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Hell Let Loose News

Patch #4 - Live Now!


Hey everyone,

Welcome to Patch 4! In this patch we’ve got quality of life fixes, new sounds for the Panther Sherman and Pak 40 as well as a number of bug fixes.

If you don’t see a bug you’ve wanted squished in the list below, be sure to check out an update from Max after the change list!

UPDATE: We regret that our patch went live with some incorrect scaling of player icons on the map. We will be working to apply a patch for these as soon as possible and apologise for the reduced legibility in the meantime.

Gameplay
  • Players can now shoot through the open areas on top of hedges
  • Added an exact bearing in compass box
  • Added tank radial dials
  • Improved player icons on map
  • Adjusted the sensitivity of the aim when magnifying with main cannons and heavy weapons to allow for finer precision aim at the highest levels of magnification, and increased responsiveness when at the lowest levels of magnification.


Performance
  • Added graphical autodetect for low spec machines. This will profile your machine and apply the most performant settings (as opposed to loading low-end machines in on Epic quality and tanking performance).


SFX:
  • Added new cannon fire sound for Panther
  • Added new cannon fire sound for Sherman
  • Added new cannon fire sound for Pak 40


Visual Improvements
  • Improved map icons for engineer resource nodes
  • Fixed various visual issues on the Utah map


Bug Fixes
  • Fixed an issue where the Sherman tank’s cannon fire SFX looped endlessly after firing
  • Fixed an issue where players could see enemy resource nodes on maps
  • Fixed an issue where Strongpoints appeared larger on the map than they are in-game
  • Fixed an issue where newly placed outposts didn’t pulsate
  • Fixed an issue where weapons would shoot without input after reloading
  • Fixed various config file exploits
  • Players can now deploy LMG in shallow puddles
  • Fixed an issue where sometimes user could experience a crash after firing an artillery shell
  • Fixed an issue where Spotters could build garrisons in locked enemy sectors
  • Fixed an issue where occasionally a player’s resource node could be invisible in-game when constructed
  • Fixed an issue where the initial gear change required multiple gear shifts in tanks
  • Fixed an issue where players could sometimes become stuck on the deployment screen while attempting to deploy
  • Fixed an issue where players could sometimes be invisible in TPP after deploying
  • Improved collision on various items
  • Fixed a bug where deployables couldn’t be constructed on certain types of terrain on the Utah map


Known Issues:
  • Proximity and Leadership VOIP drops out. We have applied several fixes to this in our closed build and are awaiting sign off for release for this fix as soon as possible.
  • Server browser does not show all servers or appropriate servers for the user. We have applied several fixes to this in our closed build and are awaiting sign off for release for this fix as soon as possible.


Bug squishing update from Max


We’ve been working hard on both the VOIP issues that have been recurring, as well as issues around the server browser not displaying or showing appropriate servers - or sometimes showing an empty server browser. In the last two days we have internally applied many fixes to these and will hope to roll out significant fixes as soon as possible.

Thanks so much for your patience - we know how irritating and frustrating these specific bugs are.

We'll see you on the frontline!

Developer Briefing 35 – Future Improvements to Animations Incoming Patch!

Hey everyone,

Welcome to Developer Briefing 35! This week we’re giving you an early look at future improvements to animations in Hell Let Loose as well as a heads up that a patch is arriving tomorrow. We’ll release a changelog with it so you can check out all the new and improved aspects.

As we progress through Early Access you can expect an increase in quality for both TPP and FPP animations. Much like how we’re working on SFX improvements, the plan is to add our updated animations piece by piece when they’re complete, rather than holding back until everything is finished further down the Early Access line.


Walk this way!


Below we’ll be sharing with you a first look at what you can expect from our improved animation plans.

PLEASE NOTE: The examples shown aren’t final. These were technical tests conducted with our player skeleton to make sure that the mocap results would translate well. As a result of this, we’ve since recorded mocap in several sessions and are now cleaning them up and making sure they’re ready to bring into the engine. We’re excited about the direction we’re taking with this and wanted to give you all a preview of what’s to come…


When it comes to walking and running, our aim is to increase the smoothness of the movement to give it a much more organic appearance.


In battle you always need to be alert, we feel that this should be visually represented in game. When standing idle, player models won’t be so rigid in the future.


The same can be said for kneeling, both when resting or aiming down sight. Keeping your balance and staying as comfortable as possible should be reflected in the player avatar’s behaviour.


Actions such as going prone, vaulting and leaning will also feel and look smoother.


Moving forward!


We hope you enjoyed a first look at where we’re moving towards with our TPP and FPP animations.

There’s still work to be done here so these won’t be coming to Hell Let Loose until we’re slightly further into Early Access, but we have a date internally that we’re aiming for.

Once we get closer to this date we’ll be in a better position to share a window for these changes hitting the game.

The team are also busy working on bug fixes and other new content (one piece we’ll be talking about next week!) to further evolve the Hell Let Loose experience.

That wraps up this week’s briefing, we’ll see you on the frontline!

Developer Briefing #34 – Post Update 1 Fish!

Hey everyone,

We hope you’re having a fantastic time with Update 1 and our new map, Utah Beach! Rest assured we’ve been combing through your comments and feedback and making plans as we move forward towards our next patches and Update 2.

To let you know what the team are currently working on following Update 1, Lead Developer Max is has written a message for the community:


Post Update 1 – A Message from Max


Thanks for a great launch for Update 1. It was great to jump in with you and take notes across all our feedback channels as to some of the key issues we should tackle next.

As you’ve probably started noticing if you’ve been following the project for a while - we don’t consider any aspect of Hell Let Loose finished and know that there is plenty more to do in every department before we’d consider the game anywhere near representative of a final experience.

Right now we’re deciding on our full Update 2 commitment - making sure we feel we can achieve whatever we share with the community. While the Update 2 content is important, we feel that at this stage there are several endemic bugs and issues that are significantly hampering great gameplay - server browser issues, VOIP issues, unit management mechanics and anti-griefer mechanics.

We’ll be patching these issues as quickly as possible and won’t follow the Update schedule, as we feel that addressing these will significantly improve the experience for all players. In addition to this, we’re also working full-time on addressing RCON systems for server hosts and working to give them more power in the way they’re able to administer their servers.

While these are some key issues for us as a whole, we’re continuing upgrades to SFX, HUD, UI, animation and weapon handling. You’ll see these continue to roll out in both patches and the larger Updates as we progress.

Once we’ve locked our content for Update 2, we’ll release an updated roadmap graphic. Rest assured that at any time we always have several maps in development, new vehicles and a whole bunch of other goodies.

And now for something slightly different…


No fish guts, no glory


Many of you have probably noticed the various critters dotted around our maps that have shifted their mortal coil. From cows to chickens, rats and now fish!

But how do these models get made and what makes them look so lifelike? Well, in the case of our fish we (well, one person), had to really dive into their role.

Please note: The sealife featured was not meant for human consumption and no fish or crab were harmed for or during the process of creating the assets. Only the hands, clothes and stomach of our Lead Artist – Danny. We aren’t going to post the source imagery either, because we value your enjoyment of your dinner.


Lead Artist Danny and the quest for the perfect fish asset


We spoke to Danny on the process that went into creating Utah Beach’s fish:

For many assets, including the fishes and sealife of Hell Let Loose - Utah, Photogrammetry was used. (This meant Danny actually had to obtain and photograph the source material, aka the fish)



Multiple images from multiple angles were loaded into Agisoft Metashape. In here the photos were auto aligned and formed a Point Cloud. This Point Cloud was used to generate a high poly 3D mesh and textures from the photos.





After the Photogrammetry process, the high poly 3D mesh and textures were Exported into xNormal to bake the base Albedo, Normal and Ambient Occlusion textures. Meanwhile, the decimated mesh was created in Meshlab and Unwrapped in Maya.







The base textures were loaded into Substance Painter. In Substance the gaps and holes were painted out using the clone/stamp tool. Additional dirt, materials and details were added if needed, and the final textures were loaded into Hell Let Loose to be used by Will to scatter around for all our eyes to enjoy.




Hell Let Loose 15% Discount


There's still time to take advantage of our 15% Update 1 Discount until 6pm BST on July 25th!

Join the frontline here:

https://store.steampowered.com/app/686810/Hell_Let_Loose/

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