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Hell Let Loose News

Update 1 Hotfix Available Now

Hi everyone!

We've released a small hotfix to address a couple of server and VoIP issues.

Changes listed below:
  • Fix to improve current voice chat problems being experienced by users
  • Fix to problem where some users were unable to use RCon to connect to rented servers


See you on the frontline!

Update 1: Utah Beach - Live Now!



A Message from Max – Lead Developer


Hi everyone!

We’re excited to introduce our first ever Update! U1 contains the all-new Utah Beach map, light tanks, resource nodes and many more smaller changes and fixes. Each Update will mix totally new content and features with continued improvements and fixes to every aspect of the game.

We don’t consider the Hell Let Loose experience finished. Every day we look at Discord, Steam discussions, the official forums and the subreddit to see what you’re enjoying and to see where the community think the game could be improved. The challenge of developing an Early Access title is that it’s imperative that we balance the workload of the team so that we’re able to address existing issues without compromising our ability to introduce new features and content.

We’ve been very fortunate in the success of our launch as it’s enabled us to bring on new team members to both take existing content to a much higher quality level, as well as work on totally new content.

Finally, we wanted to thank you - the community - for such a great launch. It’s amazing to see the great way you’re introducing new players to the game and helping them get involved. We’re really excited to see players who’ve never considered this genre begin to dip their toes into the pool, as well as offer something a bit different to veterans of the genre.

Below you can find the list of changes contained in this update. We’re excited to get your feedback on them - good and bad - as we continue to develop and push the title forward.

Check out our new Utah Beach trailer:

https://youtu.be/QzLFuaW-ohM


Major Additions


Utah Beach map


This map has been hugely fun to develop. It mixes the Atlantic Wall defensive network with beach terrain, with sunken countryside, urban fights, and lots of new challenges - including navigating drainage ditches and bodies of water. We’re also excited to see how it plays out in the soon to be implemented second gamemode, Invasion.

“Luchs” German Light Tank


This thing is an infantry death machine. The name of the game of the Luchs is hit and run. Firing an explosive auto-cannon - it’ll rip apart infantry and lighter armored vehicles with ease.

Stuart American Light Tank


Similar to a more lightly armored Sherman, the Stuart relies on its speed to quickly flank and strike. Using speed to strike will be crucial to survivability.

Resource Nodes


Fuel, Munitions and Manpower Resource Nodes added to the Engineer role list of deployables. You’ll be able to see their modifier for resource generation on the HUD and on the map screen.

Starting resources for teams have been reduced to 500 from 1000 in order to better balance out resource quantity and encourage resource node placement.

Make a splash with water!


Water now functions in game to slow players down as it gets deeper. Submerging yourself will also cause you to drown.


Gameplay and Performance


General
  • Reworked tracers for better performance, visual quality, depth and light. They are now 3D.
  • Fix for known config file exploits (fog removal etc.)
  • Improved visibility of bullet hit effects at 50m, 75m, 100m, and 125m distances.
Performance
  • Optimised Smoke Grenade FX
  • Continued radical optimisations for both texture streaming and poly count across every map and prop.
Functionality
  • Added FOV slider (with first-person FOV compensation). Currently boosting the FOV to 120 offsets the muzzle flash FX in FPP. We’re going to introduce a fix for this.
  • Server browser now displays better in lower resolutions.
  • Fixed sector capture cool-down UI issue where map icon could appear in the wrong state.
  • Changed nameplate settings options so that these should be clearer to users.
  • Compass HUD element has been upgraded.
  • Loadout HUD element has been upgraded.
  • Scoreboard and end of round screens have been upgraded to better show all information.
  • Made VoIP chat name colours better visible on deployment screen.
  • Allowed players to disable all icons in HUD.
  • All in-game URLs now launched through Steambrowser.
  • Adjustment for Depth of Field when bandaging.
  • If leaning when deploying a LMG the player no longer remains in a lean.
  • Dismembering critically wounded friendlies no longer counts as a TK.
  • Added option to allow you to hard toggle chat box visibility.
  • Updated medic revive icon.
  • Tank UIs have been updated and will continue updates.
  • Tanks have a new reticle for the Hull MG.
SFX
  • Artillery sounds re-worked in order to create a less muddy dynamic range with increased modular debris fall-off.
  • Close bullet fly-by sounds have been reworked.
  • Hearing an impact sound when giving up has been fixed.
Hurtgen Forest
  • Overhaul of central SP’s to introduce stronger fortifications and more solid cover.
  • Fixed small clipping issues.
  • Fixed locations players could become stuck on level geometry.
  • Added fog to better help with longer range depth perception.


Sainte-Marie-Du-Mont
  • Altered layout of hedges to better allow tank access.
  • Lowered total sun brightness to reduce clipping on highlights.
  • Fixed locations players could become stuck on level geometry.


Foy
  • Fixed tank collision issues on small props
  • Added select cover and trenches in locations that caused meat-grinder pushes through open ground.
  • Fixed locations players could become stuck on level geometry.


Visual Improvements
  • Tweaked vehicle main cannon fire shake so that it doesn’t roll so excessively
  • Added Depth of Field effects added to weapons for hipfire and ADS
  • Post-processing effect has been added to all UI screens to give them added vibrancy and visual quality.
  • Fix for explosion FX playing on the wrong axis - causing majority of the explosion to occur in the wrong direction.
  • Starting to overhaul the main menu screen in preparation for cosmetic/progression systems.
  • Artillery explosions have increased debris (now matching the audio).
Animation
  • Fixed delay on BAR ADS animation if user had reloaded immediately before ADS
  • Luger magazine now present in TPP for reload animations
Bug Fixes
  • Improved network/server optimisation to help improve situations where users would see other players moving in a stuttering/’teleporting’ fashion depending on object relevancy and priority
  • Fix issue where tank shells could delay 1-2 seconds after impact before detonating
  • Fix for issue where tracers may not be correctly aligned with the direction of fire for LMGs and Tank MGs
  • Increased character limit on scoreboard from 16 to 20
  • Fixed issue where engineers could dismantle pre-placed tank resupply stations
  • Fixed issue where hit indicator did not correctly work with sniper rounds
  • Fixed issue where garrisons did not consume commander airdrop supplies
  • Fixed issue where player could be listed as ‘no platoon’ on the scoreboard after team switch
  • Fixed issue where users could see the other teams resource values on their map after team switch
  • Fixed some instances of overly aggressive grass LODing
  • Fixed issue where users could join an enemy unit based on timing specific actions
  • ‘Change Map’ window can no longer be stuck on screen if active when a game ends by victory
  • Fixed problem where users could hear smoke grenade audio from a previous life
  • Fixed the issue with the player remaining in the idle animation if he sprints whilst crouched as seen from the FPP
  • Fixed the issue with reviving a player who was crouched before he shot as he would appear to jitter in TPP after having been revived
  • Fixed the issue with driving over the scorched craters causing the effect to appear in/on the driver's viewport
  • Fixed the issue with scorched earth effect visible over wrecked tanks
  • Fixed cases where it was difficult to determine speaking players in the UI.
Known Issues
  • Sometimes (1/10 chance) when deploying a resource node, the node will be invisible and cannot be deconstructed although it still provides resources to the deploying team. This will be hotfixed.
  • Firing into water produces a bullet hit from the surface beneath the water in addition to a water particle.
Currently Working On

Developer Briefing #33 – Update 1’s New Content!

Hey everyone,

Welcome to Developer Briefing 33! This week we’re going to be sharing some of the new content that’s coming in tomorrow’s update.

This Developer Briefing isn’t fully comprehensive of what’s coming in Update 1, we’ll be revealing everything in our patch notes tomorrow.

Now onto the content!


Major Additions in Update 1!


Utah Beach Map


As spotlighted in Developer Briefing 31, Utah Beach, our next map, is arriving in Update 1.



From the infamous beach itself to the waterlogged countryside, playing on Utah will be unlike anything you’ve experienced on our existing maps.

Be warned: Water now functions in-game to slow players down as it gets deeper. Fully submerging yourself will also cause you to drown.

From a design perspective, we’re keen that water in Hell Let Loose has a similar function that we’ve read in veteran accounts. Fundamentally, it should slow you down as a natural barrier - causing overladen soldiers to drown should they fall into deep water. Similarly, it’s makes significant noise to wade through - creating a new dynamic that makes it much easier to pinpoint enemy movement and location from audio alone.

From the shoreline...

To the dunes.

Utah Beach will be playable in our existing Warfare mode, as well as Invasion mode when it launches later this year.

Whilst the beach and the fortifications that surround it will be heavily utilised in Warfare mode gameplay, you can expect a dedicated beach assault style experience for the map in Invasion further on in Early Access.


Light Tanks – Luchs and Stuart!


Utah Beach also heralds the arrival of two new vehicles, the Luchs and Stuart Light Tanks!



Available on every map, these will supplement the existing tank offering on each side.

Whilst lacking the raw firepower and armour of their bigger brothers, Light Tanks excel at mobility and utility on the frontline. Infantry harassment, scouting and supporting their Medium Tank counterparts in armour battles is the mainstay of these tanks – they’re also much easier to hide!

The Luchs

Auto-cannon time!

The Stuart

Ready to punch above its weight!


Meta Expansion – Resource Nodes


As covered in our recent Developer Briefing 32, Resource Nodes are further building on the strategic layers of Hell Let Loose.



Players (Engineers) will now be in a position to dynamically create resource nodes - structures that generate a supply line of resources per minute in order to fuel frontline combat. In addition, these act as objectives and points of interest that you’ll either want to defend or attack, depending on who’s side the nodes are on. Bear in mind that the further towards the frontline you place your nodes, the more resources they generate per minute.



Not only does this give players more areas to potentially clash in a match, but successfully utilising nodes will pay dividends to both your Commander’s ability to call in their skills and ensuring your artillery can continue firing through the whole match.

This is the first iteration of Resource Nodes. We’ll be expanding their on-the-ground functionality so that they’ll be immediately useful to ground troops.

For a full breakdown on Resource Nodes, head over here.


Existing Map Additions


Just because we’re bringing in a new map, it doesn’t mean we’re not going to keep giving our existing ones some love and attention!

Sainte-Marie-Du-Mont is getting some quality of life tweaks and hedge layout changes to give tank players a more fluid experience.

Foy is receiving tank collision fixes, as well as the addition of some select cover and trenches in areas that we feel needed some attention.

Then there’s Hurtgen Forest, which is getting a facelift for Update 1!

Perfect for MGs!

Hurtgen’s central Strongpoints are getting overhauled to introduced stronger fortifications and cover options for both attackers and defenders.

The Scar just got even more brutal!

Bunker anyone?


Into the beach!


Tomorrow when Update 1 goes live we’ll be sharing our full Patch Notes which includes bug fixes, optimisation and SFX improvements, quality of life changes (FOV SLIDER!) and more.

We’re incredibly excited to welcome you to Utah Beach tomorrow. To celebrate we’ll be streaming Hell Let Loose live on our Steam Store page from 2pm BST / 3pm CEST for a couple of hours. Feel free to stop by and let us know what you think of the update, as well as dropping us any questions you may have in chat!

See you on the frontline!

Update 1: Utah Beach - Coming this Thursday!

Hey everyone,

Today we're excited to let you all know that Update 1 will be available to all players this coming Thursday, July 18th.

We'll be revealing what new content you'll be getting to grips with in tomorrow's Developer Briefing, which will be followed by Patch Notes when the update drops on Thursday.

In the meantime...



See you on the beaches!

Developer Briefing #32 – Resource Nodes

Hey everyone,

Welcome to Developer Briefing 32! This week we’re officially revealing ‘Resource Nodes’, the first stage of new features designed to add further RTS style tactical depth and player options to our existing Warfare game mode.

Resource Nodes will be arriving in Update 1 alongside other new content such as Utah Beach, but what are their purpose and how will they change the meta?

Let’s find out…


Introducing Resource Nodes


Resource Nodes are a new deployable for Engineers that generate resources per minute for your team.

These nodes come in three different varieties – Fuel, Munitions and Manpower.

German Resource Nodes

Successfully utilising these new tools will keep your Artillery firing and allow your Commander to utilise their abilities more often and for longer in a match.

To add to the importance of Resource Nodes we’re reducing the starting amount of all resources to 500. If you want those Arty guns to keep firing, you’d best build up and protect your infrastructure!


How they work
  • Deployable by Engineers at a cost of 50 supply each
  • Can only be built in controlled territory
  • Each node generates 5 resource a minute at base level.
  • Can be dismantled by any enemy players
  • Can be dismantled by any friendly players
  • Immune to weapon damage
  • Only two resource nodes of each type can be constructed per team – A maximum of 6 per team.
  • There is no spacing rule on how close Resource Nodes can be built next to each other
  • Scaling resource generation based on location
  • Cannot be built in HQ Sectors
  • Losing the territory they’re in WILL NOT destroy them
  • Captured territory will still generate passive resource income.


Location, location, location!


To add a further element of risk – reward to Resource Nodes, they will gain substantially more supplies the further they are away from your HQ Sectors. We’ll break it down below:
  • First row after HQ = x1
  • Second row after HQ = x2
  • Third row after HQ = x3

And so on!

Players will need to decide whether they keep their Resource Nodes near strongpoints or build them in a location(s) away from the focus of combat to keep them safer.



If you do decide to build a Resource Node hub away from a strongpoint, keep in mind that you’ll still encounter enemy scouts, vehicles and flanking units – as well as a potential call for strongpoint backup from Command if the enemy make a push into your territory.

US Resource Nodes

You probably spotted the point we made earlier about losing the territory that a Resource Node is in will not destroy it, unlike Observation Posts and Garrisons.

This rewards tactical placement and can even lead to some soldiers staying deep behind enemy lines as they secure a vital resource feed for their team to fuel a counterattack. Oh and make use of mines, they can make defending your Resource Nodes a lot easier!

If your team has just taken an enemy territory, it might be worth sending a unit or two to sweep the area for any entrenched foes and their nodes…


Coming to the frontline soon


That wraps up our introduction to Resource Nodes! With this addition we’re hoping to add a new layer of strategy to Warfare mode and give players more tactical decisions and combat options that take advantage of the whole map in every match they play.

Keep those supply lines open or feel the effects of attrition…

See you on the frontline!