren gun, would cause, is something we need to address on a wider scale; reworking and rebalancing some items from the ground up. While we don’t have a full timeline for this work right now, we are aiming to further tackle weapon sway, bolt handle animations, and weapon fire rate, as well as ensuring all British firearms are correctly zeroed, for Patch 14.3.

A PTE will be held in advance of Patch 14.3 that will allow you to submit feedback that we can action, prior to release.

[h2]What else will arrive in Patch 14.3?[/h2]

[h3]Basic Training Environment[/h3]

One of the key mantras in our aim to introduce new players to Hell Let Loose is to use a variety of methods to help them learn the fundamentals of the game - not to change the fundamentals of the game to suit a new player.

Taking inspiration from Churchill’s War Room, this new scene - accessible from the main menu - is one of our first steps in our aim to provide a smoother onboarding experience. It will give players the opportunity to explore a reworked Field Manual, as well as tune into basic video tutorials to help get to grips with some of the gameplay complexities, before accessing the Practice Range.



[h3]Practice Range[/h3]

We know that the community has long asked for a Practice Range, and the first iteration will be arriving in Patch 14.3.

To begin with, the Practice Range will offer a basic, solo experience on the US forces and introduce a new environment for players to test out weapons and vehicles, without needing to be in a live game. Many of you will know that each Update can radically shift aspects of the game, and we will be updating the Practice Range to reflect this, while also including other forces as we continue development.

Complete with a range of targets, including scarecrows, sandbags, bullseye targets, and barrels - we’ll be dedicating a future Developer Briefing to diving deeper into the Practice Range, but for now, here’s a sneak peek.









[h3]In-game Store[/h3]

We fully understand that your trust in us is rightfully not where it should be. The in-game store was developed as part of an effort to round out the DLC aspect of the game and make it a more accessible experience to purchase DLC on all platforms.

The in-game store was supposed to sit alongside a large amount of content - content that is now undergoing changes as part of our re-prioritization. We have had several internal discussions about whether we can pull this out of the release cadence and have come to the conclusion that it will cause rolling production issues and potentially delay further changes due to the way it is set up - necessitating us to release it. However, we want to offer some additional information to clarify any concerns the community has.

The store will never:
  • offer any pay-to-win items
  • offer non-historical cosmetics that break immersion (i.e. pink camouflage)

We also want to assure the community that no resource has been diverted from bug-fixing for the implementation of this feature.

[h3]Bug Fixing[/h3]

With the moving back of our Brécourt map and Objective game mode, Patch 14.3 will predominantly focus on bug fixing, aiming to tackle a range of bugs and issues, including:
  • In-game Stutter
  • Panther Reload Speed
  • Sherman Firefly Frontal Damage
  • British Gun Sights
  • British Weapon Sway
  • British Weapon Fire Rate
  • British Weapon Bolt Animation
  • Correctly Zero British Weapons
  • Doubled Explosion VFX
  • Ultra Widescreen Support
  • Servers Missing from Server Browser
  • [Xbox] Missing Weapon Audio


[h2]What makes some of the issues so difficult to tackle?[/h2]

When we are able to reproduce a bug, we can apply that knowledge to submit a fix.
However, some bugs are seemingly isolated to live builds, occurring only once an update has been released. We are looking to approach testing differently, with the aim to reduce instances of certain bugs occurring.

While there is a chance that some of these bugs may continue to evade us, we hope that renewed efforts across future updates will see more success. We are planning to use PTEs with a new build process, alongside additional logging, to hunt down some of the more elusive issues, including the loadout bug.

[h3]Loadout Bug[/h3]

Around since the dawn of time, the loadout bug has never achieved a solid reproduction.
This particular bug causes players to spawn with an incorrect loadout, and makes it very difficult or impossible to fix by switching back to a desired loadout, unless the game is restarted.

In live builds, extended idle periods seem to increase the chances of the bug occurring.
With this knowledge, and the use of the game analytics, alongside a change in the build process for an upcoming PTE session, we are hoping to better understand how this issue occurs, so that we can attempt to tackle it or determine the way in which loadout progression works in future development.

[h3]Grenade Bug[/h3]

Players who experience this bug will see the grenade-throwing animation played, but will not actually throw the grenade, which we understand can cause a great deal of confusion.
We can see that the issue occurs more frequently with higher network latency, and understand that the bug can be avoided by ensuring that the whole animation of the throw plays.

Our investigations into the issue have since confirmed a successful reproduction, and we will be submitting a potential fix for players to test in our upcoming PTE session for Patch 14.2.

[h3]Balancing Fixes[/h3]

Balancing the Axis forces has remained a topic of discussion for some time, and investigations into varying balancing requests are ongoing. However, when working on Update 14, we discovered that German soldiers had marginally faster acceleration, compared to that of the other forces, meaning the time taken to reach the maximum speed for both sprinting and running would be quicker.

When tuning the player acceleration for the last patch for Update 14, we ensured that all forces had equal acceleration, fixing this imbalance. As the player speeds and accelerations are now being re-adjusted, we will ensure that player acceleration is kept consistent between the forces to ensure the forces are balanced.

[h3]Console Server Browsing[/h3]

While we do plan to bring further parity between platforms, this is going to take time.

Hell Let Loose, as it currently exists on console, does not have the necessary foundations to support server browsing. When the original conversion of Hell Let Loose to console was done, it was set up with the intention of supporting cross-play between console platforms only. As a result of this decision, an entirely separate set of infrastructure was created to support online play in a way that would meet console platform holder requirements.

The servers for both platforms are completely different, and use different providers. The code that powers the game is not the same as the code responsible for logging into the servers and platform services, or sending invites and friend requests.

We fully recognize the lift in experience that being able to select a familiar server brings to Hell Let Loose, and will continue to investigate other methods of preference selection that can support matchmaking on console in the meantime.

[h2]New Maps & DLC In 2023[/h2]

While bug fixing is going to be our primary focus for the remainder of 2023, we are looking to also release desert uniforms for the British and German forces, while continuing to deliver 100-player maps, as well as DLC. To ensure these can remain our focus, we plan to revisit some aspects, such as the base winter uniforms and address feedback around them, next year.

[h3]Summer Warfare DLC[/h3]

The Summer Warfare DLC will be back in store tomorrow, on the 13th of July, and will be available for free for both console and PC players for a limited time only.


[h3]Night Map Variant of Sainte-Marie-Du-Mont[/h3]

A night map variant of Sainte-Marie-Du-Mont that has previously been worked on will be coming in a future release after Patch 14.3, allowing players to experience the D-Day engagement between the US and German forces that occurred in the early hours of the 6th of June, 1944.

[h2]Reddit AMA & War Correspondent Podcast[/h2]

Join us on the 19th of July for a Reddit AMA session where we will address some of your questions, and aim to later go into further detail about the still yet-to-be-announced new content and cosmetic DLC that will be coming later this year, in a podcast with War Correspondents, RazBora and The Fresh Baked Goods, which we’ll announce soon!

[h2]When will Patch 14.3 be released?[/h2]

The confirmed release of Patch 14.3 will be announced in a future developer briefing, while we continue to verify our preparations for the remainder of the year, and plan ahead for a PTE.

[h2]How will the new PTEs work?[/h2]

We want to make sure that your feedback can be brought on board at an earlier stage of development, and in order to do this, are spending time rearranging our release schedules so that we can factor in more PTEs.

Planned upcoming PTEs will include:

Patch 14.2 PTE - Targeted for Thursday, 20th of July
While testing the re-adjustment of the recent player locomotion changes, and confirming the grenade bug fix, we will also be activating logging in an attempt to capture further data around the Loadout bug. Information for this first PTE will be shared in advance on the Official Hell Let Loose Discord, alongside details of how we intend to collect data as well as your feedback.

Patch 14.3 PTE
A PTE for the planned bug fixing will be announced closer to release.
This PTE will aim to test fixes to the British weapons, as well as the other items aiming to be resolved for this update.

Night Map Variant of Sainte-Marie-Du-Mont PTE
Stay tuned to find out when you’ll be able to jump into an early PTE session for the next map planned to be released.

[h2]What can you expect from future Dev Briefs?[/h2]

We’re now looking to have Developer Briefings go live earlier in the week, and will continue to aim to post two briefs a month. As we gear up towards Patch 14.3, we’ll be taking a closer look at what will be coming in the update and share our progress on bug fixing.

[h2]PC Server Performance Testing & Fixing[/h2]

[h3]Rubber-banding[/h3]

We are continuing to investigate server performance, and as part of those investigations, have been running a test across certain PC servers that aims to understand whether a change made to server command lines has been able to reduce instances of rubber-banding, particularly when operating vehicles.

The initial results of the test have been positive, and all GPortal Servers will now be running an updated command line, and we will look to begin rolling this change out to other providers soon. We will continue to investigate other potential issues impacting performance.

[h3]Stuttering[/h3]

Our continued investigations have also identified the potential cause of increased stuttering in-game; a process called “world origin rebasing” that has been present within the game for a long time, was recently altered to happen more frequently. We believe this may be inadvertently creating increased stutter.

Games with a large open world can sometimes cause the math to break down due to something called "floating point error" - as you move away from the world origin.
This can cause many issues, and most notably, visual glitches.

Hell Let Loose currently uses world origin rebasing so that when you are a certain distance away from the origin of the world, it will move everything in the world so that you are closer to the origin, ensuring that the math remains stable, and you don't see visual glitches.

Prior to the release of Update 14, we noticed that these visual glitches were occurring on some of the British weapons when moving away from the world origin. This was due to the combination of the models and the animations being used for some of the weapons.
To prevent this, we reduced the distance you would need to move before actioning the world origin rebase process. This fixed the visual issues that we were observing on those weapons.

However, we have since discovered that, at times, the process of doing a world origin rebase can be particularly expensive, causing the game to freeze for a moment. This is not a new issue, however, it will be seen much more frequently now as rebasing will happen more frequently as you move around the world.

We are continuing to investigate potential resolutions, and are looking into ways of reducing the performance hit of doing a rebase. We must also consider whether it would be possible to fix the initial issues that the rebase aims to resolve, in a different way entirely, as it is possible rebasing may be the root cause of many bugs over the years.

[h3]Game Analytics[/h3]

With the recent increase in performance issues, the new game analytics have been raised by some members of the community as a potential cause. We can confirm this is not the case, as the new game analytics are logged only once a match has ended and therefore offers no performance impact while a match is in progress.

We know some server owners have also experimented with disabling a bAnalyticsEnabled flag on their servers. This flag is not in relation to the new analytics. It is instead for analytics that were present in the game some time ago. Those analytics did indeed cause issues in the game and were disabled, however, the code was not completely removed. It is possible that the remaining code could have a performance impact. Therefore, we will completely remove all of this legacy code for Patch 14.3.

[h2]A Message From The Studio[/h2]

Thank you, for continuing to support Hell Let Loose.

We know this dev brief is a long one, so we won’t keep you any longer - but we hope it has made our intentions clear - we want to work with you on building a Hell Let Loose that you enjoy, and aim to resolve as many issues as we can.

As always, we will make sure to keep you up to date with our progress, and will be looking forward to seeing you on the frontline!

Update 14 Patch Now Live

Hey everyone,

We have been investigating reports of some servers having not moved over to the latest game version for the Update 14 patch, which was released this morning. These servers were missing from the Enlist screen, however, working with our Game Server Providers and partners, we have rolled out a fix that involved switching to a different version of the server exe file, but are still investigating the underlying cause.

All servers should be starting to come back online, however, if you experience particular performance issues, please use our new report link where you can directly report any in-game issues, and share helpful information with the team.

Update 14 Patch


As our investigations into some of the issues raised with Update 14 have required additional time to resolve, this patch is not inclusive of all the issues raised.

For Update 15, we are already in the final stages of preparing fixes for some issues we know have been frustrating players, such as the delayed weapon audio and missing reload sound for the Karabiner 98k on Console. Issues with performance, as well as bugs such as the grenade and loadout bugs, are ones that, like you, we are keen to see resolved. While these may take time, we are working on ensuring more issues are fixed for Update 15, and plan to address a range of other community-raised issues which we will be discussing in a future Developer Briefing.

Patch Notes


[h2]Improvements[/h2]
We have made a 20% decrease to the overall acceleration speed as a part of our ongoing plan to refine player locomotion. This change should ease players into the max speed from standing and during sharp movement, making it feel less abrupt and more realistic.

We understand that tanks require some revisiting, and we are investigating how this can be done while minimizing the risk to the wider game mechanics, and ensuring players won’t be able to outrun heavy tanks.

[h2]HUD/UI[/h2]
  • [Fixed] Incorrect experience awarded during post-match XP Screen

    A bug was introduced in U14 where the awarding of XP during a match could reset the amount of XP earned in the match, resulting in a lower amount of overall XP being awarded at the end. This has now been fixed.
  • [Fixed] The Server name filter box is deselected when the player is attempting to type in on the Enlist Screen menu.

    For U14, we fixed some instances where you could not correctly navigate the UI if using a gamepad. It had the unintentional side effect of making this filter box hard to use when typing into it. This has been fixed so the UI works as expected with all input devices.
  • [Fixed] Holding ‘F’ Actions

    There was a bug causing various ‘F’ key interactions – healing, entering a vehicle and ‘letting go’ during the critical state – to be cancelled when opening the map. This has now been fixed, with the exception of the dismantle function which is as intended
  • [Fixed] Incorrect Amount of Votes to Kick

    The newly introduced vote to kick function on console has been fixed. You will now find only 20 votes are required to successfully kick a player. Evaluating how we can scale this feature is ongoing, and we will keep you up to date with progress.

[h2]Audio[/h2]
  • [Fixed] Breathing while sprinting audio overlapped itself

    It was found that two instances of the sprint breathing audio were playing at the same time; causing a noticeable doubling to occur. This has now been limited to one instance per player to prevent this from happening in future.

[h2]General Bug Fixes[/h2]
  • [Fixed] In-game vehicle movement stopping when opening the scoreboard.

    When adding the feature for vote to kick on console, and making sure that the UI worked correctly on gamepad, we made changes to ensure that the UI reacted correctly when receiving the prompt to vote to kick someone. However, this logic would clear player input whenever opening the scoreboard, stopping actions like being able to drive vehicles. This has been changed to only happen if the voting UI is active, fixing the issue.
  • [Fixed] Dive to Prone used to appear to move faster and avoid conflict

    We have modified and tweaked the Dive to Prone so that the player’s stance can't be changed until the dive to prone animation is completed.
  • [Fixed] Opening the map stops the player from performing multiple actions.
    In U14, we fixed a dismantling exploit, however, this fix made any action also be stopped when opening the map. It has been changed so that it only dismantling will be stopped when opening the map, fixing the unintentional side effects of the previous change.
  • [Fixed] British weapons have increased sway when ADSing

    We have included some changes that should make using British weapons a closer experience to that of the other forces. Work still needs to be done to find the root issue causing these weapons to have increased sway.
  • [Fixed] British AT gun has inverted controls

    This setup error has now been fixed.
  • [Fix Submitted] The "Lost Connection to Host" prompt appears after finishing a match whilst the map is open.

    With the map open when finishing a match, the client was repeatedly sending the same message to the server over and over again, so fast that the server would disconnect the client for spamming. This has had a fix submitted so that only one message is sent.

[h2]Weapon Bug Fixes[/h2]
  • [Fixed] British Weapons are not calibrated/zeroed correctly.

    Issue improved, but work is still ongoing for some weapons (dropping at 100m).

[h2]Driel[/h2]
  • [Fixed] [D4] Invisible collision encountered above the player's head under a bridge.

    There were collision issues with the Landscape LOD that would block player bullets. The landscape “opening” that accommodates the bridge asset has been adjusted and further debris removed to prevent any collision issues.