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Call to Arms - Gates of Hell: Ostfront News

The Steam PvP fest is here!

Cover art by @Maplee

Community members! We have updated the game with a number of changes, to celebrate the fact that we’re taking part in the Steam PvP fest.
Last year, Call to Arms - Gates of Hell was on sale no less than 8 times; the PvP fest is our first sale of 2026.

[h2]Game update[/h2]
In the new year, we’ve continued work on Call to Arms - Gates of Hell as usual, and the resulting update is proof of this ongoing cycle. Once more, our community has tested the changes in the open beta during the past few days and we’re quite happy to announce that our 66th update to the game since release in 2021 has gone live today. There’s quite a number of changes, you can read the details in the changelog.
If you prefer the highlights, you could also check the update announcement.

community art by @Mochal

[h2]PvP improvement[/h2]
Since we incorporated a section of ranked PvP functions on our discord, you now have the option to join PvP in a more organized manner, vastly reducing waiting times and randomness. This section is being supervised by Maxcov4 and is open to anyone looking for a PvP matchup.

[h2]Sale![/h2]
Not counting the winter sale, which ended January 5th, this is our first sale of 2026.
If you’ve been looking for some guaranteed replay value, this is the right time! We have put a discount on almost everything; the perfect moment to complete your collection.
Check what the discounted bundle gets you in terms of content here:

https://store.steampowered.com/bundle/26447/Complete_Edition/

[h2]Roadmap[/h2]
We are currently working out what to develop next. We’ll announce the next DLC as soon as we’re ready to do so. In any case, our plans reach beyond 2026 and we’re not nearly done yet. Stay tuned!

[h2]Did you know?[/h2]
  • Our Discord server has 38K members and a support section
  • Call to Arms - Gates of Hell has its own Fan Wiki
  • Owing to the addition of game mechanics, game modes and DLCs over the past years, we will be publishing a new version of our current game manual soon.

That’s it for this blog, thanks for stopping by; we’ll see you on the battlefield!

Update 66: V 1.061.0

Update 66: V 1.061.0


Change Log


[h2]Highlights[/h2]
  • Added 'idle' animations for humans while in cover ('idle' is a state that occurs when no enemies are detected after a certain amount of time)
  • Added Ram Kangaroo Mk.I and Mk.II to Finest Hour DLC
  • Added Last Stand Game mode to more maps (see full list below)
  • Added max range to display below primary gun description for vehicles and humans

  • Updated the Multiplayer unit info panel for vehicles and squads to work better and give more information automatically on the soldiers/crews and their weapons



[h2]Conquest[/h2]
  • Added Ram Kangaroo Mk1 and Mk2 to British tech tree
  • Replaced M5 Halftrack in Canadian Mechanized Rifle Squad with Ram Kangaroo Mk2
  • Increased maximum possible bot research stage from 13 to 15 (some late war units would not be spawned by bots in conquest due to low limit)

  • Fixed floating house ruin on DCG and SP Villers Bocage
  • Fixed floating plane on dcg_maupertus_airfield
  • dcg_hamburg_aut
    - fixed floating roof
    - fixed conquest West center spawn location to prevent large army spawning inside buildings

  • dcg_karvola
    - fixed dcg setup, as 3 of the spawns were in lakes(used winter ice setup on summer version of the map).
    - fixed pathing on map as required by new spawn setup.
    - fixed random deep water spots.


[h2]Single Player[/h2]
  • Replaced soviet headgear with budinovkas in the Winter War missions of Talvisota.

  • Winter Storm(1942_12_winterstorm)
    - fixes to coop case where at gun and extra inf with it were not assigned.

  • Battle of Villers-Bocage(1944_07_13_villers-bocage_skirmish)
    - fixed broken heightmap polygons

  • Clash at Narva(1944_03_narva)
    - fixed starting talks playing twice in coop.
    - fixed "Defend from the soviet assault" task issues if player is doing godlike well and never really falls back much(usually easy difficulty).
    - added extra supply truck at 2nd line.
    - fixed some broken texture set merges.

  • The Final Offensive(1945_03_spring-awakening)
    - fixed one of the starting talks playing twice in coop. (same trigger executed twice at same time, do not use trigger_on_next with scenarios if coop!)

  • The Siege of Sevastopol(1942_06_sevastopol)
    - fixed various trenches clipping under the map.
    - fixed pathing.

  • The Königsberg Cauldron(1945_04_konigsberg)
    - fixed floating roofs on many factory barracks.

  • Operation Bustard Hunt(1942_05_kerch)
    - added proper transition of any player towed vehicle between part1->part2 transfer/teleport(improved on changes from r5012)

  • The Pathfinders(1944_06_01_pathfinders)
    - fixed so that any of the 3 paratrooper groups you link up, if any of the solders are fallen and bleeding during assignment, if you revive them later they will still be assigned in coop.

  • Contesting Hell's Highway(1944_09_02_veghel)
    - fixed universal_carrier_mk2 not having bren equipped and bad crew count due to its changes from fh release.
    - fix for task01 retreat ai.
    - fixed stray infantry.

  • Kollaa Kestää (1939_12_kollaa):
    - fixed player's BA-10 crew under AI control

  • Dynamo (1940_06_03_dunkirk):
    - fixed assault gun shoots twice in the outro cutscene
    - fixed floating fire fx
    - RU localization fix

  • Pegasus Bridge (1944_06_05_pegasus):
    - added AT gun shells in the boxes close to the KwK gun
    - fixed column stuck if any inventory item is present on the bridge
    - fixed game speed not reset before phase 4 begins
    - reduced range for enabling AI for the german soldier with a flare gun
    - removed mines before the outro cutscene if any present
    - voice line about the cafe is played when player's camera looks on it

  • Arnhem Hell (1944_09_17_arnhem):
    - adjusted trigger zone for the voice line about the tank in the phase 1
    - fixed missing gameover when HQ zone is lost
    - removed helmet at the character during cutscene
    - fixed music loop in phase 3

  • To the End (1944_09_20_oosterbeek):
    - adjusted condition for completing the destroying the mortar objective
    - RU localization fix

  • Against the Tide(1944_06_tilly_sur_seulles)
    - fixed Wespe reinforcement crew count.

  • Last stand at the Ruhr(1945_04_ruhr_pocket)
    - fixed sequence of actions by players that could lead to progression blocker at "recruit volksstrum" task.
    - volksstrum are invincible until task 1 completion.
    - fixed final fight scenario in coop so that helmets are not floating in air and dead bodies are gone.



[h2]Multiplayer[/h2]
  • Added Ram Kangaroo Mk.I to Commonwealth Late war, All round Doctrine as a Manpower vehicle buy
  • Added Ram Kangaroo Mk.II to Commonwealth Late war, Irregular Doctrine as a Manpower vehicle buy
  • Added game time duration options of 35, 70 and 80 minutes
  • Updated the Multiplayer unit info panel for vehicles and squads to work better and give more information automatically on the soldiers/crews and their weapons

  • Added Last Stand Game mode to the following maps:
    - 4v4_kirjavala
    - 4v4_hanhijarvi
    - 4v4_kylmapuro
    - 4v4_Rikila
    - 4v4_vitebsk
    - 4v4_hills
    - 4v4_fields

  • Updated battlezones objectives on:
    - 1v1_fall_gelb_sum
    - 1v1_oosterbeek_sum
    - 1v1_solingen_factory_aut
    - 1v1_weteringsteeg
    - 2v2_heelsum_sum
    - 2v2_wesel_aut
    - 3v3_canals_sum
    - 3v3_mont_cassel

  • Updated domination gamemode objectives on:
    - 1v1_oosterbeek_sum
    - 2v2_heelsum_sum
    - 2v2_wesel_aut
    - 3v3_mont_cassel
    - 4v4_remagen_aut
    - 4v4_vlissingen_breach

  • Reduced base manpower cost of all semi auto rifles from 13 to 12
  • Reduced base manpower cost of avt from 15 to 14
  • Changed AT launcher infantry manpower cost to no longer include backup weapon
  • Increased base manpower cost of piat from 40 to 60

  • Changed inf_tier2_lite define command points to be same as inf_tier2 for all factions.
  • Removed extra capture weight from all eng infantry.
  • Removed extra capture weight from t1 and t2 fin infantry as they no longer have t2 command point disadvantage.

  • Changed frontline timer modifiers to fit current unit timers
  • Fixed inconsistent command point costs of churchill_mk8, churchill_mk5, panzer4f1, panzer4f2, stug3f
  • Fixed eng and sov single_riflegrenade cooldown to be consistent with number of rifle grenadiers in the buy
  • Fixed eng late and mid single_bazooker cost that included a rifle they didnt have
  • Fixed cost modifier of eng single_engineer from 1.6 to 2
  • Fixed Commonwealth, Mid-war, Irregular doctrine, having the 18-pdr as a DP buy instead of the intended 18/25pdr Mk.1
  • Fixed missing crewman for crusader_aa_mk1

  • Fixed broken railroad setups and broken texture set merges on 2v2_hutor
  • Fixed/overhaul of pathing especially the river paths next to bridges on 4v4_vitebsk
  • Fixed broken polygons holes on 4v4_dubovka
  • Fixed some broken texture sets, polygon merges and floating bushes on 3v3_general_winter, 3v3_wotan, 4v4_dubovka, 4v4_fields
  • Fixed texture set merges, and floating objects 4v4_martinville_ridge, 4v4_siegfried, 1940_06_st_valery_en_caux
  • Fixed holes in the water, missing ocean mask in middle of ponds and some pathing on 4v4_hills
  • Fixed one environment where should be no rain but rain was still set as weather fx. on 4v4_hills
  • Fixed base fortifications towers and ammo boxes clipping thus not being able to be carried 4v4_eindhoven last stand mode
  • Fixed pathing related to deep water SE beach area and fixed/improved enemy and player spawns on 4v4_vlissingen_breach last stand mode
  • Fixed floating rocks and fixed/improved enemy spawns on 4v4_remagen_aut last stand mode
  • Fixed last stand spawn fixes, both player and enemy on 3v3_general_winter
  • Fixed last stand spawn fixes and player base fixes on 4v4_houdremont
  • Fixed last stand spawn fixes and player base fixes on 4v4_martinville_ridge
  • Fixed last stand spawn fixes and player base fixes on 4v4_niemen
  • Fixed last stand spawn fixes and player base fixes on 4v4_olkhovatka
  • Fixed last stand spawn fixes and player base fixes on 4v4_arras_countryside_sum
  • Fixed last stand spawn fixes and player base fixes on 4v4_purple_heart_lane
  • Fixed last stand spawn fixes and player base fixes on 4v4_shiryayevo

  • Earlywar (manpower price changes are of the vehicle and not the total cost with crew):
    - Fixed eng doctrine specific light tank timers and cooldowns

    - Increased doctrine point cost of doctrine_cruiser_mk2a_cs_early from 25 to 30
    - Increased doctrine point cost of doctrine_matilda2_mk4_cs_early from 65 to 75
    - Reduced doctrine point cost of doctrine_84mm_qf18_2pa_early from 50 to 40
    - Reduced doctrine point cost of doctrine_84mm_k18_early from 50 to 40

    - Increased manpower cost of cruiser_mk1_cs from 360 to 400
    - Increased manpower cost of cruiser_mk2a_cs from 380 to 420
    - Increased manpower cost of morris_cs9 from 80 to 90
    - Increased manpower cost of 28mm_pzb41 from 155 to 175
    - Increased manpower cost of panzer2c from 220 to 225
    - Reduced manpower cost of kfz13 from 110 to 100
    - Reduced manpower cost of l182 from 170 to 150
    - Reduced manpower cost of t37a_fin, t26_33_fin, bt5_fin sequence buys from 170 to 160 each
    - Reduced manpower cost of blitz3_6_flak30 from 225 to 200
    - Reduced manpower cost of sdkfz231 from 250 to 240
    - Reduced manpower cost of panzer1b from 115 to 105

  • Midwar (manpower price changes are of the vehicle and not the total cost with crew):
    - Fixed command point cost of 57mm_qf6_mk2_late from 16 to 12

    - Increased cooldown of doctrine_cruiser_mk2a_cs_mid from 240 to 300
    - Increased initial timer of 57mm_qf6_mk2_late from 420 to 540
    - Increased initial timer of aec_mk2 from 480 to 540
    - Increased initial timer of valentine_mk2 from 300 to 420
    - Increased initial timer of valentine_mk3 from 300 to 480
    - Increased initial timer of valentine_mk9 from 540 to 660
    - Increased initial timer of matilda2_mk3 from 360 to 540
    - Increased initial timer of crusader_mk1 from 240 to 300
    - Increased initial timer of crusader_mk2 from 300 to 360
    - Increased initial timer of crusader_mk3 from 480 to 600
    - Reduced initial timer of 76mm_f22 from 540 to 480

    - Increased doctrine point cost of doctrine_cruiser_mk2a_cs_mid from 20 to 25
    - Increased doctrine point cost of doctrine_bishop from 70 to 75
    - Increased doctrine point cost of doctrine_57mm_qf6_mk4_early from 35 to 40
    - Increased doctrine point cost of doctrine_matilda2_mk4_cs_mid from 30 to 40
    - Reduced doctrine point cost of doctrine_84mm_k18_mid from 45 to 40

    - Increased manpower cost of m4_75_early from 420 to 430
    - Increased manpower cost of m4a1_75_early from 420 to 440
    - Increased manpower cost of m4a1_75_mid from 420 to 450
    - Increased manpower cost of 75mm_m1897 from 370 to 390
    - Increased manpower cost of 37mm_m3 from 205 to 210
    - Increased manpower cost of t3476_41 from 430 to 440
    - Increased manpower cost of t3476_42 from 460 to 480
    - Increased manpower cost of 76mm_zis3 from 390 to 400
    - Increased manpower cost of 76mm_f22 from 350 to 370
    - Increased manpower cost of panzer2c from 220 to 225
    - Increased manpower cost of 75mm_pstk9738 from 330 to 400
    - Increased manpower cost of daimler_mk1 from 200 to 210
    - Increased manpower cost of aec_mk2 from 410 to 460
    - Increased manpower cost of aec_mk1 from 210 to 230
    - Increased manpower cost of stuart5 from 295 to 310
    - Increased manpower cost of stuart1 from 280 to 290
    - Increased manpower cost of stuart3 from 290 to 295
    - Increased manpower cost of churchill_mk3 from 570 to 590
    - Increased manpower cost of churchill_mk4 from 570 to 595
    - Increased manpower cost of churchill_mk3_l50 from 580 to 610
    - Increased manpower cost of churchill_mk4_l50 from 590 to 615
    - Increased manpower cost of 57mm_qf6_mk2_late from 390 to 440
    - Increased manpower cost of crusader_mk3 from 420 to 485
    - Increased manpower cost of valentine_mk3 from 340 to 350
    - Increased manpower cost of valentine_mk9 from 470 to 485
    - Increased manpower cost of cruiser_mk2a_cs from 380 to 420
    - Increased manpower cost of crusader_mk1_cs from 390 to 425
    - Increased manpower cost of crusader_mk2_cs from 380 to 430
    - Increased manpower cost of morris_cs9 from 80 to 90
    - Increased manpower cost of humber_recon_mk2 from 85 to 90
    - Increased manpower cost of m3a1_scout from 145 to 150
    - Increased manpower cost of m2_halftrack from 145 to 150
    - Increased manpower cost of m20 from 165 to 170
    - Reduced manpower cost of aec_mk2 from 460 to 440
    - Reduced manpower cost of vickers_aa_mk1 from 150 to 140
    - Reduced manpower cost of cruiser_mk4a from 285 to 235
    - Reduced manpower cost of valentine_mk1 from 340 to 325
    - Reduced manpower cost of valentine_mk2 from 340 to 325
    - Reduced manpower cost of matilda2_mk3 from 420 to 380
    - Reduced manpower cost of crusader_mk1 from 300 to 285
    - Reduced manpower cost of crusader_mk2 from 320 to 310
    - Reduced manpower cost of grant from 395 to 385
    - Reduced manpower cost of 47mm_pstk39 from 210 to 200
    - Reduced manpower cost of 76mm_k02_mid from 270 to 250
    - Reduced manpower cost of 76mm_itk31 from 550 to 525
    - Reduced manpower cost of l182 from 170 to 150
    - Reduced manpower cost of ba10_fin_mid from 220 to 210
    - Reduced manpower cost of t26_33_fin_mid, bt5_fin_mid, t3476_41_fin from 210 to 200 each
    - Reduced manpower cost of 50mm_pak38 from 280 to 250
    - Reduced manpower cost of 47mm_pakt from 250 to 210
    - Reduced manpower cost of 75mm_pak9738 from 350 to 400
    - Reduced manpower cost of sdkfz250a_11 from 220 to 180
    - Reduced manpower cost of blitz3_6_flak30 from 225 to 220
    - Reduced manpower cost of sdkfz222a from 240 to 225
    - Reduced manpower cost of sdkfz231 from 250 to 225
    - Reduced manpower cost of sdkfz250a_9 from 250 to 225
    - Reduced manpower cost of panzer1b from 115 to 105
    - Reduced manpower cost of panzer2f from 265 to 250
    - Reduced manpower cost of pz38t_f from 285 to 250
    - Reduced manpower cost of sdkfz302 from 100 to 0
    - Reduced manpower cost of panzer3j from 350 to 325
    - Reduced manpower cost of panzer3j1 from 390 to 380
    - Reduced manpower cost of panzer4f1 from 440 to 430
    - Reduced manpower cost of panzer4f2 from 540 to 520
    - Reduced manpower cost of panzerjager1 from 280 to 230
    - Reduced manpower cost of gaz_aaa_72k from 230 to 220
    - Reduced manpower cost of bt7 from 260 to 235
    - Reduced manpower cost of bt5 from 260 to 230
    - Reduced manpower cost of t28 from 340 to 260
    - Reduced manpower cost of t28_38 from 360 to 300
    - Reduced manpower cost of t28e from 400 to 350
    - Reduced manpower cost of t35 from 360 to 280
    - Reduced manpower cost of t35_late from 420 to 380
    - Reduced manpower cost of 57mm_m1_early from 390 to 370
    - Reduced manpower cost of m3_lee from 395 to 380

  • Latewar (manpower price changes are of the vehicle and not the total cost with crew):
    - Fixed command point cost of 57mm_qf6_mk4_late from 16 to 12
    - Fixed cooldown of doctrine_archer_double to be same as other t3
    - Fixed cooldown of doctrine_squad_soe_late_irr to be same as other t2

    - Updated eng squad_assault_pio_late_off and squad_pio_late_off to have cooldown of 90 and separate cooldown group from other t2 squads
    - Replaced doctrine_churchill_mk8 with doctrine_churchill_mk5 for 60 dp
    - Replaced manpower churchill_mk5 with churchill_mk8 and unlock timer of 1200 seconds

    - Increased doctrine point cost of doctrine_staghound_mk2 from 25 to 30
    - Increased doctrine point cost of doctrine_crusader_aa_mk1 from 25 to 30
    - Reduced doctrine point cost of doctrine_wirbelwind, doctrine_ostwind from 30 to 25 each
    - Reduced doctrine point cost of doctrine_sdkfz234_3 from 35 to 30
    - Reduced doctrine point cost of doctrine_sdkfz234_4 from 45 to 40

    - Increased manpower cost of 76mm_k02_30_40_late from 270 to 300
    - Increased manpower cost of 76mm_k36_late from 300 to 340
    - Increased manpower cost of 75mm_pstk9738 from 330 to 360
    - Increased manpower cost of churchill_mk3_qf75 from 500 to 525
    - Increased manpower cost of churchill_mk3_l50_late from 570 to 625
    - Increased manpower cost of churchill_mk4_l50_late from 570 to 625
    - Increased manpower cost of churchill_mk4_avre from 500 to 600
    - Increased manpower cost of churchill_mk8 from 800 to 900
    - Increased manpower cost of cromwell6 from 510 to 575
    - Increased manpower cost of cromwell8 from 550 to 625
    - Increased manpower cost of churchill_mk5 from 650 to 725
    - Increased manpower cost of tetrarch_mk7 from 200 to 210
    - Increased manpower cost of staghound_mk1 from 240 to 250
    - Increased manpower cost of m5a1_halftrack from 145 to 150
    - Increased manpower cost of daimler_mk2 from 200 to 210
    - Increased manpower cost of humber_mk4 from 220 to 230
    - Increased manpower cost of cromwell6 from 575 to 625
    - Increased manpower cost of cromwell8 from 625 to 650
    - Increased manpower cost of churchill_mk5 from 725 to 975
    - Increased manpower cost of churchill_mk8 from 900 to 1125
    - Increased manpower cost of 40mm_qf2_late from 170 to 180
    - Increased manpower cost of m3a1_halftrack from 145 to 150
    - Reduced manpower cost of 57mm_qf6_mk4_late from 440 to 400
    - Reduced manpower cost of aec_mk2 from 410 to 350
    - Reduced manpower cost of aec_mk3 from 340 to 300
    - Reduced manpower cost of staghound_mk3 from 350 to 310
    - Reduced manpower cost of m22_locust from 270 to 250
    - Reduced manpower cost of stuart6 from 295 to 270
    - Reduced manpower cost of sherman2_late from 400 to 380
    - Reduced manpower cost of sherman5_crab from 450 to 400
    - Reduced manpower cost of sherman5_mid_armor from 420 to 400
    - Reduced manpower cost of sherman2a from 600 to 560
    - Reduced manpower cost of valentine_mk11 from 370 to 350
    - Reduced manpower cost of cromwell5 from 400 to 370
    - Reduced manpower cost of 37mm_pstk36 from 170 to 160
    - Reduced manpower cost of 45mm_pstk32_mid from 180 to 170
    - Reduced manpower cost of 47mm_pstk39 from 210 to 190
    - Reduced manpower cost of 76mm_itk31 from 550 to 525
    - Reduced manpower cost of 50mm_pstk38_late from 300 to 230
    - Reduced manpower cost of l182 from 170 to 150
    - Reduced manpower cost of ba10m_fin from 220 to 200
    - Reduced manpower cost of t26c from 250 to 230
    - Reduced manpower cost of t26_33_fin_mid, t3476_41_fin_late, t3485_44_fin from 300 to 280 each
    - Reduced manpower cost of t28e_fin_late from 420 to 300
    - Reduced manpower cost of panzer4j_fin from 570 to 500
    - Reduced manpower cost of stug3g_fin from 570 to 550
    - Reduced manpower cost of 50mm_pak38_late from 300 to 230
    - Reduced manpower cost of blitz3_6_flak30 from 225 to 220
    - Reduced manpower cost of sdkfz222a from 240 to 225
    - Reduced manpower cost of sdkfz231 from 250 to 225
    - Reduced manpower cost of sdkfz251d_17 from 240 to 225
    - Reduced manpower cost of sdkfz234_1 from 280 to 240
    - Reduced manpower cost of sdkfz234_2 from 330 to 270
    - Reduced manpower cost of sdkfz303b from 100 to 0 (so score isn't lost when detonating vehicle)
    - Reduced manpower cost of panzer1f from 300 to 250
    - Reduced manpower cost of panzer2l from 300 to 250
    - Reduced manpower cost of panzer3m from 390 to 300
    - Reduced manpower cost of panzer3n from 450 to 400
    - Reduced manpower cost of panzer4g from 560 to 500
    - Reduced manpower cost of panzer4h from 580 to 525
    - Reduced manpower cost of panzer4j from 570 to 500
    - Reduced manpower cost of hetzer from 550 to 530
    - Reduced manpower cost of stug3g_late from 570 to 550
    - Reduced manpower cost of stuh42 from 630 to 600
    - Reduced manpower cost of 45mm_m42 from 190 to 180
    - Reduced manpower cost of 76mm_zis3 from 390 to 340
    - Reduced manpower cost of 57mm_zis2_late from 450 to 340
    - Reduced manpower cost of ba10 from 220 to 200
    - Reduced manpower cost of gaz_aaa_72k from 230 to 220
    - Reduced manpower cost of t70 from 270 to 240
    - Reduced manpower cost of t60 from 290 to 240
    - Reduced manpower cost of t70m from 290 to 250
    - Reduced manpower cost of t3476_43 from 460 to 400
    - Reduced manpower cost of kv1s from 570 to 460
    - Reduced manpower cost of kv1_42 from 605 to 525
    - Reduced manpower cost of is1_43 from 740 to 720
    - Reduced manpower cost of su76 from 390 to 340
    - Reduced manpower cost of 37mm_m3a1 from 215 to 180
    - Reduced manpower cost of 57mm_m1 from 410 to 350
    - Reduced manpower cost of m3a1_scout from 145 to 150
    - Reduced manpower cost of m2_halftrack from 145 to 150
    - Reduced manpower cost of m20 from 165 to 170
    - Reduced manpower cost of m8_greyhound from 230 to 220
    - Reduced manpower cost of m5a1_stuart from 295 to 270
    - Reduced manpower cost of m24_chaffee from 370 to 360
    - Reduced manpower cost of m4a1_75_late from 430 to 400
    - Reduced manpower cost of t1e3_m4a1_75 from 470 to 400
    - Reduced manpower cost of m4a3_75_late from 450 to 420
    - Reduced manpower cost of m4a3_75w_early from 480 to 450
    - Reduced manpower cost of m4a1_76w_mid from 630 to 575
    - Reduced manpower cost of m4a3_76w from 670 to 600
    - Reduced manpower cost of m4a3_76w_hvss from 670 to 625
    - Reduced manpower cost of m4a3e2_75 from 850 to 800


[h2]Everything Else[/h2]
  • Added 'idle' animations for humans while in cover ('idle' is a state that occurs when no enemies are detected after a certain amount of time)
  • Added altitude fog to all Finest Hour maps
  • Added vehicle views for 60+ vehicles
  • Added max range to display below primary gun description for vehicles and humans

  • Optimized many vehicle textures from DXT5 to DXT1 that did not need alpha channel
  • Optimized dutch_bridge02 cover generation (caused performance issues on 2v2_graves multiplayer maps)

  • Fixed inventory desync by dropping the minesweeper when avoing grenade
  • Fixed fsm stuck in the holdback state when the weapon disappears (i.e. the grenade detonates in hand)
  • Fixed coop losing ability to examine related to inventory transfer before video scenario

  • Fixed several Localization issues for multiple languages
  • Fixed missing events (board, door sounds, etc.) for latil_m2tl6
  • Fixed/removed transmission2 volume from many vehicles
  • Fixed hierarchy and ID issues for 76mm_qf17
  • Fixed mesh that can be cut on the 76mm_qf17 not having their pivot centered (making them spin weird after being cut) - affects only qf17 xx model.
  • Fixed 88mm_qf25_mk1_4p and 84mm_qf18_4p (same models) texture swaps, ID issues, and some break animations playing when they shouldn't. Adjusted XX as well.
  • Fixed shooting FX for 107mm_m1910_30
  • Fixed kv1e_40 xx model appearing when the kv1_40 got destroyed (exploded).
  • Fixed camo prefix for sdkf251d
  • Fixed alpha on various MTLs by disabling them
  • Fixed bm30 winter texture not applying on winter maps.
  • Fixed kv1_40 enumerator bone as it has none
  • Fixed is1_43 body break and repair animations to play when engine gets destroyed (or repaired).
  • Fixed sdkfz7_2 not having a seat for charger and commander.
  • Fixed sdkfz7_2 passenger door opening when the commander would dismount.
  • Fixed willys_mb_mg_eng fire_mgun animation and reload_mgun animation
  • Fixed crusader_AA_mk1 and crusader_AA_mk2 now use the late war texture by default. Early texture is now an optional preset called #early.
  • Fixed crusader_aa_mk2 localization to be the Mk.III and added vickers go MG to Coax position
  • Fixed c47_d propeller2_work animation, as the hierarchy was changed to be proper (before was attached to engine1 now its attached how it should be to engine2), but animation was affected due to it.
  • Fixed many vehicles 'RAM volume' in bone structure hierarchy
  • Fixed left side of churchill_mk2 only having LODs for wheels, now both sides have them.
  • Fixed typhoon_mk1b glass issue.
  • Updated sdkfz7/1 "grey" texture
  • Fixed for kv2_40 wrong open_dirver animation keyframes, breaking the animation and preventing any type of sound from playing when hatch was opening
  • Fixed 3rd person camera elevation limit being too low for the USA AA halftracks: m13_mgmc, m16_mgmc, m15a1_cgmc
  • Fixed m22 missing hatch sounds
  • Updated Finnish 84mm_k18 3D model with new one
  • Fixed engine1 faces, for the typhoon

  • Fixed ger early rifle grenade inhand item priority
  • Fixed volkssturm_4 having belt instead of drum ammo type in inventory
  • Fixed helmet stuff file ger_stalhelm_m39_g_var3 referencing wrong 3d model
  • Fixed rus/late/spetsnaz_4 sometimes spawning without a helmet

  • Fixed missing obstacle for euro_hay_pile


r6447-6767

Game update 66: Open Beta



Community members! We will kick off the year with our 66th game update.
We have a lot of very nice additions and a good number of QoL changes for you, and it’s going in open beta today!
This blog is about the changes and how to opt in to the Open Beta. Most of you will already be familiar with this process; however, thanks to the winter sale, the player base has been expanded with many, many new players.

[h2]Finest Hour[/h2]
The release of our latest DLC happened two months ago, and we’ve updated the game a few times shortly after release. Today’s open beta gives you the last few additions that were planned; we’ve added several marks of the famous Kangaroo APC, allowing us to exchange half-tracks for Canadian mechanized units in Conquest as well. A few slight corrections on some of the maps complete the Finest Hour update.

The Kangaroo Mk.I and Mk.II have been added

[h2]QoL changes[/h2]
Among many other things, we have taken the next step in upgrading the unit info on several cards and popups. The most important changes look like this:

The squad information now displays specific weapons

The unit info cards now show a lot more categories and information

The unit info now shows the weapon range for the loaded ammo type

Besides these changes, there’s a lot of other things we’ve done. Here’s a few of them:
  • For over 100 vehicles we have adjusted the materials setup to get a modest improvement in performance.
  • For the Last Stand game mode we have added 7 existing maps.
  • For the Battlezones and Domination game modes a total of 14 maps have been updated.
  • We’ve added idle animations for soldiers that are in cover.

The complete list of changes is a mile long, you can see every detail in the Changelog.

[h2]Opting in for the Open Beta[/h2]
To join the beta, you only need to switch your game to the beta version.
When the beta becomes the live version, you don’t need to do anything at all to reverse the process.

If you want to be among the first to try these changes, go to your Steam library, right-click on the game, select properties - Game Versions & Betas- open beta. Done! You can switch back to the current version at any time, using the same process.

That’s it for now, enjoy the update! Which change do you like best? Let us know in the comments!

The 2025 Winter Sale is here!



Community members! Following the release of the “Finest Hour” DLC it is now time for something else. The Steam winter sale is here, and we’re taking part in it!

[h2]Finest Hour Release[/h2]
About 2 weeks ago, we announced the release of the “Finest Hour” DLC. We are very happy to see the enthusiasm with which it was received and the subsequent peak in player numbers told its own story.
We are very happy with the reception; however, we’re already taking the next step.

Community artwork by @Gama

[h2]Development[/h2]
We’ve continued working in every area of development. Plenty of plans for the future! Even if we might take a break around Christmas, we are not nearly done with the development of Call to Arms - Gates of Hell, as our plans reach beyond 2026.



[h2]Meanwhile…[/h2]
Call to Arms - Gates of Hell is on sale, starting today!
The Winter Sale will run for no less than 3 weeks, the perfect opportunity to complete your game and add a ton of replay value to your collection.
Have you tried Finest Hour yet? Have you seen your discount in the bundles?

https://store.steampowered.com/bundle/26447/Complete_Edition/

[h2]Did you know?[/h2]
  • The bundle contains close to 1000 weapons, vehicles and tanks
  • This sale is our 8th sale of the year 2025
  • Our Discord server has ranked PvP channels with a queueing system, which improve the waiting times and lower kicking in multiplayer

That’s it for now, see you on the battlefield!

Update 65: V 1.060.0 (Hotfix 6)

Change Log


[h2]Conquest[/h2]
  • 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


[h2]Single Player[/h2]
  • 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


[h2]Multiplayer[/h2]
  • 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


[h2]Everything Else[/h2]
  • 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