Call to Arms - Gates of Hell: Ostfront
by Barbedwire Studios · 11 Jun, 2021
161 downloads
About the Game
Call to Arms - Gates of Hell: Ostfront features the Eastern Front and its “Great Patriotic War” fought between the USSR and Germany. This RTS will take you from June 1941 until the end of the war in May 1945.
Call to Arms - Gates of Hell: Ostfront offers a choice of game modes including Singleplayer, dynamic campaign, PvE, PvP and co-op.
With its instantly switchable views, there’s something for every type of player. First person gunner views for all vehicles, third person views for vehicles and infantry, classic top-down direct control of a single unit or classic RTS top-down; they are all available and instantly switchable.
Conquest (dynamic campaign) mode offers singleplayer and co-op modes to play with your friends. Both modes allow you to compose your own army group, research new units and strategically advance in different paths to dominate the battlefield. The dynamic campaign can range from short to unlimited campaign lengths.
PvP/PvE offers a wide variety of maps from 1v1 to 4v4, and the use of “Doctrines”. These allow you to choose your own special units that fit your individual playstyle. The stage of the war (Early/Mid/Late) can be selected, to experience the evolution of equipment and vehicles as the conflict progressed.
Single player campaigns take place at historical locations, painstakingly recreated and immersive as hell.
Call to Arms - Gates of Hell: Ostfront offers:
12 historical singleplayer missions that can also be played in co-op with friends.
30 PvE and PvP maps
PvE Dynamic campaigns in which you develop your own army and fight an ever- changing war across a big collection of maps
PvP multiplayer offers doctrines to specialize your armies
Instantly switchable 3rd person/ direct control view mode for infantry
Instantly switchable 1st person/ 3rd person / direct control view mode for vehicles
Over 250 vehicles and 100 heavy weapons at your disposal
Air support mechanics and off-map artillery support
Realistically armored vehicles with accurate armor layouts, historical ammo loadouts and fully modeled internal components
The most realistic armor penetration and ammunition mechanics of any RTS out there
Land mines, magnetic mines, obstacle-laying, foxhole-building, bayonets, smokescreens, medics and countless other game mechanics
Authentic sound design and visuals
A full in- game editor plus modding/ workshop support
Screenshots
26 images
Version Information
Steam Patch Notes
Official update history
Change Log
Highlights
- Added separate pathing profile for prone/crawling humans so they do not vault over objects. Kneeling and standing humans will continue to use vault-able objects automatically.
- Added per shell penetration and max range data to the weapon sections in the unit info window of Multiplayer modes and to the Library/Conquest viewer
- Added ability for host to spawn and transfer of entire unit 'stage' to fellow players in Co-op Conquest with one action
- Optimized supply zones (supply trucks and crates) so they do not cause a reduction in performance when units are inside the supply zones
- Fixed vehicles with damaged wheels being able to drive too quickly in reverse. It should now be properly limited.
Conquest
- Added ability for host to spawn and transfer of entire unit 'stage' to fellow players in Co-op Conquest with one action
- Fixed name of next map in Conquest not being updated after completing an Operation
- Fixed incorrect grass data being loaded onto maps in Conquest after completing an Operation
- Fixed CP cost for USA support trucks in Conquest
- Fixed Finest Hour conquest maps missing includes
- Fixed some map issues on dcg_radekhiv
- Fixed some map issues on dcg_Hilltop
- Fixed terrian polygons on dcg_kymhi_airfield
- Fixed air/flag waypoints on dcg_olkhovatka
Single Player
- Among the Heavens(1942_09_elbrus)
- Fixed if players skipped intro in coop very fast leaving fade on black screen, removed old coop skip script now that coop skipping works as it should.
- Fixes some floating rocks - In Spite of Everything(1943_11_wotan)
- Updated coop scenario setup to prevent overlap issues. - Lair of the Beast(1945_03_cologne)
- Replaced Panther G with Panther A Armor version, per historical data.
- Fixed various soldiers not being in proper building windows for defense due to building entity changes(bcorn_part01). - Back to Square One(1942_01_vyazma)
- All players resupply boxes and trucks are inactive until all intro cutscenes are over. This way in single player at very high fps there is no noticeable small regular fps dips.
- Fixed some cannon inventories, replaced some ammo resupply boxes with trucks and this seems to help with minor performance jumps from automatic resupply checks. - The Siege of Sevastopol(1942_06_sevastopol)
- Added fuel truck at start and 2 arriving fuel trucks during phase2(not destructible at initial move in) so help player manage fuel issues in this mission.
Multiplayer
- Frontlines
- 2v2_bastogne improved spawns for both teams at f21_1.
- 2v2_blitzkrieg fixed a22, pos3 spawn as it was inside large building. - Fix attempt for cars/trucks crew stun desync when shot by piercing ammo types
- Fixed houses on 4v4_fields
- Fixed flag placement on 1v1 balzerweg for AI bot move orders
Everything Else
- Optimized supply zones (supply trucks and crates) so they do not cause a reduction in performance when units are inside said zones
- Fixed mission properties/modifiers/accuracy to work again (editor/mission scripting feature)
- Fixed crash related to amphibious vehicles using reverse only move button and changing chassis from water to land
- Fixed wrong texture prefix for bf109_f4_xx#winter
- Fixed props for heavy_mg_vickers_mg
- Fixed x model for heavy_mg_m1917_30cal
- Fixed certain planes made from "wood" material from being able to be shot down by "bazooka" class weapons
- Fixed accuracy of 47mm pak(t) and 47mm pstk 39 guns (their accuracies were somewhat out of scale with other weapons)
- Fixed Finnish ISU-152 icons to reflect current 3d model
- Fixed target class/selector for 105mm_k13 and 107mm_k10
- Fixed staghound_mkaa having incorrect target selector. Should target aircraft properly now
- Fixed some missing window defines to English boats
- Fixed material for ks_25_flame_thrower entity
- Fixed being able to toggle engine off through hot bar for motorized cannons while cannon is moving
- Fixed missing hull MG for the panzerb2
- Increased rate of fire, muzzle velocity, and reload speed of MG31(f)
- Increased inventory "weight" for select vehicles so that a ammo type is not split into separate stacks in the inventory
- Fixed flame particle emit positions on British and American flamethrower so they should not burn themselves anymore with recent changes flame particle contact times to fix exploitation
- Fixed USA tier 3 breeds that had less skill or veterancy than they should
- Fixed weapon skill for 82nd_late_demo_off
- Fixed obstacles for building euro_ruin_03 that causing infantry to get stuck inside
- Fixed industrial awning to be "crushable" by cars and trucks (previously only armored cars and tanks)
- Fixed garrison position for regel_bau_621
- Fixed some winter trees from changing to autumn texture when burning due to texmod name
- Fixed some localization issues
Note to Modders This update alters the pather.set, obstacle.reg for vaulting to be disabled while crawling. Be sure to compare and update these files if you have them in your mods.
r7227-7513
Change Log
Highlights
- Added new feature 'auto vaulting'. Infantry when given a move orders can now path and jump over vaultable objects (fences, sandbags, low walls, etc)
- Added new feature 'manual vaulting'. While direct controlling a human, either in classic direct control or 3rd person, you can now hit a keybind when close to and facing a vaultable object and jump over said object.
- Added new vaulting animations
- Updated multiplayer Doctrines unit prices or added a 5DP unit to so that players will not have un-spendable remaining DP
- Removed 'unlimited' operation size option from Conquest creation screen. All other operation sizes are 'infinite' already as of Update 59.
Conquest
- Updated airstrikes to use 'nation specific' bombs
- Fixed m4a1_75_mid_armor price in Conquest from 540 to 440
- Fixed electric poles with actual wires on dcg_sainte_marie_du_mont
- Fixed small issues on dcg_malschbach
- Fixed missing road on minimap for dcg_malschbach
- Fixed pathing on castle walls on dcg_heistern
- Removed 'unlimited' operation size option from Conquest creation screen. All other operation sizes are 'infinite' already as of Update 59.
Single Player
- Fixed fences on many Liberation SP maps that appeared to be vault-able that were not
- Fixed small issues on several Airborne DLC maps
- Fixed pathing around partisans huts on SP Obsich/Unbroken
- Bloodshed at the Seelow Heights(1945_04-rus_seelow_heights)
- Fixed map broken polygon and bugged water. - The Waal Bridge (1944_09_01_nijmegen)
- Fixed floating objects, rocks. - Sword Beach(1944_06_swordbeach)
- Fixed winning theme music not canceling combat mission music at end. - The Black Friday(1944_10_woensdrecht)
- Fixed "ger_reinf" case where it would not be assigned in coop. - Unbroken(1942_10_obsich)
- Spotters are assigned to player upon elimination of Officer(task) and infantry still alive. (changed this from update r1432).
- map fixes. - Winterstorm(1942_12_winterstorm)
- Fixed bridge both ends roads not fully matched height resulting in vehicles/cannons getting stuck trying to pass across the bridge. - Bootcamp 2 Vehicle Control(02_vehicle-control)
- Force completion of videos that end in black screen and only tiny continue text to force fadeout and ease confusion.
- Fixed fade on still executing after "heat" video thus leaving black screen stuck (fade black). - The Hills of Saint-Lô(1944_06_saint_lo_hills)
- Added failsafe for reinf_v1 and reinf_v2 assignment in case scenario does not call the event/coop possible issue. - All Russian skirmishes(Talvisota dlc)
- Reset inventories/updated breeds/reset names and few fixes. - Cutting the Highway(1944_09_koevering)
- Fixes so that task "Keep the radio vehicle operational" does not instantly fail if player exits radio vehicle and radio vehicle is still operational or fixable and not destroyed. Task is only failed if vehicle is destroyed beyond repair. - The Raate Road(1940_01_Raate_Road)
- Fixed enemy vehicles staying stuck if players 2nd group in N/E engages and dies, while main force fights, now they go on recon once they fail to discover any more threats for certain amount of time. - Stalin's Big Guns(1941_08_ino_station)
- Improve player units transition upoon first task completion and into clip 2.
- Map fixes to prevent player being shot by enemies in fog in clip 2 edge. - Highlanders and Ghosts(1940_06_st_valery_en_caux)
- Fixed airstrike not using bomb.
- Fixed airstrike so plane have its gear up.
- Fixed so that plane does not do dive and up before bombing and instead dives a tad right as it drops the bomb.
- Fixed phase 1 of the mission not working and mission jumping to phase 2 instantly.
- Improved phase 1 alert, if enemies see player visually within distance or see a dead body in Le Tot area. - The Liberation of the Old (1945_03_24_varsity)
- Fixed situations where m22_locust would not get assigned in coop. This was caused by various inventory items miss-tagged as humans/vehicles(pl_part01_armor_crew & pl_part01_armor). - Trial by Fire(2-combat)
- barrels filled with fuel are the type that can be picked up now - Fall Gelb(1940_05_arras)
- video scenarios have a failsafe in case for some net reason they fail to execute event on next, it can still be called.
- bugged inventory item fix. - Battle of Villers-Bocage(1944_07_13_villers-bocage_skirmish)
- fixed houses that have flag_hanging entities deleted through script when walls are crushed on given building as often house is crushed without direct impact and thus the flags are not crushed through interaction and left hanging mid air. - The Ace of Swords(1943_07_petrovka)
- fixed bug where player could be stuck in fade on black screen forever due to scenario code change and how script was setup.
Multiplayer
- Added Bot clearing hedgehogs logic, if attacker have any Heroic bots present. Only if heavy # of hedgehogs present in Last Stand game mode
- Added shotgun team to USA mid and late for manpower
- Updated UI icons for user performance in lobby/online play
- Updated airstrikes to use 'nation specific' bombs
- Updated 2v2_suburbs building in center of map to not be garrison-able
- Updated general ai bot logic scripts in all mp modes: If player transfers any of his units to a bot team, those units will now properly use all ai logics if they see enemy
- Fixed broken polygons heightmap on 4v4_vitebsk
- Fixed some buildings floating off ground which allowed ai to fire under them at humans inside on 4v4_Rikila
- Fixed floating entities on MP 1v1_Balzerweg
- Fixed electric poles with actual wires on 2v2_sainte_marie_du_mont
- Fixed small issues on 2v2_blitzkrieg
- Fixed broken trenches on 4v4_hills, 4v4_olkhovatka
- Fixed floating houses, trees and objects on 1v1_balzerweg
- Fixed inaccessible houses, houses floating partially, broken polygons heightmap and some terrain pathing fixes on 4v4_vitebsk
- Updated multiplayer Doctrines unit prices or added a 5DP unit to so that players will not have un-spendable remaining DP:
- Added doctrine_squad_m18 to irregular usa late for 5 doctrine points with a limit of 5
- Added doctrine_squad_assault_mid to fin irregular for 5 doctrine points with a limit of 10
- Increased doctrine point cost of doctrine_kv1e_fin from 45 to 50
- Increased doctrine point cost of doctrine_75mm_m1a1_mid from 25 to 30
- Increased doctrine point cost of doctrine_155mm_h17 from 75 to 80
- Increased doctrine point cost of doctrine_155mm_schneider_us_mid from 75 to 80
- Increased doctrine point cost of doctrine_bishop from 75 to 80
- Increased doctrine point cost of doctrine_sexton_mk2 from 75 to 80
- Increased doctrine point cost of doctrine_m7_hmc_mid from 75 to 80
- Increased doctrine point cost of m7b1_hmc from 75 to 80
- Increased doctrine point cost of doctrine_152mm_bl_6 from 75 to 80
- Increased doctrine point cost of doctrine_cruiser_mk2a_cs_mid from 25 to 30
- Increased doctrine point cost of doctrine_m15a1_cgmc_mid from 15 to 20
- Increased doctrine point cost of doctrine_matilda2_mk4_cs_early from 75 to 80
- Increased limit of doctrine_m16_mgmc_late from 4 to 5
- Increased limit of doctrine_squad_command from 2 to 3
- Increased limit of doctrine_squad_vetsniper from 4 to 5
- Reduced doctrine point cost of doctrine_50mm_krh38_early from 15 to 10
- Reduced doctrine point cost of doctrine_170mm_minewerfer_early from 25 to 20
- Reduced doctrine point cost of doctrine_80mm_sgrw34_rapid_early from 25 to 20
- Reduced doctrine point cost of doctrine_200mm_ldgw40 from 35 to 30
- Reduced doctrine point cost of doctrine_panzerb2_early from 45 to 40
- Reduced doctrine point cost of doctrine_sdkfz231 from 15 to 10
- Reduced doctrine point cost of doctrine_squad_r_eng_early_def from 10 to 5
- Reduced doctrine point cost of doctrine_40mm_qf40_early from 25 to 20
- Reduced doctrine point cost of doctrine_94mm_qf_3_7_aa_early from 35 to 30
- Reduced doctrine point cost of doctrine_114mm_qf_how_wooden from 65 to 60
- Reduced doctrine point cost of doctrine_155mm_m1a1_longtom_eng from 105 to 100
- Reduced doctrine point cost of doctrine_155mm_m1a1_longtom from 105 to 100
- Reduced doctrine point cost of doctrine_50mm_pstk38_late from 25 to 20
- Reduced doctrine point cost of doctrine_100mm_nbw35_fin_late from 25 to 20
- Reduced doctrine point cost of doctrine_tiger1hunt from 85 to 80
- Reduced doctrine point cost of doctrine_300mm_nebelwerfer42 from 105 to 100
- Reduced doctrine point cost of doctrine_panzer5g from 85 to 80
- Reduced doctrine point cost of doctrine_75mm_pak40_fin from 50 to 40
- Reduced doctrine point cost of doctrine_stug3f from 50 to 40
- Reduced doctrine point cost of doctrine_50mm_flak41_mid from 30 to 25
- Reduced doctrine point cost of doctrine_marder2 from 45 to 40
- Reduced doctrine point cost of doctrine_76mm_m1938_mid from 45 to 40
- Reduced doctrine point cost of doctrine_zis30 from 40 to 35
- Reduced doctrine point cost of doctrine_yag10_29k_mid from 40 to 25
- Reduced doctrine point cost of doctrine_zis2_scoutcar_mg_mid from 45 to 40
- Reduced doctrine point cost of doctrine_57mm_qf6_mk4_early from 40 to 35
- Reduced doctrine point cost of doctrine_76mm_m5_m1_mid from 50 to 40
- Reduced doctrine point cost of doctrine_squad_1st_special from 25 to 20
- Reduced doctrine point cost of doctrine_114mm_bl_4_5 from 75 to 70
- Reduced doctrine point cost of doctrine_114mm_m1 from 75 to 70
- Reduced doctrine point cost of doctrine_m10_gmc_mid from 45 to 40
- Reduced doctrine point cost of doctrine_churchill3_valentine9 from 45 to 40
- Reduced doctrine point cost of doctrine_2m4a2_76_rus from 45 to 40
- Reduced doctrine point cost of doctrine_sdkfz10_flak38 from 15 to 10
- Reduced doctrine point cost of doctrine_sdkfz221 from 15 to 10
- Reduced doctrine point cost of doctrine_20mm_flak38_early from 15 to 10
- Reduced limit of doctrine_p204_f_early from 5 to 4
- Removed limit from doctrine_ford_3ton_breda_early
- Removed dshk from doctrine_stans
- Reduced doctrine point cost of doctrine_stans from 15 to 5
- Increased limit of doctrine_stans from 4 to 5
- Reduced number of miners and builders in doctrine_squad_sapper_motorised
- Reduced doctrine point cost of doctrine_squad_sapper_motorised from 15 to 5
- Increased limit of doctrine_squad_sapper_motorised_early
- Reduced doctrine point cost of doctrine_kht26_early from 10 to 5
- Added limit of 5 to doctrine_kht26_early
- Reduced doctrine point cost of doctrine_ot130_early from 10 to 50
- Added limit of 5 to doctrine_ot130_early
- Removed extra carrier from doctrine_mortar_carrier_mk1
- Reduced doctrine point cost of doctrine_mortar_carrier_mk1 from 15 to 5
- Added limit of 5 to doctrine_mortar_carrier_mk1
- Reduced doctrine point cost of doctrine_squad_carrier_early_irr from 15 to 10
- Added limit of 4 to doctrine_squad_carrier_early_irr
- Reduced number of builders and miners in doctrine_squad_r_eng_mid_def
- Increased limit of doctrine_squad_r_eng_mid_def from 4 to 5
- Reduced doctrine point cost of doctrine_squad_r_eng_mid_def from 10 to 5
- Removed doctrine_volvo_127d_itk40_mid from fin irregular
- Added volvo_127d_itk40_mid for manpower
- Reduced doctrine point cost of doctrine_bt2_da2 from 10 to 5
- Increased cooldown of doctrine_bt2_da2 from 150 to 180
- Added limit of 5 to doctrine_bt2_da2
- Removed doctrine_50cal_quad_m45_mid from usa allround mid
- Added 50cal_quad_m45 to usa allround mid for manpower
- Removed squad_cav_mid_all from usa allround mid
- Added doctrine_squad_cav_mid_all to usa allround mid for 5 doctrine points with a limit of 5
- Removed one sniper from doctrine_squad_1st_airland_support_late_all
- Reduced doctrine point cost of doctrine_squad_1st_airland_support_late_all from 20 to 10
- Increased limit of doctrine_squad_1st_airland_support_late_all from 2 to 4
- Reduced cooldown of doctrine_squad_1st_airland_support_late_all from 300 to 150
- Reduced number of builders and miners in doctrine_squad_r_eng_late_def
- Reduced doctrine point cost of doctrine_squad_r_eng_late_def from 10 to 5
- Increased limit of doctrine_squad_r_eng_late_def from 4 to 5
- Reduced doctrine point cost of doctrine_squad_carrier_late_irr from 15 to 10
- Increased cooldown of doctrine_squad_carrier_late_irr from 240 to 300
- Reduced doctrine point cost of doctrine_panzer1f from 15 to 10
- Increased cooldown of doctrine_panzer1f from 180 to 240
- Reduced doctrine point cost of doctrine_sdkfz251d_16 from 10 to 5
- Removed lehr pio crew from doctrine_sdkfz251d_16
- Removed doctrine_75mm_m3a3_late from allround usa late
- Added doctrine_m5a1_stuart_late to allround usa late for 20 doctrine points
- Removed doctrine_cckw_engineer from usa defensive mid and late
- Added doctrine_squad_engineer to usa defensive mid and late for 5 doctrine points with a limit of 5
- Changed doctrine_cckw_redball_late tier from 1 to 3
- Reduced doctrine point cost of doctrine_cckw_redball_late from 40 to 30
- Reduced cooldown of doctrine_cckw_redball_late from 300 to 120
- Reduced doctrine point cost of doctrine_aec_mk1 from 15 to 10
- Added limit of 3 to doctrine_aec_mk1
- Reduced doctrine point cost of doctrine_m4_mortar_carrier from 15 to 10
- Added limit of 4 to doctrine_m4_mortar_carrier
- Reduced doctrine point cost of doctrine_sdkfz251c_2_mid from 15 to 10
- Added limit of 4 to doctrine_sdkfz251c_2_mid
Everything Else
- Added new feature 'auto vaulting'. Infantry when given a move orders can now path and jump over vaultable objects (fences, sandbags, low walls, etc)
- Added new feature 'manual vaulting'. While direct controlling a human, either in classic direct control or 3rd person, you can now hit a keybind when close to and facing a vaultable object and jump over said object.
- Added new vaulting animations
- Added to interaction scripts for stuff and cover_type conditions now support several values, checked in OR conjunction
- Added ability to configure obstacle Ids at obstacle level. This will take precedence over obstacle ids that get default-set by the entity obstacle id. Allows for objects to be vaultable in specific places and not others.
- Added euro stone fence 01 short variant for vaulting update fixes to maps
- Added heightmap to stamp ground pattern big
- Added texmod variants to stamp muddy gravel
- Added texmod variants (use opacity) to blood spot
- Added win texmod for thatch roof
- Added 2nd voice actor for French talks
- Updated many environment objects to have new obstacleIDs that allow them to be vaultable
- Updated sp and bp x textures for bf109s
- Updated texture for silopit, Metal tube, Conveyer belt large
- Updated texture for concrete piles and added winter texmod
- Increased accuracy of tank gun QF 77mm HV (Comet)
- Reduced time from when flamethrower projectiles spawn to when they can contact objects so they cannot shoot through walls
- Fixed firing arcs for Sdkfz 251/16 Flame projectors so it cannot set itself on fire (due to change in partical spawn contact time)
- Fixed material for ks_24_flame_thrower item
- Fixed vehicle view for track damage on the vickers_mk6 light tank
- Fixed m4a3_75_early and m4a3_75_late missing armor values for turret ring. Fixed also xx missing armor for turret4_vol.
- Fixed missing ram volume to panzer4b
- Fixed sherman2_late missing winter texture
- Fixed names for Jagdpather and Ferdinand main guns
- Fixed Comet reload sound
- Fixed main gun sounds for various British vehicles
- Fixed missing x models for yak1
- Fixed ID issues preventing some meshes (like turret) from swapping textures to x model on the sherman2_dd
- Fixed conquest icon to t3476_43_flame
- Fixed humber_mk4 wheels not turning (steer)
- Fixed issue with euro water tank 01
- Fixed dutch stone walls that are 1/2 height to be obstacleID construction instead of small_building. Meaning more vehicles can path through them instead of going around
- Fixed volumes and obstacles on _urban_euro/barricades and euro_stonewall1
- Fixed obstacles and visibility for e_farm002
- Fixed broken polygons/bad texture merges on several maps
- Fixed dutch house 07 volume
- Fixed issue with wasserman radar building
- Fixed thickness and armor settings for hay stacks so bullets can go through them properly
- Fixed collision issues for Flanders house 1 and 2 walls
- Fixed being able to direct control infantry through fence_wire_01 and _02
- Fixed several soldiers with wrong weapon skill
- Fixed Ushanka Star Badge
- Fixed squatting idles
- Fixed human idles in cover if holding one handed items
- Fixed helmets sometimes missing for several soldiers
- Fixed UK Sniper voices to use standard ENG voices
- Fixed British snipers and suppressed weapons mission from vision/detection settings
- Fixed spacing for "Mission Complete" ally and enemy losses text in several languages
- Disabled bazooka class weapons from dealing damage to flying aircraft. Grounded aircraft unaffected.
**Note to Modders** This update alters the pather.set, obstacle.reg, and many map objects .def files for humans to be able to vault. Be sure to compare and update these files if you have them in your mods.
r6768-7226
Change Log
Conquest
- Reverted economy changes for attacking AI in Conquest that were introduced in recent patch
- Updated SAS sections to official TO&E
- Updated Soviet defender to possible have higher tier (mid war soldiers) earlier in the campaign
- Fixed German defender possibly having mkb42(h) to early in the campaign
- Fixed prices for valentine mk10 and mk11 in conquest
- Fixed 107mm_ml4_2_mortar_barrage costing 8 Research points in conquest (1 Point now)
- Fixed Commonwealth AI airstrike setup/usage in conquest
- Fixed some fences on DCG bergen radar
- Fixed water inside of bunkers on DCG valkenburg airfield
- Fixed pipes that caused pathing issues on DCG ruhr factory
- Fixed flying haybales on DCG Hazebrouck
- Fixed units stuck in buildings at spawn on DCG Hamburg
- Fixed rails on bridge being destructible on DCG Elden landings
- Fixed missing train cars under the bridge on DCG Bretteville sur odon
- Fixed pathing issue around the railway platforms on DCG Ruhr factory
- Fixed invalid "texmod" settings for maps
- Fixed floating entities on dcg_flanders_fields_sum
Single Player
- Battle of Villers-Bocage(1944_07_13_villers-bocage_skirmish)
- fixed Offensive doctrine hero unit not being limited to 3 buys.
- fixed some carriers not have mg equipped.
- Fixed roster of "Guards AD Squad" to match the icon used as this purchase also includes explosive and piat. - Battle of Arras(1940_05_20_arras_skirmish)
- Defensive doctrine infantry purchase of Veteran squad changed as it did not exist in early war, price increased and changed to Black Watch Rifle Section. - Dynamo (1940_06_03_dunkirk)
- fixed player medic at line 4 autoassign - Pegasus Bridge (1944_06_05_pegasus)
- fixed progression blocker when starting optional objective - Arnhem Hell (1944_09_17_arnhem)
- fixed text goes beyond the objectives window component - The Dash of XXX Corps(1944_09_20_marketgarden_skirmish)
- fixed some carriers not have mg equipped.
- Fixed Offensive doctrine hero unit not being limited to 3 buys.
- Highlanders and Ghosts (1940_06_st_valery_en_caux)
- Updated hms_boadicea to not sink but become completely disabled - Sword Beach(1944_06_swordbeach)
- added missing event to fix secret task not working.
- Fixed missing autosaves
- deleted unnecessary placeholder line in localization
- Fixed secret objective sherman dd not completing
- Fixed narrator sounds 06 and 07 lines, they were swapped - Against the Tide(1944_06_tilly_sur_seulles)
- fixed grille_k buy not hiding when back in menu.
- fixed hattrick achievement.
- fixed max 8 players same as other skirmishes. - Cutting The Highway (1944_09_koevering)
- Fixed achievements not appearing and autosaves - The Black Friday (1944_10_woensdrecht)
- Fixed secret objective 2 not starting and halftrack crew disappearing - NUTS!(1944_12_03_bastogne)
- task 01/02 and "german capturing supplies" tasks and events clean up and logic fixes. This eliminates some of the progression issues.
- task 06/07 completion logic fixes.
- supplies recovered detection improved vs situation where if player left a helmet in them etc.
- fixed overlapping talk lines.
- Unbroken(1942_10_obsich)
- Fixed bug which would prevent coop progress. - Winter Storm(1942_12_winterstorm)
- Fixed bug causing being stuck in coop.
- Fixed CooP issue with players getting stuck in cinematics in campaign missions
- Fixed all skirmishes any 0 sec, 1 keyframe, scenarios to set camera after intro set to 0.3 sec to prevent coop bug
- Fixed AT infantry purchase icons to reflect correct AT weapons in Finest Hour late war skirmishes
Multiplayer
- Added limit of 4 to doctrine_squad_carrier_late_irr
- Increased cooldown of doctrine_squad_carrier_late_irr from 180 to 240
- Increased cost of doctrine_churchill_mk8 from 45 to 50 dp
- Increased cost of doctrine_76mm_land_mattress from 85 to 90 dp
- Increased cooldown of doctrine_cruiser_mk2a_cs_early from 240 to 300
- Increased cost of late and mid sas squad from 20 to 25 (due to extra sniper)
- Updated SAS sections to official TO&E
- Fixed friendly fire exploit in MP game modes (incorrect syntax for scripts)
- Fixed Typhoon Recon plane to be on hold fire like other recon planes
- Fixed missing unlock and cooldown timers for cruiser_mk1_cs in early war
- Fixed doctrine_cruiser_mk3 cost (used previously present cruiser cs price)
- Fixed doctrine_squad_carrier_late_irr cost (15 dp)
- Fixed scf modifier for squad_1st_para_recce_late_all to be same as other squads on armed transports (15% cheaper)
- Fixed flaregun ammo counts for eng signallers to be consistent with other factions (3 more for 88mm, one less for 203mm)
- Fixed wrong cost value of humber_scout (75 to 130)
- Fixed early war 221 cost to be same as in other periods (160 to 130)
- Fixed 114mm_bl_4_5_mk1 missing from early war MP Doctrine roster
- Fixed Commonwealth, Mid-War, All-Around doctrine, Tier 3 Forward observer missing CP cost
- Last Stand gamemode on 4v4_eindhoven
- fixed bot spawns as some would result in bots spawning 800 meters in map.
- fixed defender bot waypoints. - Fixed spawns for Last Stand mode on 4v4_krasny_bor
- Fixed some pathing issues around the railway station on 4v4_Remagen
- Fixed ocean mask/water so that many areas don't end up with water when you dig trenches on 4v4_arras_countryside_sum and 4v4_vlissingen_breach
- Fixed rubble in front of a door on 4v4_arras_countryside_sum
- Fixed invalid "texmod" settings for maps
Everything Else
- Increased Comet/Challenger off-road speed but decreased max/road speed from 52 to 47kph
- Increased Cromwell Mk7/8 max/road and off-road speed to match earlier Cromwell MKs
- Updated interaction_entity/flora.inc to catch if bushes have a tex mode that isn't burned or bare and enable visible (vision blocking) for them automatically
- Updated german 75mm APCBC slope modifier (mostly at +65 degree angles)
- Disabled 'contact' for various volumes of the crashed horsa gliders in maps to help reduce/eliminate vehicles getting stuck on them following normal pathing of move orders
- Fixed small memory leak in backconevisualizer
- Fixed a crash that would happen with bf109_e4b if it was added to Multiplayer by modders, due to a define limiting non-existing bone.
- Fixed planes propellers having a double mesh if the engine was destroyed while the plane was on the ground.
- Fixed hurricane_mk2c carrying American bombs on plane model instead of eng 250lb_gp_bomb
- Fixed Archer direct control aiming becoming inverted when any component is broken then repaired
- Fixed wrong lamp position of qld truck engineer version and removed unnecessary textures.
- Fixed missing volume for bush: evergreen_shrub
- Fixed several building issues
- Fixed cromwell8 enumerator1.ply having wrong .mtl attached to it
- Fixed cromwell6 detail12 by replacing it with a shield extender instead.
- Fixed some Dingo variations missing sound
- Fixed unic304f track 'len' direction
- Fixed name of Geschutzwagen and unic304f #camo1 textures to #camo instead
- Fixed the Geschutzwagen Dunkelgelb (yellow camo) to be default and made the grey a pattern (#grey, as an optional camo)
- Fixed geschutzwagen_39h volume hierarchy so destroyed textures and break animations play properly
- Fixed missing valentine mk9 "late" x textures
- Fixed cromwell6 random turret track shields
- Fixed crusader_aa_mk2 playing reload animation after each shot
- Fixed crusader_mk1_cs missing engine sound
- Fixed armor values for m10_gmc (including all sub-variants), m36_gmc (including all sub-variants), achilles_mk2 and wolverine_mk1.
- Fixed base bone position for all valentine tanks
- Fixed valentine_mk10 and valentine_mk11 enumerator hierarchy.
- Fixed incorrect audio layer assignment for 95mm
- Fixed several map entities that were set to impregnability full instead of harmless allowing bullets to go through them
- Fix to bridge001 Texture
- Fix to french house 04 floating flags
- Fixed all weather/environments in game that had weather FX type selected and density of 0. Caused problems like wrong explosion FX to play and other weather related scripts to trigger when they were not suppose to
- Fixed button_4_eng with wrong number in name
- Fixed missing 7th ad recon icon
- Fixed localization issues
- Fixed lewis gun recoil animation speed so that it looks better when firing fully automatic
r6300-6446
Change Log
Conquest
- Updated research cost of some units in commonwealth tech tree
- Reduced CP cost for Crusader tanks in conquest
- Reduced CP cost for Ostwind and Wirbelwind in conquest (-5)
- Fixed missing in-game icons and localization for Commonwealth support strikes for conquest
Single Player
- Fixed map issue on 'Ghosts and Highlanders' (1940_06_st_valery_en_caux)
- Fixed achievement on normal difficulty for 'Cutting the Highway' (1944_09_koevering)
- Fixed an issue with a landing craft hitting a sherman dd on 'Sword beach' (1944_06_13_swordbeach)
- Tears and Sweat (1940_05_13_dyle):
- fixed AI medic stays idle if waypoint was interrupted by another medic
- fixed reinforcements sniper may stuck if enemies are close to spawn point
- fixed doctrine howitzer can be detached from the carrier before given to player
- fixed reinforcement button for ally assault still visible after mission completion if not clicked before
- fixed ally assault button hint still looped after mission completion if the button was not clicked before
- fixed player infantry on Matilda has free move
- fixed too quick scenario change at the start of phase 3
- adjustments dialogues queue - Dynamo (1940_06_03_dunkirk):
- fixed some enemy units still visible after outro
- fixed player reinforcements could arrive after outro
- fixed ammo pointers visible in outro cutscene
- minor AI fixes
- player's reinforcements arrive now 2 minutes later
- fixed a building with blocked entrance - Pegasus Bridge (1944_06_05_pegasus):
- fixed crate with mg ammo in the pillbox
- fixed gamespeed not reset to normal when phase 2 begins
- fixed bagpipes stop playing during outro cutscene
- fixed task fail condition when player lost all units during phase 2 - Goodwood (1944_07_18_caen_goodwood):
- fixed reinforcements panel not hidden after outro if tanks category active
- fixed wrong narrator assigned to voice lines for doctrine objective completions
- changed positions of explosive objects during phase 1 - To the End (1944_09_20_oosterbeek):
- fixed fence collision issue - The Liberation of the Old (1945_03_24_varsity):
- fixed soldier spawn during cutscene between phase 2 and 3
- changed german soldier skin during cutscene between phase 2 and 3
- replaced breed of narrator duplicate after outro
- Battle of Arras (1940_05_20_arras_skirmish)
- fixed case where player purchase could be close enough to the inactive matilda thats used for convoy recovery before actual task is spawned, and thus preventing from convoy soldiers being assigned later.
- relaxed requirements for both secret achievements(increased time).
Multiplayer
- Increased cost of doctrine_crusader_aa_mk2 from 15 to 20 DP
- Updated an extra 88mm flare to be 127mm flare for soe_radio_op
- Fixed 2v2 dunkirk dunes base flag order
- Fixed road terrain causing pathing issue on ostfront map 2v2_countryside
- Fixed all rivers to shallow water on 2v2_grave to improve units pathing
- Fixed missing doctrine_84mm_qf18_2pa_early icons
- Fixed binoculars to be inhand on spawn for soe_xo and soe_com
- Fixed the minimap in the 2v2_Heelsum loading screen
- Removed duplicate define for unit buys in multiplayer settings
Everything Else
- Added dx11 shader cache files
- Added xx models for the British Destroyer
- Fixed ENG Nationality and Scotish Voice added to Scotish soldiers mid war
- Fixed missing spanish localization entries for british vehicles
- Fixed Scotish Voice Assigned to Highlanders and Black Watch
- Fixed Scotish Voice file errors fix
- Fixed Comet 1p shot fix
- Fixed Ml 4.2inch Mortar Distant sounds link
- Fixed missing weapon sounds for hipower_1935 and pistol_no2_mk1
- Fixed M22 Locust scale (not Long John version yet)
- Fixed extra gun defines (gun5 and gun6) to fix the British Destroyer AA guns being not breakable.
- Fixed 'sight' view of the 94mm_qf_3_7_aa to not aim at the crew
- Fixed turn radius of Typhoon recon plane in Multiplayer
- Fixed willys_mb_mg_eng from loosing access to the weapon when any component breaks
- Fixed reload time for 20mm_polsten to be same as other box magazine fed 20mm AA guns
- Fixed 20mm_oerlikon and 20mm_polsten not able to shoot after reloading due to magazine volume blocking barrel
- Fixed uk helmet mk3 chinstrap on 2 models
- Fixed German Early War SMG NCO not having correct pouches or rank.
- Fixed euro water tank 01 Destruction
- Fixed industrial containers pathing
- Fixed euro barbedwire01 obstacles
- Fixed arnhem factory building obstacles
- Fixed dutch manor01 pivots
- Fixed euro hay bale volume thickness
- Fixed dutch fence 03 obstacles
- Fixed dutch bridge 08 railing volumes
- Fixed missing unit icon for mortar_carrier_mk2
- Fixed missing unit icon for the wasp_mk2c
- Fixed various localization issues
r6243-6299
Update 63: V 1.058.0, third hotfix after the release of Finest Hour
Change Log
Conquest
- Added M22 locust littlejohn to Conquest tech tree
- Fixed duplicate squad entry in conquest for GER bot
- Fixed missing icon for Typhoon support airstrike in conquest
Single Player
- Fall Gel b(1940_05_arras) fixed halftrack spawn without tags
- The Bridge Too Far(1944_10_tornio)
- fixed 2 vehicles from "ger_reinf" events not resetting from invincible at entry to normal after assignment.
- fixed some [Invalid amount for non-stack item in stuff holder (0, must be 1)] inventory entries. - Battle of Arras(1940_05_20_arras_skirmish)
- fixed heavy rifle inf purchase image not showing up.
- fixed secret 1 achievement not counting properly.
Multiplayer
- Fixed missing finest hour post-battle result icons
- Fixed eng early and late sniper hp to be same as other snipers
- Fixed doctrine_84mm_qf18_2pa_early buy
- Fixed latewar eng defensive t2+ timers
- Fixed commonwealth T2 infantry having 1 less CP then they should.
- Updated several eng t1 dp cooldowns to be more consistent
- Increased cost of doctrine_staghound_mk2 from 20 to 25 dp
- Increased cost of staghound_mkaa from 250 to 260 mp
- Increased cost of staghound_mk2 from 360 to 380 mp
- Reverted airstrike price increase. Underlying bug should be fixed now.
Everything Else
- Fixed missing late british texture for "little john" adaptor
- Fixed sound signal conflict
- Fixed missing sound layer Welrod pistol
- Fixed blue reflected light off one variant of the soviet SSH40 helmet
- Fixed Stuart6 issues with suspension
- Fixed cruiser_mk1_cs aux_gun_rot rotation issues
- Fixed valentine_mk9 enumerator bones not following the turret
- Fixed for most planes, disappearing on explosion and propellers vanishing upon destruction.
- Fixed hurribomber_mk2c to have correct bombs in its weapon/inventory
- Fixed tetrarch and vickers mk6 texture problem
- Fixed pathing for Rotterdam01 building
- Fixed RU language briefings
- Disabled Morric Cs9 to shoot weapons on its own while in direct control of player. (Fights player for control of where the turret aims if it does)
- Removed not needed texture variant for UK humanskins
- Updated UK human models:
- Fixed reversed Navy Officer rank epaulettes.
- Fixed Navy Commandos using two badges, one being duplicative and redundant.
- Changed Polish breeds to use some sidecaps for variation.
- Changed RN crew humanskin.
- Changed Veteran Late War UK Gloster regiment to a different texture for more visibility.
- Changed Veteran Late War UK Gloster regiment sergeant's headwear to a blank service cap due to not having the badge for their specific regiment.
- Fixed other texture related issues.
r6166-6242
The airstrike units will be enabled back in PvP in the hotfix 3 later today, alongside assorted fixes throughout the game.
Hotfix 1
More hotfixes to follow during the day.
Update 60: V 1.055.0
Change Log
Highlights
- Added contextual reverse mode when vehicle is: selected, can move, and user places mouse cursor behind the vehicle
- Added toggle button 'Reverse mode' to the right control panel, along with keybind in option/controls for vehicles
- Added new feature to Conquest, allowing users to select textures (texmods) for their units in the preview area, and they save for use in the battle
- Added initial code support and animations for human idles in squatting and prone stances (not in cover, yet)
Optimizations
- Optimized Multiplayer game modes (Battle Zones, Domination, Last Stand, Frontlines)
- Skip loading units in doctrines that are not selected by players
- Results in several gigabytes of reduction in memory usage and shorter loading times
- This is similar to the optimizations done for Conquest in the last update (V1.054.0) - Optimized Steam friends Icons to be removed from memory when loading into a match
- Optimized how vehicle views (vehicle schematics in the bottom left corner of UI) are loaded to and offloaded from memory.
- Reduces memory consumption by ~600mb+
- Reduces FPS drop when switching into direct control
Conquest
- Added a new feature to allow users to select textures (texmods) for their units in the preview area, and they save for use in the battle
- Updated friendly fire to not force destroy in Conquest for both solo and coop modes
- Updated Conquest mission scripts to check the nation before building sandbags around MGs and to use shallow sandbags
- Updated t26_33_fin to not require t26e but instead require the vickers_6t_altb in research tree for Finnish Conquest
- Updated Soviet AT rifle man to not appear on stage 1 and instead on stage 2 and 3
- Fixed pathing issue on dcg_natramala map
- Fixed floating grass on dcg_utah beach
- Fixed pathing issue with railway tracks on dcg_puhoksen and dcg_puhoksen winter
- Fixed the wrong vehicle wreck player number on DCG Puhoksen and Puhoksen winter
- Fixed Conquest map .info files to Not have {texMode 'none'} and instead comment it out ;{texMode}. 'none' is not a actual texmod
Single Player
- Updated friendly fire to not force destroy in Campaign missions for both solo and coop modes
- Fixed broken land polygons on Battle of Bloody Gulch(1944_06_06_bloody_gulch)
- Fixed wall alignment on SP Nijmegen
- Fixed 114 H/18 reinforcement missing image in buys list on Ilomantsi(1944_07-fin_ilomantsi)
- Fixed weapons used by a number of player soldiers so they match breed for auto resupply purposes for Closing the Pocket(1944_10_courland)
- Fixed invisible walls on cliffs on SP Kollaa
- The Hills of Saint-Lô(1944_06_saint_lo_hills):
- Fixed and cleaned up part2/assign_3 reinforcements arrival possibility of not being assigned properly if extreme damage occurs right as reinforcements are spawned(such as a plane crashing upon them).
- Assign 3 reinforcement (1 ht + 1armor based on doctrine) now is teleported in and cannot be damaged or affected via AI until assigned. - The Ace of Swords(1943_07_petrovka)
- Fixed final retreat task completion. (linked humans but not inactive who are crew of inactive vehicle, are considered active until task completion). Added a failsafe as well.
- Fixed timer that tells when retreat task is shown, as the randomized delays there was small chance it would never happen(missing default switch case).
- Fixed crash in coop if anyone was in direct control upon completion of the last task before the game is complete(must ables -select before player # switch). - Christmas Trouble(1944_12_hotton)
- Removed stray weapons at 0,0,0.
- Fixed one building mid-air
Multiplayer
- Increased cost of t26c from 235 to 250 mp
- Reduced cost of t26 variants to 180 mp
- Removed limit from doctrine_squad_scoutcar_marines
- Increased cost of doctrine_kv1_42_fin_late from 40 to 50 dp
- Increased cost of doctrine_kv1e_fin from 40 to 45 dp
- Reduced cost of doctrine_p204_f from 10 to 5 dp
- Reduced limit of doctrine_p204_f from 5 to 4
- Reduced cost of doctrine_pz35t from 15 to 10 dp
- Reduced cost of doctrine_sdkfz10_pak38 from 30 to 25 dp
- Reduced cost of doctrine_panzer742r from 20 to 15 dp
- Reduced cost of doctrine_panzer2f_mid from 20 to 15 dp
- Reduced cost of doctrine_pz38t_g from 20 to 15 dp
- Reduced cost of doctrine_sdkfz250a_9_mid from 15 to 10 dp
- Reduced cost of doctrine_sdkfz251c_2_mid from 20 to 15 dp
- Reduced cost of doctrine_sdkfz7_2_mid from 25 to 20 dp
- Reduced cost of doctrine_75mm_pak9738_mid from 35 to 30 dp
- Reduced cost of doctrine_squad_stosstrupp from 25 to 20 dp
- Removed limit from doctrine_sdkfz10_flak38_fin
- Reduced cost of doctrine_bt5_mid from 20 to 15 dp
- Reduced cost of doctrine_towed_m42 from 20 to 15 dp
- Reduced cost of doctrine_50cal_quad_m45_mid from 15 to 10 dp
- Reduced cost of doctrine_m4_mortar_carrier_mid from 20 to 15 dp
- Reduced cost of doctrine_t30_hmc_mid from 30 to 25 dp
- Reduced cost of doctrine_75mm_m1a1_mid from 30 to 25 dp
- Reduced cost of doctrine_m6_gmc_mid from 25 to 20 dp
- Reduced cost of doctrine_m3_gmc_mid from 30 to 20 dp
- Reduced cost of doctrine_m4a1_mortar_carrier_late from 20 to 15 dp
- Reduced cost of doctrine_75mm_m3a3_late from 30 to 25 dp
- Reduced cost of doctrine_75mm_m1a1_late from 30 to 25 dp
- Reduced cost of doctrine_75mm_legebig18_late from 30 to 25 dp
- Reduced cost of doctrine_76mm_m43 from 30 to 25 dp
- Reduced cost of light bombers from 1000 to 300 mp for scoring purposes: from 50 to 15 score
- Reduced cost of heavy bombers from 1000 to 500 mp for scoring purposes: from 50 to 25 score
- Changed unlock (initial) timers for many manpower vehicles so that better vehicles and emplacements will unlock later
- Increased aircraft speeds in multiplayer by 10%
- Increased opening cooldown of Finnish t3 and t4 infantry to 180 and 300 seconds - similar to other factions
- Reduced both cooldowns of USA midwar allround and offensive t4 ranger squads to t3 timer: from 300 to 180 seconds, due to those doctrines not having any t3 squads
- Fixed pathing fix on 1v1_tormasenvaara
- Fixed a pathing issue on 1v1_oryol
- Fixed broken land polygons on 4v4_dubovka
- Fixed one house not accessible, pathing, and heightmap near it on 4v4_dubovka
- Fixed MP map .info files to Not point to {texMode 'none'} and instead comment out ;{texMode}. 'none' is not a actual texmod
Everything Else
- Animation Updates
- Added initial code support and animations for human idles in squatting and prone stances (not in cover, yet)
- Added new idle animations
- Added MOCAP idles back into idle_gun blunt rotation
- Updated and replaced squat_take_gun
- Updated Bolt_Open animations to return to base pose when finished. Should fix any 'no ammo' issues when bolting guns open
- Updated Idle animation sorting & speed/timing
- Updated run_fast_ to only use 1hand sprints
- Updated stand_take_gun animations
- Updated cover_snipe_empty animation with a new one
- Removed idle_gun_2hand_high from random idle rotation
- Fixed squat take animation and updated it
- Fixed squat end pose to no longer look awkward
- Fixed stand gun take animations frame-pausing, added gun manipulation.
- Fixed additive animations by forcing the last frame of the animation to be equal to the first one. Should address the accumulating offset from additive animations, causing strange poses for humans when hit. - Small Arms Updates
- Updated SMGs time-outs between bursts to be based on ROF and not clip capacity (Bergmann m20, ppsh41 stick, Thompson 20 and 30 rounders)
- Increased SMGs with shorter shots per burst to be the same as other SMGs with longer shots per burst (MP40s, Later Thompsons, PPS43, M3 Grease)
- Increased accuracy of STG and M1 Carbine at 60m and slightly at 95m
- Reduced SMG bullet damage over distance curve
- Reduced accuracy of semi-rifles slightly at both 60m and 95m
- Reduced forced delay for rifles when switching targets from 0.5s to 0.25s
- Fixed bolt-action rifles not having zeroing (increased accuracy with multiple shots at the same target) - Added contextual reverse mode when a vehicle is selected and the user moves the cursor behind vehicle
- Added toggle button 'Reverse mode' to the right control panel, along with keybind in option/controls for vehicles
- Updated damage modifier to human limbs to be unified at 0.8
- Updated order of grenades in USA soldiers' inventories for smoke grenades to be thrown first before white phosphorus if the soldier has both
- Updated tank gun skill to be 15% improvement per level after level 4 (5-8)
- Updated skybox textures by lowering clouds to be more visible
- Updated Stand Gun idles to be more optimized
- Increased Interaction ID limit from 256 to 65,535 IDs
- Increased smoke grenade count for USA infantry
- Increased ammo count for Volvo 127d Itk40 to be inline with other AA trucks
- Fixed crew positions for 150mm_sig33
- Fixed 76mm_itk31 getting stuck in towing vehicle when changing stance from tow to fire by adding animation to shift it away from the vehicle
- Fixed 600mm_thor gun break animation
- Fixed crew for 76mm_k00 to sit in seats when towed
- Fixed m36b1_gmc missing parts
- Fixed "removable" shield components on T28E variants
- Fixed enumerator on Vickers 6t altb
- Fixed the recoil animation for 76mm M1927 variants
- Fixed wheelr on both 300mm_krh42 x and xx mismatching with the normal version (unbroken/undamaged)
- Fixed flying dshk on the zis5_dshk_xx model
- Fixed SU85 series gun rotation limit to +-10°
- Fixed the wrong tiger E bump map
- Fixed scale 25mm_pstk37 AT gun
- Fixed wrong inventory item preview for 50mm_ger_l87_apcbche
- Fixed flak36 seat bones and animations when being towed by a vehicle
- Fixed stretched body mesh on sdkfz251d_1_xx
- Fixed missing faces on the barrel's end for panzer4f2_x and panzer4g_x
- Fixed for the 300mm krh42
- Obstacles not rotating with the vehicle
- Attack ground not working for more than one shot
- Rotation /aiming speeds to help reduce the chance of a rogue shot flying outside of the aiming point
- Pivots are possibly resolving its aiming issues - Fixed for ba_20, ba20_command, and fai_m
- Hatches during break and repair animations
- Replaced with open animations
- Fixed missing hatch sounds for doors - Fixed various armor bugs for Sherman tanks:
- Sherman III mantlet now counts as a turret component (just like Liberation Shermans have.)
- Fixed wrong rear armor for: m4a3_105_hvss, m4a3_76w_field1, m4a3_76w_field2, m4a3_76w_field3, m4a3_76w_hvss. Previously had 10mm, now they correctly have 38.1mm
- Fixed roof armor for 76mm Shermans: m4a1_76w, m4a1_76w_mid, m4a3_76w, m4a3_76w_field1, m4a3_76w_field2, m4a3_76w_field3, and m4a3_76w_hvss
- Fixed roof armor for 76mm Shermans: m4a2_76w_early_rus, and m4a2_76w_late_rus
- Fixed wrong gun shield armor for m4_75_early and m4_75_early_armor. Before it was 89mm (which is for M34A1), but now it correctly has 76.2mm (which is for M34).
- Fixed inconsistent armor values between normal and xx model for m4_75_early_armor_xx, before turret4_vol was 89mm, now it's correctly 76mm.
- Fixed missing component tag for mantlets on: sherman3_late, m4a2_75_late_rus, and m4a2_76w_early_rus - Fixed textures for T26C and sdkfz234
- Fixed wrong SP maps for mine_tmi_43 and panzer5a
- Fixed normal maps (textures) for many vehicles (special thanks to Colditz)
- Fixed repair kits stacking in groups of 5 instead of 1 in the soldier's inventory
- Fixed Finnish heavy engineers not being able to build mortar pits
- Fixed Finnish jacket to all cases where it's used in #winter variations
- Fixed several missing small icons
- Replaced interaction scripts that check for 'destroyed' tag (airborne and marine.inc). That tag is now automatically applied via source code.
r3453-4023
Change-Log
- Fixed progression blocker in 'Ace of Swords' mission
This is a silent update and does advance the game version. It will not create any multiplayer desyncronisation between versions or any conflicts with mods or saves.
Content Update 6
This update brings many changes to both Conquest and Finnish missions and will likely break any current saves you have for both.
If you wish to continue playing through your current saves for these missions and Conquest, we recommend remaining on V1.053.0 until you complete them and are ready to start fresh on the new content.
To take full advantage of the new graphical improvements (HBAO, etc), it’s recommended that you delete the shader cache (Documents / my games / gates of hell / shader_cache)
If you switch to the new “Maximum” graphic preset and then revert to an older game version, your game will crash, because this new preset doesn’t exist in the older builds. If that happens, you will need to return to the newest game version and lower the preset back to anything other than ‘maximum’. That way, you can revert to the older versions
Change Log
Highlights
- Added update to Talvistoa DLC (Details below)
- Added Update to human animations (Details below)
- Added new Conquest Features
1) Maps are now saved in each node of the Operation Screen (maps no longer change each time you play on the same place/node of the operation)
2) Map destruction and construction Persistence between battles (building destruction, knocked down and destroyed trees, craters, destruction stamps, player-built fortifications like foxholes and tank traps, destroyed vehicles, and more)
** Special note: Player placed mines, player built Finnish AA gun, and vehicles that are abandoned or simply damaged but repairable do NOT persist on purpose. There are several technical and gameplay reasons for this decision.
3) Added to Conquest Operation "WIN" screen a new option to select your next operation size. (No longer forced into 'unlimited' operation) - Fixed hardcoded setting that should fixthe inconsistency of AA guns not shooting when AA guns are aiming at planes
- Fixed minimap sometimes not responding to mouse clicks (left-side squad panel was overlapping)
Talvisota Update
- Added new Finnish Campaign mission 'Kollaa Kestää'
- Added new and replaced existing Finnish human models and headwear with new ones that are: more optimized, better quality, and more historically accurate
- Added 38 new helmets and fieldcaps with 150 variations of straps, emblems, foliage, etc
- Added over 400 new Finnish human models, including Swedish volunteers. The models are modular, like other nations, allowing for easy modding of new combinations.
- Added over 180 new Finnish soldiers for use in current and new squads
- Added 13 new squads to Early War Finland
- Added 13 new squads to Mid War Finland
- Added 17 new squads to Late War Finland
- Added 25 new squads to Conquest Finland
- Added 6 new small arms weapons:
- 650 KIV 96
- 650 PK 21
- 900 PIST 07 FN
- Suomi KP/31 SJR (Stick Magazine)
- Suomi KP/31 SJR (Drum Magazine)
- Svkkr PM Grenade (Smoke) - Added 18 new vehicle models to Finland
- Maxim MG 08
- Maxim M/32-33
- 25 PstK/37
- 76 LK/13
- 76 RK/27-39
- 76 K/00
- 114 H/18
- 76 Itk/31
- 155 K/17
- 210 H/17
- 300 Krh/42
- Latil M2 TL6
- Volvo LV 127D
- Volvo LV 127D (20 Itk/40)
- BAF C (Late)
- T-26C
- T-28E
- Stu G 40 [Early version] - Added copies of existing vehicles to allow for time period ammo to Finland
- 45 PtsK/32 (Mid) (upgrades from Soviet to Finnish AP shells)
- 76 RK/27 (Mid) (upgrades from Soviet to Finnish AP shells)
- 76 K/02 (Mid) (upgrades from Soviet to Finnish AP shells)
- 76 K/02 (Late) (adds Finnish HEAT shells)
- 76 K/02-30/40 (Mid) (upgrades from Soviet to Finnish AP shells)
- 76 K/02-30/40 (Late) (adds Finnish HEAT shells)
- 76 K/36 (Mid) (upgrades from Soviet to Finnish AP shells)
- 76 K/36 (Late) (adds Finnish HEAT shells)
- 114 H/18 (Mid) (adds Smoke shells 'WP')
- 114 H/18 (Late) (adds HEAT shells)
- BAF C (MID) (upgrades from Soviet to Finnish AP shells)
- BT-5 (MID) (upgrades from Soviet to Finnish AP shells)
- T-26B (MID) (upgrades from Soviet to Finnish AP shells)
- T-26E (MID) (upgrades from Soviet to Finnish AP shells)
- T-28E (Late) (adds Finnish HEAT shells)
- T-34B (Late) (adds Finnish HEAT shells)
- KV-1B (Late) (adds Finnish HEAT shells)
- KV-1A (Late) (adds Finnish HEAT shells) - Upgraded many Finnish Mid and Late war vehicles with Finnish AP shells from Soviet ones
- Updated Finnish soldiers with new weapons
- Updated order of AP grenades in Finnish breeds so that longer range grenades are listed first to help AI choose to throw them first
- Updated Finnish Panzer 4 J:
- Added shields to the turret
- Added/adjusted spare track links
- Removed AA MG mount - Reset all humans in Finnish campaign missions/skirmishes to use new human models, headwear, and equipment/weapons
- Added new vehicles to skirmishes and campaign missions where appropriate
- Through Ice and Fire(1939_12_summa):
- Replaced maxim_m1910_30 with maxim_m32_33
- Replaced 76mm_k02_30_40 with 76mm_k02[N/E 1 position(easy)]
- Replaced 76mm_m1927_fin with 76mm_lk13
- Replaced Russian Mountain troops with Cavalry troops.
- Through the Fire(1941_08_porlampi):
- autoassign initial units via player# & zone, and NOT through zone operatable ONLY.
- Replaced maxim_m1910_30 with maxim_m32_33 - The Northern Gambit(1944_06_tali-ilhantala):
- Replaced stug3g_fin with stug3g_fin_early
- Replaced ft17_fin with t26c
- Replaced 75mm_itk37 with 76mm_itk31
- Replaced kv1_42_fin with kv1_42_fin_late
- Replaced starting infantry(jaegers) with elite and anti-tank infantry.
- Replaced Jaeger squad reinforcement BY [arm_jag] Armor Div Jaeger squad. - The Bridge Too Far(1944_10_tornio):
- Replaced sdkfz251c_tarp with sdkfz251d_1
- Replaced ford_v3000_ammo with ford_3ton_ammo
- Replaced panzergrenadiers with Gebirgsjäger
- Replaced t26e with t26e_mid - Honkaiemi(1940_02-fin_honkaniemi):
- Added 25mm_pstk37 purchase doctrine allround at flag 1 & irregular doctrine at start.
- Added 114mm_h18_how_early as purchase for irregular doctrine at flag 5, replaced 107mm_k10 on this doctrine
- Replaced 76mm_m1927_fin with 76mm_lk13
- Replaced ds39_stand_fin with maxim_m32_33
- Replaced ford_v3000 with latil_m2tl6 for towing 75mm_itk37 - Petrozavodsk(1941_07-fin_petrozavodsk):
- Added 25mm_pstk37 purchase doctrine allround at flag 1 & irregular doctrine at start.
- Added 114mm_h18_how_early as purchase for irregular doctrine at flag 5, replaced 107mm_k10 on this doctrine. 107mm_k10 remains hero unit for defensive doctrine.
- Replaced ds39_stand_fin with maxim_m32_33
- Replaced ford_v3000 with latil_m2tl6 for towing 75mm_itk37 - Arctic Fox(1941_08-fin_polar_fox_alakurtti):
- Replaced ds39_stand_fin with mg08_fin
- Replaced 76mm_m1927 with 76mm_m1927_fin
- Replaced heavy_mg_maxim_m1910_30 with maxim_m32_33
- Replaced ford_v3000 with latil_m2tl6 for towing 75mm_itk37 - Ilomantsi(1944_07-fin_ilomantsi):
- Replaced ds39_stand_fin with maxim_m32_33
- Replaced 45mm_pstk32 with 45mm_pstk32_mid
- Replaced 76mm_k02 with 76mm_k02_late
- Replaced 122mm_m1910_fin with 114mm_h18_how_late
- Replaced 150mm_h40 with 155mm_k17
- Replaced 170mm_minewerfer with 300mm_krh42
- Replaced 203mm_h17 with 210mm_h17
- Replaced 75mm_itk37 with 76mm_itk31 (both hero unit(irregular) & regular purchase(defensive))
- Replaced ford_v3000 with latil_m2tl6 for towing 75mm_itk31
- Replaced ford_3ton_breda with volvo_127d_itk40
- Replaced ford_3ton(tow truck) with volvo_127d
- Replaced ba10_fin with ba10m_fin
- Replaced t26_33_fin with t26_33_fin_mid
- Replaced t26e with t26e_mid
- Replaced t28_38_fin with t28e_fin_late
- Replaced t3476_41_fin with t3476_41_fin_late
- Replaced kv1_40e_fin with kv1_40e_fin_late
- Replaced kv1_42_fin with kv1_42_fin_late
Conquest
- Added new Conquest Features
1) Maps are now saved in each node of the Operation Screen (maps no longer change each time you play on the same place/node of the operation)
2) Map destruction and construction Persistence between battles (building destruction, knocked down and destroyed trees, craters, destruction stamps, player-built fortifications like foxholes and tank traps, destroyed vehicles, and more)
** Special note: Player placed mines, and vehicles that are abandoned or simply damaged but repairable do NOT persist on purpose. There are several technical and gameplay reasons for this decision.
3) Added to Conquest Operation "WIN" screen a new option to select your next operation size. (No longer forced into 'unlimited' operation) - Added mission script to Conquest for AI bots to determine if hedgehogs are blocking the path, then place TNT to destroy them, and to open a path
- Optimization for Conquest by reducing the amount of entities loaded into RAM to only those that are needed
- Optimization for Conquest campaign screen and library by skipping the preload file (most not needed)
- Increased "Unlimited" size Conquest operation to have 10 nodes/locations (use to be 6)
- Fixed UI element blocking view of reward type/count on the map node tool tip of the operation screen of Conquest
- Fixed inventories of few destroyed wrecks(contained all default inventories as if new tanks) on dcg_d_vyazma
- Fixed vehicle-main.inc check for water level to be slightly delayed to stop Conquest vehicles from sometimes "drowning" if map coordinates 000 are underwater
- Fixed conquest mission script related to at flag ignore
- Fixed jagged texture on dcg_natramala_winter
Human animations Update
- Added animation blending feature to the game engine to allow for humans to play 'hit' reaction animations from bullets and blast damage
- Added animation randomization feature to game engine for humans by allowing files to call an animation folder and any animation inside can be selected/played
- Added new idle_gun animations (idle empty were added as well, but hidden for now)
- Added new run, sprint, & walk locomotion animations
- Added new weapon fire animations
- Added new weapon reload animations (some vanilla anims retained)
- Added new weapon misc. weapon animations/randomizations for further use
- Added new animation variation/randomize source code
- Added new cover animations with variations
- Added new lie, squat & standing grenade throwing animations
- Added new prone crawl animation
- Added new hit reaction (flinch) animations
- Added new lie and squat animations
- Added new 'take' or equipping animations
- Added new 'holdback' or obstructed animations
- Added new walk-normal (Direct Control) animations, as they are sufficient for use.
- Added new lying MG reload and firing animations
- Added new pistol equip animations
- Added prone crawl gun_01 and gun_02 with randomization
- Increased human stance change speeds to be faster and more responsive (from prone, squat, to stand and vice-versa)
- Increased grenade throw animation speed to be faster and more responsive
Single Player
- Mortain Counterattack(1944_08_mortain)
- fixed beginning clips and setup so that player cannot flank around map to prepare for part2 before completing task1.
- fixed part2 beginning(panther) scenarios so that moment between where sherman is destroyed and rest of scenarios play is smooth transition and not camera stuck in ground for moment. - Bloodshed at Seelow Heights & Arctic Fox
- fixed Guards Marines soldiers being inactive while arriving in a vehicle.
- fixed logic script includes not being used. - The Hills of Saint-Lo(1944_06_saint_lo_hills)
- all the crates on the map that contain weapons, ammo and stuff are scripted to display icons, same for mines. This shows up during first preparation until battle, then once map opens up all the new crates that contain such items get icons as well until battle starts.
- fixed intro car and its soldiers never being assigned.
- fixed sdkfz 251 flammer not having flame thrower ammo.
- fixed map issues. - In Spite of Everything(1943_11_wotan)
- Improved m30 artillery arrival and fixed a possible case where, in coop, it wanders around
- Improved "su122" arrival as it was lacking some of the intended units and was not in proper ai settings
- fixed map bugs - Fixed retreat task completion issues and added a failsafe for The Ace of Swords(1943_07_petrovka)
- Fixed the trucks to exit the map nicely and via ai once task 5 is completed now, includes auto repair/not jumping out to repair or blocking issues for Contesting Hell's Highway(1944_09_02_veghel)
- Fixed map camera clips to prevent seeing ocean mask under the map for Downfall(1945-04-ger_berlin)
- Fixed broken textures in a few areas on 1944_07-rus_op_bagration
Multiplayer
- Reduced cost of ft17_fin from 115 to 85 mp
- Fixed all multiplayer scripts to not recognize animals as 'bots'. Animals on maps caused issues when they were treated as bots
- Fixed multiplayer scripts "alternate tank/car logics" that caused bots to attack in reverse if both teams a and b had at least 1 bot on each team
- Fixed Finnish doctrine_150mm_sfh18_fin_late number of crew (4 to 5)
- Fixed for 4v4_dubovka: floating trees, disconnected trenches, broken polygons
- Fixed flying dirt lumps on 3v3_wotan
Everything Else
- Added "switch movement speed" button to show for vehicles (moved supply on/off button to other slot to avoid conflict)
- Added options / video quality preset 'Maximum'
- Increased distance at which tree bump maps are removed on LOD settings
- Increased DT MG rate of fire from 550 to 600
- Increased the move speed modifier for defensive soldiers from -15% to -10%
- Increased the stamina pool and regeneration rate for recon, stealth, and medics so that they can sprint for longer
- Updated HBAO settings (Ambient Occlusion)
- Updated Depth of Field to blur the horizon properly
- Updated Depth of Field settings in the environments
- Updated and cleaned up Ostfront bushes with better optimized ones
- Updated nettings and barbed wire to use translucent coverage material
- Updated destroyed trees from Ostfront with ones from CtA
- Updated dry trees for ostfront
- Updated bush dense 2 (no billboards, they actually reduce fps)
- Updated several Osftront tree assets and removed older / less-used ones (destroyed and wrecked trees)
- Updated concrete buildings to spawn a new 'destroyed' stamp when destroyed
- Updated building 'eastern-europe_farm' and 'warehouse' to tile textures
- Updated the accuracy of semi-auto rifles to match bolt rifles accuracy curves
- Updated reload times to be consistent for 75mm-88mm AA guns
- Updated the USA 1st Special AT soldier to carry M9A1 Bazooka instead of the M1A1 Bazooka
- Updated ratio of shell types for M12 GMC so that it has 2 shells AP, 2 Shells Smoke, then rest HE
- Reduced the move speed modifier for recon, stealth, and medics from +15% and +20% down to +10%
- Reduced stamina drain based on soldier carry weight to be more even/consistent
- Reduced double DT MG rate of fire from 1600 to 1200
- Reduced reload time of IS-2 M1943 from 17s to 20s
- Reduced resupply cost for heavy mortars (107mm-120mm) HE shells from 15 to 10
- Reduced the distance at which the sounds begin to fade for human movements and small arms reloads
- Removed duplicate entity files for cannon shells
- Removed unused older weapon shot sounds
- Removed beech trees from trees/old folder
- Removed / cleaned up duplicate files for various ammo, weapon, and shell entities
- Removed anim.txt files (not used by game)
- Removed some duplicate textures from vehicle entity files
- Renamed shells folder that are really ejected small arms casings to -casings and moved to inventory/-ammo/-small_arms/-casings
- Fixed hardcoded setting that should fix the inconsistency of AA guns not shooting when AA guns are aiming at planes
- Fixed vfx not playing on giving move orders (bug introduced in last patch)
- Fixed .omask files from being saved anywhere other than in the editor
- Fixed cannons showing on minimap after being destroyed (bug introduced in last patch)
- Fixed minimap sometimes not responding to mouse clicks (left-side squad panel was overlapping)
- Fixed sdkfz8_flak18 crew count (changed from 5 to 4)
- Fixed sdkfz8_flak18 gun elevation limit (changed from +85° to + 15°)
- Fixed incorrect volume thickness for 88mm flak18, flak36, and sdkfz8_flak18 shields (from 8mm all-around to 10mm and 6mm side hinges)
- Fixed BT-7A coax ball not moving, just the mgun. Fixed also the mgun clipping through the side of the turret
- Fixed missing gun_b and gun_r animations for Jagdpanther, Stuh42, and Hetzer
- Fixed size of 20mm Itk 40
- Fixed some cannons having inconsistent repair times for their gun / barrel component
- Fixed IS-2 '43 mantlet volume armor from 100mm to 110mm
- Fixed kv85 missing DT texture for the rear mgun on the turret
- Fixed m4a3_75w_e4_5 missing satchel charge
- Fixed Marder2 engine deck missing
- Fixed missing face on the tiger2p turret _x model
- Fixed for tiger2h the transmission volume sticking out of the body volume
- Fixed ford_3ton_breda front right seat to be passenger seat instead of commander
- Fixed missing body repair animations for the Ferdinand
- Fixed wrong face orientation on part1 for stug3g_xx
- Fixed missing faces on engine decks for kv85 and su152
- Fixed commander position for Panther A and G
- Fixed missing faces for t3476_40 & t3476_41
- Fixed tiger1hunt_x body break animation
- Fixed magazine of sdkfz251d_17 to 10 rounds
- Fixed tiger2h_xx turret height, also rotated it to the right instead of left
- Fixed missing face on the tiger2p_xx inside of the turret
- Fixed engine disappearing when the engine is set on fire on all the ford_3ton trucks for Finland and ford_v3000s.
- Fixed a wrong face on the body.ply for the pz1b
- Fixed normal maps textures on T-28 vehicles being wrong format type
- Fixed shell_eject.anm for 76mm_m1902 and 76mm_k02
- Fixed ejected magazines from small-arms weapons, causing humans to not aim due to weapon contact with a discarded magazine while prone
- Fixed zb26 ammo to stack in 20 rounds vs 25 rounds
- Fixed Finnish 114x86 HE shell to reference the correct 3d model
- Fixed soviet 82mm smoke (WP) shell not showing tail fx and playing sound when fired
- Fixed resupply cost for 200mm GER smoke mortar (5 to 15)
- Fixed US Helmet specular maps and helmet. They were terrible, and now the US looks 10x better!
- Fixed Volkssturm armband texture on human model
- Fixed barbed_fence series so humans cannot be direct controlled and pass through the wire volumes
- Fixed a small issue on DCG Utah Beach and added Sherman DD wrecks on the breach
- Fixed euro_bridge04 sound fx for vehicles driving upon it to stone/concrete from wood
- Fixed decalorder value for several stamps that are spawned when construction objects are destroyed, so they are layered on top of map stamps
- Fixed factory_barracks to be crushable by tanks like other buildings
- Fixed props for building 'soviet_barn'
- Fixed pivots for 'wood_gate1'
- Fixed factory_barracks missing obstacles for some volumes, causing units to pass through walls or some vehicles getting stuck if the building was partially destroyed in certain ways
- Fixed Interior bone for building 'france_corn_build_02'
- Fixed miss-spelling of prop 'detonate' for some grenades and interaction_entity scripts
- Fixed some unit icons with incorrect tow weight indicator
Note to modders
- {DynCmpPersistent} is the new parameter that needs to be added to the .def file of entities you wish to persist in Conquest that are not part of the map file itself. An example can be seen in resource/properties/crater.inc
- For vehicle wrecks to persist, a flag has been added to interaction_entity scripts: {mark_for_persistence}. An example of its use can be found in vehicle-main.inc in the {on "_burn'} block
r2530-3452
Update 58: V 1.053.0
Change Log
Highlights
- Added new feature to CooP lobby of skirmish/campaign missions (not conquest) that allow the hosts to change how purchased reinforcements are distributed the players:
- If on, enables reinforcements to go to the player who buys the unit from the reinforcements tab
- If off, reinforcements are distributed evenly to all players regardless of who buys the unit - Fixed recently introduced crash for conquest when resupplying or buying new units on the campaign screen
- Fixed crash if an explosion occurs before GUI is fully created
- Fixed crash during scene destruction
- Fixed sync of able changes (fix soldier dropping into bleeding state not throwing the weapon away on client, because personage able change from interaction script wasn't synched to client.)
Conquest
- Fixed recently introduced crash for conquest when resupplying or buying new units on the campaign screen
- Fixed cases where price modifier for infantry with rifle grenades was +20 instead of +10
- Reduced price modifier for infantry with rifle grenades from +10 to +5 for infantry in squads. Single buy (2 man teams) remain same price as before
- Reduced price modifier for USA infantry with a bazooka from +50 to +40
- Reduced price modifier for GER infantry with flamethrower from +60 to +50 (matches current multiplayer pricing)
- Fixed broken texture on DCG Elsenborn
Single Player
- Added new feature to CooP lobby of skirmish/campaign missions (not conquest) that allow the hosts to change how purchased reinforcements are distributed the players:
- If on, enables reinforcements to go to the player who buys the unit from the reinforcements tab
- If off, reinforcements are distributed evenly to all players regardless of who buys the unit from the reinforcements tab - Skirmish scripts and logics updated:
- refined and fixes to randomized enemy towable vehicles reinforcement
- enemy side now uses additional value to determine whether it should bring better units even if player did not advance. If flag captures are exchanged back and forth a lot and enemy keeps recapturing them it boosts their morale.
- towed cannons by ai that are detached via logics will rotate and build sandbags when not engaged, facing general location of user army.
- tow vehicle and towed cannon actions improved when engaged or noted user forces. - Fixed lack of autosaves in the mission: Pavlov's House(1942_09_pavlovs_house)
- Fixed chicken & tomato plant damaged buildings blocking enemy ai defenses and positions in the mission: The Siege of Sevastopol(1942_06_sevastopol)
- Fixed small number of users who crash during intro related to animations at start in the mission: Dropped into the Fire(1944_06_02_sainte_mere_eglise)
- The Legend of Krasny Bor(1943_02_krasny_bor)
- Fixed "suicidal" rush by enemy tanks(mostly above normal difficulty) for players HQ ignoring combat in most instances.
Now, all tier tanks of enemy have a chance to engage in combat and only resume pathing if ai brain allows it, this is not for all tanks but controlled by few factors like how close they are and not all tanks can do this.
- Adjustement of some timings and loops during attack wave per difficulty. - Among the Heavens(1942_09_elbrus)
- Fixed issues related to "Eliminate Enemy Mortars".
- Enemy mortars now properly setup and reach intended destinations.
- Rewritten enemy mortars task logics, they bombard coverage area unless they see player units, then they will operate normally until they no longer see player. - Through the Fire(1941_08_porlampi)
- full QA pass as this mission had references via tags to many entities (rus_phase2) which no longer exist, and some slotid# would attach themselves to various entities such as medic_zone2 of user medics and other things, which in turn when command called on them would result in problems.
- retreat calls clean up, and clean up of various orders to enemy units.
* this was done to determine if recent coop crash in this mission was in fact tied to script and old items no longer existing being tagged and resulting in things like medic_zone2 being tagged of user medic. - The Siege of Sevastopol(1942_06_sevastopol)
- Fixed enemy infantry at first 3 strongholds having very aggressive advance settings and free modes resulting in many enemy soldiers leaving their defense task areas.
- Added minor ai logic tweak where infantry at first 3 strongholds will react to player units detected inside the zone and close combat and attempt to move and fight while player is in the zone(seperate per each stronghold). - Stalin's Big Guns(1941_08_ino_station)
- Fixed enemies being active mid way through clip 1 progress far in clip 2 and shooting at player from the fog.
- improved clip 1 -> 2 transition teleport of players units.
- Fixed map bugs and broken polygons. - The Siege of Sevastopol(1942_06_sevastopol)
- Fixed trench_modular entities blocking entrances to all the machine gun nests(trench_pillbox).
- Fixed coop double voices of narrator due to multiple instances of same trigger. - Through ice and fire(1939_12_summa)
- Fixed not controllable sniper in small guard tower[volume attach01 saved as touch 0 able map since script entity was inside while f2 save - Yugoslavian Heroes (1945_04_yugoslavia)
- Fixed destruction of gold boxes - The Trap (1944_03_trap)
- Fixed softlock when skipping last shot during cutscene
- Fixed walls and sandbag for town MG in SP Trap - Red Tide (1941_12_feodosia)
- Fixed date in RU localization
- Fixed typo DE localization
Multiplayer
- Reduced price modifier for USA infantry with a bazooka from +50 to +40
- Reduced price modifier for infantry with rifle grenades from +10 to +5 for infantry in squads. Single buy menu (2 man teams) remain same price as before
- Fixed flying grass on 2v2_hutor
- Fixed broken texture sets on 3v3_general_winter
- Fixed frontlines 1v1_barbarossa defender spawn to have less objects in area
- Fixed small lake on 2v2_hunting to be more shallow
- Fixed in MP modes, AI bots crew that exit a vehicle to repair it from just running off
Everything Else
- Increased range of Sherman m4a3_75w_e4_5 hull flamer from 40m to 55m
- Increased thickness of canvas material on vehicles to 0.5mm
- Updated reverse speeds (increase) for M5 Stuart, M8 HMC, M18 Hellcat, M26 Pershing, and T26E4 to match newer found data
- Updated tank's turn start and stop times to be slightly faster for lighter vehicles (~15%) and taper off to being no change for the heaviest of tanks
- Updated mine sign with new default texmod provided by community member (Red_Snow) that is easier to see
- Fixed sync with clients of the repairing tag for humans repairing vehicles used for AI and bot scripts in CooP campaign, conquest, and MP modes with bots
- Fixed track trace fx coming from wrong location on M18 Hellcats
- Fixed t28 variants turret transparency issue
- Fixed t35 and t28 mesh issues
- Fixed no texture swap for when the gun is broken, and added missing gun_r & gun_b animation. (For pz4g, pz4h, pz4j and finnish pz4j)
- Fixed t1e3_m4a1_75_xx missing face on the engine_hatch1
- Fixed Sherman floating turrets
- Fixed missing "ammo" volumes for the m4a3_75w_e4_5 (Flamer Sherman) for flamethrower fuel
- Fixed double meshes for the M3 Halftrack
- Fixed minor texture and mesh issues with the Kfz 70
- Fixed and remade gun_b anim. Fixed texture swap for mantlet on stug3f. Added missing hatch sounds for anim. open & open1.
- Fixed gun_b anim and texture swap for mantlet on stug3g_late.
- Fixed gun break animations on MO-4
- Fixed 3rd/1st person views for m4a1_75_dd
- Fixed disabled MG reload animation for m15a1_cgmc
- Fixed MO-4 searchlight to be disabled when broken
- Fixed marder2 to not have "hatch" open/close option to hide crew member on MG
- Fixed molotov grenades when dropped from inventory and contacting a vehicle spawning many fire fx and not causing fire/burn damage
- Fixed aimingTolerance of rifle pattern file
- Fixed missing "fix" bones for dutch_church02
- Fixed missing x model to Dutch church02
- Fixed french_shop blocking vision in some of the windows
- Fixed issue with Turkish localization
- Fixed missing localizations for actions burn and call_ally
- Removed duplicate portrait icons
r2336-2530
Current Release
23116999
Uploaded May 20, 2026
System Requirements
How to Install
call_to_arms.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
57.6 GB
23116999
9B7024CF
47970c76c3c7f458918814000200ebedac1467bee4e60c1636c1745b1f3ea19f
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