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Update 15.1 Changelog | Now Live

Hello everyone,

Update 15.1 is live on all platforms! This update includes a Night variant for Utah Beach, an Omaha Dusk variant; and new Control Skirmish variants for Carentan and Sainte-Mère-Église.

The team has also worked on player onboarding enhancements to streamline your experience when learning about the inner workings of Hell Let Loose.

We’ve also updated the Practice Range and introduced more Free and Paid DLC.

Please read through our previous PTE blog for more info on the changes in 15.1: https://store.steampowered.com/news/app/686810/view/6850618508610524364?l=english


Patch 15.1 Changelog



[h2]Maps[/h2]

  • Utah Beach - New Night Variant
  • Omaha - New Dusk Variant
  • Carentan - New Control Skirmish
  • Sainte-Mère-Église (SME) - New Control Skirmish




[h2]Features[/h2]


Player Onboarding Enhancements

  • Updated UI Field Manual
  • Updated Field Manual Entries
  • New Field Manual Videos


As we continue to evaluate the UI/UX in Hell Let Loose, for Update 15.1, we've decided to revisit the Field Manual with a focus on enhancing the overall User Experience (UX). Our primary goals were to improve aesthetics, streamline navigation, and increase usability, ensuring that our updates aren't just about looks but about delivering a more engaging and user-friendly gaming experience. We wanted to put a large emphasis on improving player onboarding, making it easier and more enjoyable for new players to get started. By getting new players up to speed faster, we create a more cohesive and dynamic gaming experience for everyone. Stay tuned, as there is much more exciting content to come in future updates!


Old Field Manual



New Field Manual



Updated Barracks & Loadout Screens
  • Updated UI


The second area we wanted to revisit on the front-end menu was the Barracks screen, which naturally cascaded to the deployment loadouts. We took the time to understand the complexity of the features at play and decided it wasn't right to uproot an already established mental model well-known to the community. Instead, we focused on enhancing a few key features that lacked an intuitive UI, creating a much more fluid and easy-to-use loadout and appearance system. By revisiting the compositional layout, we addressed some contrasting areas of focus and added a few UX enhancements, like experience bars for loadouts. Now, you'll have a clear view of how close you are to unlocking that next weapon you've been working towards.


Old Barracks



New Barracks

We hope you enjoy the new UX updates and look forward to hearing your feedback. Let us know if there are any other areas you'd like us to address next. Your input is invaluable as we continue to improve the UI/UX in Hell Let Loose!


Updated Practice Range

  • New Faction: German Forces with updated theming




[h2]Free DLC[/h2]

  • Airborne M1942 Reinforced - US - Available for Infantry & Recon roles


https://store.steampowered.com/app/2475320/Hell_Let_Loose__Airborne_M1942_Reinforced/

[h2]Paid DLC Bundle[/h2]

❗This Paid DLC is only available for use on Mortain. Operation Lüttich Units are not an option for any other maps. This is to ensure that maps have period-accurate themed DLC attached to them. The same will apply to themed DLC for Elsenborne Ridge and future maps in 2025.


Mortain: Operation Lüttich Units DLC Bundle

  • US Armour
  • US Infantry
  • US Commander
  • US Hair
  • US Head
  • German Armour
  • German Infantry
  • German Commander
  • German Hair
  • German Head




https://store.steampowered.com/app/3012950/Hell_Let_Loose__Mortain_Operation_Lttich_Units_DLC_Bundle/

[h2]Bug Fixes:
[/h2]

General


Hardware Memory usage improvements across the entire title

Specifically targeting console hardware stability – keeping memory load under a certain threshold to mitigate crashing issues. (This is another step towards resolving the problem and not to be seen as a final solution. We’ll be keeping a close eye on feedback)


  • [Basic Training] Unnatural shadows appear on the Practice Range table when changing the video settings
  • The reload animation of the Webley MkVI shows the player loading far more bullets than the cylinder holds
  • Ammo drop empty hint shows "Your vehicle is out of supplies" instead
  • Jeep HUD shows "Cant drop supplies here" when attempting to place ammo in invalid location
  • Tank Gunner hint is missing Precise Aim instructions
  • The game is currently showing old key art on launch.
  • The Medic's armband is missing from the Oak Leaf DLC uniform
  • The sizing of videos found in the field manual are not uniform, with some of them differing slightly.
  • [UW] When inside the deployment appearance/loadout screen in UW, the UI is left justified
  • [UW] The deployment screen for the practise range on UW is only visible on 1 half of the screen
  • The new German Oak Leaf uniforms have belt and buckle texture issues on all classes except "Assault" and "Anti-Tank".
  • IIS will not cover the entire display while booting on a ultrawide-screen monitor
  • The Half-Tracks section in the Seats & Keybindings page of the Field Manual shows the Accelerate/Reverse keybindings in the wrong order
  • The Seats & Keybindings page of the Field Manual shows the Left/ Right Keybinds in the wrong order


SME

  • [E7] Stone Fence presents extended collision
  • [D5] Jumping in between the chair and chimney will get the user stuck.
  • [F6] Wall tiles pop in
  • Certain cross gravestone has shadows popping in
  • Outposts can be placed in certain buildings across the map
  • [E8] Shadows on grass and wall vines pop in at very close range
  • [E7] Unnaturally bright light inside the house of sector E7.
  • Player is unable to crouch walk up barn stairs that can be walked up
  • Wheat field disappears at 400M
  • House missing collision on some roof wood scraps
  • Draw distance issue on stone wall
  • [C4][C5] Buildings shown on the tactical map are missing from the actual map
  • Incorrect terrain blending and painting across the entire map.
  • [F5] Bush is present inside a house
  • [E6] Two benches are overlapping



Utah

  • [B3] Bunker ceiling light is on but does not provide any light
  • One of the lights in the Radio Bunker at B3 does not illuminate the floor under it.
  • Pre-placed destroyed bunker presents no player and bullet collision
  • Smoke plumes present sorting issues


Hurtgen

  • [GER] [Hurtgen] Axis HQ Spawn #02 floating repair station


Carentan

  • [I7] A specific stone pillar asset is corrupted
  • [I8] Building shown on the tactical map is missing from the game itself
  • An open gate south of the Town Centre Capture Point leads into an area that can get vehicles stuck.
  • [F5] Player can get stuck behind a box and cannot get back out
  • [F5] Destroyed halftrack is missing fire VFX
  • [G8] Smoke coming from the pre-place bomb crater is misaligned.
  • [E7] Stone Wall Pillar has reversed Textures
  • Anti Air Gun presents missing player collision
  • [D7] Bench clipping through a sandbag wall
  • The player can clip into a building's rooftop in sector F5 of Carentan map
  • Performance drop is present in the whole town
  • Gas and water tanks assets disappear over 20-45m
  • [J5] Mud asset clipping into building
  • [D7] Stone fence is clipping through a stone wall


Mortain

  • [H6][H7] "Strong Point" UI is showing up when you're not in the strong point
  • Player can spawn inside locked buildings
  • [Offensive US/GER] The loading screen shows different weather conditions.
  • [F6] The player is able to teleport through a fence
  • [D4] Player locomotion is hindered by assets in this sector
  • [D8] Terrain in this sector has incorrect painting, blending or positioning
  • [E7] Assets in this sector are missing textures, polygon faces or are very noticeably misplaced
  • LargeHouse static mesh enterable building has a toilet in its bathroom that isn't hooked up to anything visually.
  • Numerous parachutes are scattered around the north of the map with incorrect positioning.
  • [A3] Terrain in this sector has incorrect painting, blending or positioning
  • [F6] Terrain in this sector has incorrect painting, blending or positioning
  • [E6] Slight clipping or misplacement of assets are present in this sector
  • [A3] Assets in this sector are missing textures, polygon faces or are misplaced
  • A specific old fallen tree trunk presents LOD issues from 7m
  • [E5] The sandbags cover asset presents LOD issues from 20m
  • [E4] Minor clipping issues are present in this sector
  • [C4] Player can teleport through a fence asset
  • Missing buildings on tac-map
  • Window asset is missing player collision.
  • Grass foliage pops in when player moves closer or aims down sights
  • [A8] Vehicle locomotion is hindered by multiple assets in this sector


Remagen

  • [H6] The player can spawn in building next to outpost and gets stuck


SMDM

  • [G6] Player can spawn inside an inaccessible building using an outpost
  • [G9] LOD issue is present on a bush
  • [G6] Damage hitbox for a fire effect on a destroyed vehicle in sector G6 is misplaced
  • [E6] Assets in this sector are missing textures, polygon faces or are very noticeably misplaced
  • Multiple parts of a wrecked artillery gun are missing bullet collision


Stalingrad

  • [I6] Wooden Boxes present LOD issues.
  • [E5] Framerate drops below 50 FPS in Sector E5


Omaha

  • [E3] A floating cart asset on sector E3


El Alamein

  • E5 Specific tree presents low textured model



Uniforms

  • Legacy Clipping Issues

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Read the rest of the story...


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Public Testing Environment | Patch 15.1

Hello everyone,

And welcome to the Update 15.1 PTE, this PTE is now LIVE - running throughout the weekend and we’re looking forward to getting your input on some of the content we’ve been working on listed below:



[h3]Patch 15.1 Content:
[/h3]
  • Carentan Skirmish
  • SME Skirmish
  • Updates to the Field Manual
  • German Practice Range
  • General UI and user flow changes

[h3]Server rotation:[/h3]

  • Carentan - Rain - Skirmish
  • SME - Night - Skirmish


[h3]German Practice Range[/h3]

With the Practice Range already being available for the U.S. Forces, the next logical step was to bring this functionality so that players can experience the same mechanics with the German Forces. We have brought this into a variant of the existing Normandy map to keep the experience thematically authentic while providing a safe space for players to hone their skills using the existing German equipment.

Carl Rutter, Senior Level Designer - Expression Games


[h3]Field Manual[/h3]

As part of our UI/UX improvements, we’ve been working towards making features such as the Field Manual a much more intuitive experience for players to access and browse. With a whole new layout, an expandable category interface and a search bar feature, the new and improved Field Manual design allows for a much more streamlined experience for players to learn about the inner workings of Hell Let Loose.

Jack Jenkins, Senior Game Designer - Expression Games


[h3]Carentan Map Update Breakdown[/h3]

During the development of the previous Sainte-Marie-du-Mont town centre updates, internal discussions mirror the recent community requests for a similar upgrade to the Carentan town centre.

Using a similar process to that undertaken during the Sainte-Marie-du-Mont update, we utilised both internal playtest feedback, and common community sentiment across social media to help guide proposed changes.

The main objective of this update to Carentan was to increase the total playable space while refraining from making the town centre a maze-like experience. These new routes act mainly as side paths and shortcuts, allowing players to either avoid highly contested bottlenecks or give them another avenue to counter these chokepoints. Furthermore, these routes also offer useful areas to place both outposts, garrisons, and forward positions across Warfare/Offensive and the new Carentan Skirmish map.



The above GIF showcases the reduction of invisible walls throughout the area, in turn showing the extent of the new pathways throughout the town. These changes should not only improve navigation but also help drastically reduce instances of being stopped from entering an area because of an invisible wall.

The following images show before and after shots of the key routes that have been implemented throughout the town.

Kienan Southern, Level Designer - Expression Games


North West of Town Centre

North East of Town Centre

East of Town Centre

Town Centre

Town Centre

[h3]Carentan - Control Skirmish[/h3]

To help increase the number of urban maps available to play in Skirmish, the fan favourite Carentan will be available as of the release of Patch 15.1.

To make the most use of the extensive urban setting of the map, players will fight over the Town Centre making their way through the streets, alleys and newly opened gardens to take control of the objective. As always, please use the linked forms to share your thoughts and feedback with us.



Kienan Southern, Level Designer - Expression Games


[h3]Sainte-Mère-Église - Control Skirmish[/h3]

With the want to make more popular urban maps available with Skirmish mode, and to tie in with the 80th anniversary of D-Day, we are proud to announce that Sainte-Mère-Église will be joining the Skirmish roster. Fighting over the town itself, players will have to navigate the variety of narrow streets, open courtyards and enterable buildings to dominate the town.



As you can see from the in-game tactical map, we know that churches are often a dominant structure, however, to mitigate against dominant spawn camping, we have decided not to include the church itself within the hard capture, retaining the church as a viable strategy for planning your teams’ offence/defence but not being the sole focus of the capture point. As ever we are keen to hear your thoughts on the map and the capture point, so feel free to use the feedback forms attached to let us know what you think.

Carl Rutter, Senior Level Designer - Expression Games


[h3]Work In Progress[/h3]

These PTE sessions are a way for you as a community to feedback on Hell Let Loose work in progress, which means we can look to implement your feedback before a patch or update is released. Although we can currently only hold public testing sessions on Steam, we encourage everyone to take part to be able to share feedback.

[h3]❗Known Issues[/h3]

For today’s session, there is a list of unfinished items/bugs that we’re aware of, including:

  • [Field Manual] UI and layout redesign is currently ongoing and may have some content/functionality issues
  • [Barracks] UI and layout redesign is currently ongoing and may have some content/functionality issues
  • [Loadout Screen] UI and layout redesign is currently ongoing and may have some content/functionality issues


[h3]Streaming & Recording PTE Sessions[/h3]

You are welcome to both stream and record PTE footage, but as these sessions are showing unfinished work, it’s always good to let your individual communities know that the footage is from a PTE session, where you might encounter unfinished items, bugs and other issues.

[h3]Feedback Questions[/h3]

Once you have completed a game and are ready to provide feedback, please use the forms below!

[h3]How to Take Part[/h3]

Check your Steam Library for the Hell Let Loose (Public Testing) application, or re-download it from the Steam store, you’ll want to boot this version up to take part in the PTE!

Once you’re in and have selected a server, you’ll be able to test out the new game mode!

💬 Submit Feedback: https://forms.office.com/Pages/ResponsePage.aspx?id=dzO7_29vdE2wkFIXThwvGavPYX8LIbRMtn3WncW9OkpUNFBURFpNQ0o5NklKVzRaRFEyVkkwWFIyNi4u

🔨Share Bug Reports: https://forms.office.com/Pages/ResponsePage.aspx?id=dzO7_29vdE2wkFIXThwvGavPYX8LIbRMtn3WncW9OkpUOEY3RzZLTzlJQzBHVjNROVFHV0tVTEZIQS4u

Please note:
Because PTEs are run on development servers that have logging activated, you will experience a slight decrease in performance. You will also not earn any XP and your progress will not be carried over to the live game.

Dev Brief #201 | Elsenborn Ridge



Hello everyone,

Today we commemorate the 80th anniversary of the D-Day Normandy beach landings – one of the most decisive and critical moments in 20th century history. Through sheer ambition and bravery, the Allies placed an immense, immovable force in occupied France. What makes D-Day Normandy Beach Landings impressive is that they were the largest seaborne-based land invasions of history combining various nations coming together under the Allied banner, and that they kept it secret during planning.

In commemoration, we’re going to use today as an opportunity to reveal the next Hell Let Loose map, set in the Ardennes winter months of 1944 – Elsenborn Ridge.

This initial look will also expand on the changeable weather conditions teased in the 2024 roadmap.

We want to show that Elsenborn Ridge is a work in progress, currently planned to ship later this year. We will open Elsenborn Ridge for public testing as development ensues in the months ahead. We can’t wait for you to try it and look forward to reading your feedback!

The team is really excited to finally reveal what we’ve been working on. Please read below for some developer insight into Elsenborn Ridge and its dynamic snow.

Dynamic Snow




It was decided early on that we needed a dynamic snow/blizzard scenario for Elsenborn Ridge, so the Technical Art team started prototyping some ideas to support this. The new tech allows us to blend between different intensities of weather, allowing us to go from gentle snowfall as can be seen currently in Foy to a heavy blizzard.

To transition the weather states, we take the current values and blend them over a transition time to new settings that we pull from a preset data asset containing all the VFX elements for each setting.

In addition to the above, the Technical Art team have been improving the occlusion system for rain and snow whereby render targets will be used to occlude rain and snow instead of having to manually check each level for mesh distance fields on buildings, in turn, this makes the possibility of adding differing weather scenarios a lot more flexible in the future.

The dynamic blizzard VFX tech is still in development and the Technical Art team are working to fine-tune, polish and optimise for when we are ready to ship Elsenborn Ridge.

While the work has been mainly based around snow, we added the functionality to do the same for rain as well, however, these will require further development.

Technical Art - Expression Games


Historical Overview




The Battle of Elsenborn Ridge is a less-documented, but important battle nonetheless set in the Büllingen region in the Ardennes. 43 miles away from Foy, the Elsenborn Ridge is but one of many examples of how far the Battle of the Bulge was spread out in 1944.

Set during the winter months of 1944, the 99th U.S. Division who had been stationed at Wirtzfeld were under heavy suppression from the 6th Panzer Army composed of the 12th SS Panzer Division, 12th Volksgrenadier and 277th Volksgrenadier to the east, who had finally broken their lines and forced a retreat to the Elsenborn Ridge.

The U.S. were forced to abandon their supplies en-route to the ridge, and settle in for weeks of bombardment from Wirtzfeld. Having retreated to the ridge and established a network where they had become heavily dug in with makeshift trenches, foxholes, camps and artillery gun positions.

Taking place between 16th-26th December, 1944 winter had fully taken hold in Belgium, the thick snow had settled, the roads were slippery and slushy, combined with the constant fog/blizzards made it impossible for the U.S. bombers and the Luftwaffe alike to battle from the skies without succumbing to the elements.

Carl Rutter, Senior Level Designer - Expression Games


Map Rationale




As with any Hell Let Loose map, we had considered which maps were already available to players, this allowed us to decide on which kind of thematic map that we wanted to create next. We had decided as a team that the map could be:

  • A map that is different to Foy in aesthetics, but fits in with the existing biome
  • A map that has a much more interesting topography to avoid the repetition of dull, flat terrain that exists in other territories
  • A challenge to create a map that’s based on controlling land, rather than buildings
  • An opportunity to design a map without the safety net of large structures and historical landmarks in mind, while retaining visual interest
  • A map that works for all playstyles, but will be more suitable for vehicles/armour


Because the Elsenborn Ridge itself is a forested region where the U.S. dug in with defensive positions rather than a historical landmark, this gave us a lot of space to choose from when designing the initial concept. We chose the absolute edge of Wirtzfeld over Rocherath-Krinkelt because it has a much better road network for vehicles, and to minimize the need to create another village.

Carl Rutter, Senior Level Designer - Expression Games




Road to D-Day 2024 - Presented by BR1 Gaming


Charity: Wounded Warrior Project 👉 https://www.woundedwarriorproject.org/


📆 Saturday, June 8, 2024

  • 5:00pm EST Omaha Beach - Warfare Mode
  • 7:00pm EST Utah Beach - Warfare Mode


Website: https://www.br1gaming.com/road-to-d-day




BR1 invites the Hell Let Loose community to join in a charity event to commemorate the 80th anniversary of the WW2 Invasion of Normandy. We invite players to make a minimum donation of $5 dollars to participate. We encourage everyone to give as they can, and will even accept larger donations from our fellow gaming communities. All Donations will benefit the Wounded Warrior Project.

This is our 4th annual Road to D-Day event -- in the previous years we have raised over $6,600 for the WWP, and so we have set our sites a bit higher this year for a single year goal of $3000.

BR1 is a gaming community founded by Veterans and is dedicated to service and leadership. We welcome mature players interested in joining a fun and engaging community that promotes respect and congeniality, both internally and externally. One of our founding principals is providing social support for our Veteran members, as well as guidance toward professional help, when needed. This makes our partnership with Wounded Warrior Project a natural conclusion. WWP provides too many services to Vets and their families to try to list here, and their work speaks for itself. BR1 is proud to be a partner with WWP and by hosting our annual RtDD event, do our small part to help our Veterans.


[previewyoutube][/previewyoutube]

Community Content


Check out some fun and informative videos from our War Correspondents to help you on the frontlines!

[h3]SoulSniper's Ultimate Artillery Guide [/h3]
[previewyoutube][/previewyoutube]

[h3]Everything you need to know about Resources and Nodes from Gebatron
[/h3][previewyoutube][/previewyoutube]

[h3]A wonderful display of tank power from TheFreshBakesGoods[/h3]
[previewyoutube][/previewyoutube]

Thank you for reading! Next up for Hell Let Loose is Update 15.1 - we will be hosting a PTE for this in the weeks ahead.

Have a great day.

Update 15 | Hotfix 3

Hello everyone,

We've just deployed Hotfix 3 to all platforms.

  • [15.0] Some skirmish achievements do not progress/unlock despite meeting the criteria after the new 15.0 update

  • [RCON] Admin message pop-up doesn't register the changed keyboard input

    We have addressed this by exposing the keybind to the Keybindings Menu:

  • Dialog Ok
  • Dialog Cancel
  • Dialog Ignore

    These by default will be bound to the Y, N & I keys however can be changed to any preference.

  • [Mortain][D6] Walls presents collision issues and physics
  • [Mortain] Birch Tree asset has no bullet collision
  • [Mortain] Birch Tree Asset presents bullet collision on its branches
  • [Mortain] Light tank can become stuck on rubble
  • [Mortain][E5] Player can get stuck if they try to vault over a pile of stones
  • [Mortain] Assets created along a spline are different between the Editor & the client
  • [Mortain] [B3] Player locomotion is hindered by collision on the following assets & locations
    - - This should generally fix any instances where you can get hindered / stuck when navigating rubble found across the map.



Thank you for your continued support and feedback. Next up, 15.1 - more details coming soon!