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Developer Briefing #197 | Looking Ahead to 2024

Hello everyone,

Welcome to our final Developer Briefing of the year. This edition will focus on 2024, showcasing a glimpse of our plans for the year ahead. Thank you for your continued, valuable feedback throughout the past twelve months — your insights helped us shape Hell Let Loose, and we believe we’re now heading in the right direction. Patch 14.6 is behind us, with work underway on 14.7, which will be the first update of 2024.

We plan to reveal the new Roadmap early next year to showcase upcoming content. Meanwhile, let’s have a look at some early-in-progress assets. These are all works in progress and are expected to be released across multiple updates throughout next year. The following WIPs are not an exhaustive look into next year, just a few snippets of content to expect.

[h3]US Commander - Patton[/h3]

A new commander uniform, inspired by US Army Officer George Patton; a revered practitioner of mobile-tank warfare in the European and Mediterranean theatres during WW2 – his illustrious military career only marred by brash and erratic behavior.

“Lead me, follow me, or get out of my way.”



[h3]US Infantry Winter Uniform[/h3]

This new uniform is a part of the Winter rework. The coat is covered with the residue of frozen conditions.



[h3]Purple Heart Lane [/h3]

We’ve updated the rain VFX workflow on Purple Heart Lane and enhanced the puddle placements to be procedurally generated – improving the look of wet roads.





[h3]Tactical Map [/h3]

Going into 2024, we are planning to clean up some key UI elements that continue to cause poor User Experiences across HLL. Each one contributes to a lack of understanding for newer players, complex onboarding systems, accessibility, clarity, and legibility flaws, and mounting design debt that prevents flexibility to adapt to future developments in the game.

For the Tactical Map, there have been lots of considerations surrounding all aspects of the design. However, our main focus was highlighting the most important information, reducing clutter surrounding the player, and providing clarity on the state of the game.

Designs not final





[h3]Field Manual[/h3]

For the Field Manual, we understand that onboarding new players and helping existing players is not where we want it to be. We are continuing to look into different ways we can enhance the Field Manual to support those who need help understanding the core mechanics of the game.

Designs not final




[h3]Fire Rework[/h3]

Updated on the right – the fire is completely reworked to improve performance and reduce the blown-out look of the original. VFX particle behaviour has also been reworked as well as adding in LODs that were missing on the original.



[h3]Crusader Mark III[/h3]

We’re implementing this primary British cruiser tank – used in the early part of WW2 – with the British Rework update Part Two. Sporting a more powerful cannon, the MK3 still boasts an impressively short reload time of 6 seconds – clearing the path for firing more rounds to finish enemies. This tank demonstrates fantastic engagement opportunities owing to its flexibility, allowing it to strategically peek over ridges in most maps.



[h3]Gammon Bomb[/h3]

The second part of the British Rework will introduce the Gammon Bomb (No.82 Grenade) to Hell Let Loose. Developed as a replacement for the Sticky Bomb; a volatile grenade known for being temperamental and dangerous – the Gammon Bomb served as an improvised alternative primarily used to destroy parked aircraft or vehicles.



[h2]Mortain[/h2]

Mortain is a new map for Warfare and Offensive modes, due early next year. This map is based on the US defense of the French town of Mortain, which sits in a shallow valley – where the US rallied against German troops amid Operation Lüttich. The battle took place in August 1944, in Normandy, France.

Units from the 30th Division, including the 2nd Battalion, 120th Infantry, and two tank destroyer platoons, were dispatched to relieve the 1st Battalion, 18th Infantry. Their directive was to defend the town of Mortain, strategically utilising Hill 314 (also known as MontJoie) as a tactical defensive and overlook position.

During Operation Lüttich the town was destroyed, left in ruins with only a few buildings standing. The destroyed version of the town will be featured in the map.

Offering a plethora of notable locations – both historical and natural – Mortain features themes of contrasting areas throughout. Rock formations permeate the map alongside hilly areas of countryside and farmland.

[h3]Petite Chappelle Saint Michel[/h3]

Fight for control of the famous Petite Chappelle Saint Michel from Mortain. Set atop the steep inclines of Hill 314, we have accommodated on-foot infantry routes by providing ample surrounding natural woodland cover for players to ambush their enemies and opportunities to be able to use the natural terrain to their advantage. While the Armour units must forge a path through the dense forestry, or navigate the winding dirt roads leading up to this rural central Capture Point.



[h3]Hotel De La Poste[/h3]

Set in the beating heart of urban Mortain, fight over the iconic Hotel De La Poste. Infantry players must navigate the destruction of nearby shelled buildings, using rubble to their advantage amongst the devastation. Building defences at key locations can soon turn the tide of battle. Meanwhile, Armour squads have been provided routes to navigate the narrow streets of the town around the U.S’s last stand Capture Point.






Mortain is the first map built from the ground up after the departure of Black Matter. We wanted to take the principles of how Hell Let Loose maps are currently built, continuing to honour the core aspects of how the level and art is made, but also improve on them wherever possible.

We have updated Foliage, which allows us to create dense luscious forestry areas without performance impact. Stories, references and documents from the time have been thoroughly researched, to recreate historically accurate buildings where possible, and give Hell Let Loose players a glimpse at what war was like for the soldiers during that period. We look forward to talking more about these features, our process and sharing information about the development of the map as a whole soon.

The team is incredibly talented and dedicated. We’re always listening to player feedback, so we are incredibly excited to get it in front of players when the time is right. But for now, please enjoy these images that give a preview of what you can expect from Mortain, and we look forward to being able to share, test, and play it with you all in 2024

- Ryan Thomason-Jones, Senior Environment Artist


Thank you for your continued support, we look forward to seeing you next year! Have a wonderful Holidays and New Year. There's much more to share in 2024!

Patch 14.6 is Live! Full Changelog Inside

Hey everyone,

Patch 14.6 is now live! This update focuses on bug fixing and refining gameplay, with the addition of two night map variants: Stalingrad and Kharkov.

We’ve also made improvements to vaulting, and addressed some of the rain issues on Purple Heart Lane — we’re looking to fully resolve this in 14.7. Please see full details in the changelog below.

[h3]Night Maps[/h3]

We’re continuing to implement more night variants with this update, to offer a variety of experiences for each map. In the weeks ahead, we’ll be giving you a first look at an entirely new map and tanks for Warfare and Offensive.

Kharkov Night | Wide open snow-covered fields illuminated only by the moon and flames


Stalingrad Night | A derelict battlefield permeated with destruction


[h3]Red Skies DLC - Soviet Airborne Uniform [/h3]

The largest Soviet airborne operation of World War II took place during fighting around Vyazma in January and February 1942. German forces were partially surrounded, and the Soviet command developed a plan to cut them off. For nine days, more than 7,300 paratroopers were dropped under adverse weather conditions. The operation was a disaster, with the majority of airborne troopers becoming surrounded themselves. The depleted survivors fought their way out during the next several months.

After the Dnieper operation, there were further small-scale missions; however, the airborne forces continued fighting primarily in an infantry role. Airborne soldiers were dropped in actions against Japan in 1945 as well. In that theater of operations, their missions were largely to secure territory rather than take it from the enemy.





[h2]Patch 14.6 Changelog[/h2]

[h3]Night Map Variants[/h3]

  • [Added] Kharkov Night
  • [Added] Stalingrad Night


[h3]New Paid DLC[/h3]

  • [Added] Red Skies (The Soviet Airborne uniform)


[h3]Vaulting Improvements[/h3]

  • [Changed] It was found that a previous vaulting bug fix had inadvertently introduced opportunities for the server and client to become de-synchronised, during vaulting under certain network conditions. This would sometimes cause vault initialisation to fail, leading to unwanted behavior. This fix was reworked to solve the issue while maintaining the synchronisation of the client and server.


[h3]General[/h3]

  • [Fixed] Undefined splash VFX where the raindrops
  • - Please be aware this does cause an issue wherein rain will not appear on Xbox consoles and will also not appear on shadow settings below “Epic” on PC due to legacy issues with the setup of Rain, we’re planning to have this fixed in the next update as a high priority
  • [Changed] Visual Rain effects were previously broken on Xbox Series consoles, we have had to disable the rain for now on Xbox Series consoles however are looking into these rendering issues as a priority
  • [Fixed] The options changed in the 'Audio' tab do not persist after closing and reopening the game
  • [Fixed] "Gameplay" and "Control" options don't persist when relaunching the title
  • [Fixed] When destroyed, AT Guns produce no explosion VFX
  • [Fixed] Explosions VFX will move several meters away from their location when a rebase is triggered in the game world
  • [Fixed] The 'drystone wall' asset used throughout French maps has collision in places that look passable without having to vault over the wall
  • [Fixed] The Churchill MkIII bounces on its wheels when the player enters and exits the pause menu
  • [Fixed] Hovering over the block button in the scoreboard displays a placeholder texture
  • [Fixed] The MK-II Helmet is clipping with the headphones of the support class
  • [Fixed] Joining every time in a new server will trigger a functionality issue for the VOIP
  • [Added] The user can now skip the boot flow


[h3]Kursk[/h3]

  • [Fixed] [C3] A large log pile asset will cull at an observable distance
  • [Fixed] [F4] Wooden Bridge over a trench has a blocking volume, not allowing a player to cross


[h3]Driel[/h3]

  • [Fixed] [G4] Standing in sector G4 causes performance issues


[h3]Purple Heart Lane[/h3]

  • [Fixed] The raindrops look unnatural
  • - Noted on Xbox the rain droplets will not appear, this is due to underlying rendering issues which we’re looking to resolve as soon as possible
  • [Fixed] Distant water reflections on PHL are displaying major corruption
  • [Aware Of] Missing procedural grass due to terrain materials not rebuilding
    * - We’re aware of an issue on Purple Heart Lane from the previous update wherein grass is not appearing correctly, we’re looking to resolve this as soon as possible.


[h3]Foy[/h3]

  • [Aware Of] Missing procedural grass due to terrain materials not rebuilding
  • - We’re aware of an issue on Foy from the previous update wherein grass is not appearing correctly, we’re looking to resolve this as soon as possible.


[h3]Kharkov[/h3]

  • [Fixed] [F1] Multiple assets are misaligned
  • [Fixed] Soviet side artillery guns are misaligned with the terrain, with the leftmost gun trapping the player once entered
  • [Fixed] A specific yellow house asset has draw distance issues from 20m

PTE Skirmish Mode | El Alamein & Driel Bridge - live for 24hrs!

Hey everyone,

Public Testing for our new Skirmish Mode variations is now live for 24 hours on the Hell Let Loose (Public Testing) Steam App!

A huge thank you to all of you who participated in our first PTE for Skirmish. We appreciate the time taken to share feedback; the insights into your experience have been instrumental in helping us tweak and improve gameplay, and we’re working hard to remedy the issues.

We’d like to take this opportunity to reinforce that Skirmish is optional – this mode offers a shorter gameplay experience for players looking to learn the mechanics and immediately throw themselves into the action.

If you missed last week’s PTE, you can read about Skirmish, for a full explanation of what the new mode entails: [Click here]

[h2]El Alamein Changes [/h2]

We’ve redesigned El Alamein to deliver an improved gameplay experience that accommodates Skirmish. Map visuals and layout have been enhanced and improved – bringing graphical consistency to the level with an overall colour and tone pass. We’ve transformed the roads to increase visual quality; populated many open, empty areas; and new military posts have been set up across the map. Please see the full list of adjustments and improvements in the changelog below.


The roads in El Alamein have had a major overhaul to increase the visual quality

The Oasis location has been extended and now includes two towns connected by a bridge that overlooks it


[h2]New Skirmish Mode variations[/h2]

This PTE includes two new variations of Skirmish Mode that we have been developing named Phased and Majority.

Both these variations play out quite differently compared to Foy and Kharkov Skirmish which involved both teams fighting for control over a single Capture Point.

[h2]What is Phased Skirmish?[/h2]

Phased Skirmish is based on two or more phases during a match with one team attacking and the other defending. Each phase can include several Capture Points that must be captured by the attacking team to progress to the next phase. The Defending team always has initial control over the sectors with pre-placed garrisons to support their defensive tactics.

[h3]Win Conditions:[/h3]

  • The attacking team must capture all Capture Points in each phase
  • Defending team must prevent the attacking team from capturing all the Capture Points


El-Alamein and Driel Bridge are our two Phased Skirmish maps



[h3]El-Alamein - Phased Skirmish[/h3]

  • German Africa Corps are the defenders, British Eighth Army are the attackers
  • Map orientation is east to west
  • The match is structured around two phases, with Capture Points located in the middle sectors of the map
  • Only the territory in the middle sectors can change hands by gaining control of the relevant Capture Point(s)
  • Only the hard capture radius is active


[h3]Driel Bridge - Phased Skirmish[/h3]

  • Germany are the defending team, Great Britain are the attacking team
  • Map orientation is north to south
  • The match is structured around three phases, with Capture Points located in key sectors around the bridge
  • Similar to offensive mode, the attacking team can gain control over the majority of the map sectors except for the HQ sectors
  • Only the hard capture radius is active


[h2]What is Majority Skirmish?[/h2]

Majority Skirmish is based on both teams fighting for majority control over several Capture Points. All Capture Points are unlocked and can be captured and retaken at any time throughout the match. When the match ends, the team with the majority control over the Capture Points wins!

[h3]Win Condition:[/h3]

  • Capture and hold the majority of Capture Points when the match ends



Driel (non-bridge version) is our Majority Skirmish map

[h3]Driel - Majority Skirmish[/h3]

  • Germany and Great Britain teams are fighting for majority control over all of the Capture Points
  • Map orientation is north to south
  • Only the territory in the middle sectors can change hands by gaining control of the relevant Capture Point(s)
  • Soft capture and hard capture radius are active



[h2]Why are there two Driel Skirmish maps in the PTE?[/h2]

We wanted to try out two different versions, one that focuses on the bridge and one that doesn't.

We also wanted to see what different variations of Skirmish mode the Driel map could support and test both versions in the PTE to see what our community thought about each one and whether or not players prefer one more over the other.

Many of the rules and details from the Foy and Kharkov Skirmish still apply, such as…

  • 40 minutes match duration
  • Limited armour and recon squads
  • New Forward Position
  • Smaller map size



[h2]Further info:[/h2]

  • Match duration is 40 minutes with 3 min warmup
  • Skirmish mode takes place on a smaller map. Playable space is 1.4km x 1.12km (10x8 Skirmish grid)
  • Sectors and grid sizes are also smaller to reflect the new map size
  • Grid square is 140 compared to 200 in Warfare
  • Skirmish mode features a new type of garrison called the Forward Position. Forward Positions have a distance rule of 140 meters from each other. The radius is visually shown on the tactical map
  • For Driel Majority Skirmish, We show on the tactical map the soft capture i.e. 2x2 grid square where the Capture Points reside




[h2]Updates & Changes in El Alamein[/h2]

  • Currently, the tactical map has not been updated
  • Some performance issues on the El Alamein level have been highlighted. We are currently doing a full level pass where we are tackling assets that are not performant and reducing the draw calls of smaller assets to increase the frame rate of the level for release
  • New HQ locations for Skirmish mode
  • New Capture Point locations for Skirmish mode
  • Populated open and empty areas with trenches, buildings, and military outposts to provide more cover and improve the overall flow of the map
  • The map visuals and layout have been enhanced and improved, with an overall colour and tone pass to bring visual consistency to the level
  • The roads in El Alamein have had a major overhaul to increase the visual quality
  • The Oasis location has been extended and now includes two towns connected by a bridge that overlooks the Oasis
  • A large number of exposed empty areas have been populated with winding canyons that provide more cover for infantry and visual interest
  • Various capture points now have new themes and storytelling added
  • New mine tunnels have been fully implemented into the map, creating alternative paths and refuge areas for infantry spawns
  • New military posts have been set up across the map
  • Trench visuals have been improved and redressed in multiple locations around the map.
  • Added a variety of trees and vegetation
  • Heavy optimisation of the level has been implemented and is currently an ongoing task.


[h2]Updates & Changes in Driel[/h2]

  • Currently, the tactical map has not been updated
  • New HQ locations for Skirmish mode
  • New Capture Point locations for Skirmish mode


[h2]Other Updates and changes[/h2]

Based on the 30th November PTE feedback we have made a temporary improvement change and reduced the opacity of the Forward Position radius in the tactical map



[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 PC, we encourage everyone to take part to be able to share feedback.

[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!

[h2]How to Take Part[/h2]

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_29vdE2wkFIXThwvGavPYX8LIbRMtn3WncW9OkpUNUcwUVNESVkxREc3VFlVQU9TWDZMMUU1NC4u


Share Bug Reports: https://forms.office.com/pages/responsepage.aspx?id=dzO7_29vdE2wkFIXThwvGavPYX8LIbRMtn3WncW9OkpUNlpORllYSk8wWkhQT0pHNlRETkRTUFFZNC4u


[h3]Please note:[/h3]

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 exp and your progress will not be carried over to the live game.

Public Testing for Skirmish Mode is live for 24hrs!

Hey everyone,

Public Testing for Skirmish Mode is now live for 24 hours over on the Hell Let Loose (Public Testing) Steam App!

The Skirmish Game Mode will be coming early next year and we want to make sure we’re able to get feedback from players as soon as possible to action your thoughts and opinions!

This PTE will be played on Foy and Kharkov.

[h2]What is Skirmish Mode?[/h2]

Skirmish is a gateway experience for new players of Hell Let Loose! This game mode allows players to get straight into the action and experience some of the core mechanics of Hell Let Loose with fewer moving parts.

This is a quicker 50vs50 experience for some of our core audience who want to hop in for a few games and immerse themselves in the battle immediately.

Players will still need to use tactics, strategy, and core tenets of success; communication and teamwork will bolster your chances of gaining victory.

Featuring a new type of Garrison - the Forward Position, each side will be limited to one Armour squad and one Recon squad; the Commander can only spawn in medium tanks and no artillery pieces will be placed on the map.

Both teams start with control over their half of the map while the middle sector is neutral with a single Capture Point. Both Teams must fight, attacking and then defending this single Capture Point. Only the middle section of the map and the single Capture Point can change hands. The team that controls the Capture Point, at the end of the game, is declared the winner.

Players within the active sector count towards the capturing power.

[h3]Win Conditions:[/h3]

  • Capture and hold the Capture Point.
  • Controlling the Capture Point after the time limit expires.


[h3]Further info:[/h3]

  • Match duration is 40 mins with 3 min warmup
  • Skirmish mode takes place on a smaller map. Playable space is 1.4km x 1.12km (10x8 Skirmish grid).
  • Sectors and grid sizes are also smaller to reflect the new map size.
  • Grid square is 140 compared to 200 of Warfare.
  • Skirmish mode features a new type of garrison called the Forward Position. Forward Positions have a distance rule of 140 meters from each other. The radius is visually shown on the tactical map.
  • For Foy and Kharkov Skirmish, We also visually show on the tactical map the soft capture i.e. 2x2 grid square where the Capture Point resides


[h3]Skirmish on Consoles[/h3]

Skirmish will be a selectable option from the main menu, it will not be included in the normal map rotation.

[h2]What Skirmish mode is not![/h2]

A replacement for Warfare or Offensive game modes. We remain focused on giving players an authentic Hell Let Loose experience with new large maps for Warfare and Offensive game modes going forward, but we’d like to offer a substitute for players who want to play a shorter mode.

It is not aimed at Hell Let Loose players who only play certain roles, for example, players who specialise in artillery, etc.

[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 PC, we encourage everyone to take part to be able to share feedback.

[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]Known Issues[/h3]

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

  • When calling in commander abilities or summoning vehicles, the chat message will not display the region name, simply being blank instead.
  • Redundant capture progress UI is present on all Skirmish maps.
  • The 'Skirmish' gamemode hint is missing
  • The 'Spawned on a Forward Position' hint is missing
  • HQ spawn hint mentions artillery guns in Skirmish mode.
  • Supply/Ammo Drop can be placed in out of bounds areas of Skirmish maps
  • The Foy tac-Map requires updating
  • The map key is placed over the US HQ Spawn 2 which interferes with trying to view and interact with that area of the map.
  • Listing for Foy Skirmish in the Enlist screen has placeholder name & thumbnail.
  • There is no road leaving US HQ 1 that joins the main battle theatre.


We will work on getting as many of these issues fixed prior to the launch of Skirmish Mode next year.

[h3]Your Feedback[/h3]

In today’s PTE, we’re looking to primarily get your feedback on the new game mode along with the following questions about the implementation of it:

  • Do you understand why we’re adding this game mode?
  • Did the points you were attacking make sense for the map you were in?
  • Does this game mode offer a good experience for both new and existing players?
  • Was the game length too short or too long?
  • Was armour too powerful or too dominant in the match?
  • Did you play Recon? If so did that role have a meaningful impact on the match?
  • How did the exclusion of Artillery impact the experience of this game mode?
  • Do you feel that the commander’s Bombing Run type ability is too powerful for this game mode?
  • Did you understand how to use Forward Positions?
  • What are your thoughts on showing the placement radius of the Forward Position in the tactical map?
  • Thoughts on showing the soft capture 2x2 grid squares on the tactical map?
  • Any general thoughts on tactical map locations


[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/e/Yw9M0v9Etk

Share Bug Reports: https://forms.office.com/e/P5jWYQTchx


[h3]Please note:[/h3]

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 exp and your progress will not be carried over to the live game.

Patch 14.5 Releases Today at 2pm GMT!

Hey everyone,

Back into the ruthless darkness of war!

We’re so excited to see you on the frontlines in Patch 14.5! Battle on the dusk time variant of El Alamein which requires you to adapt to new dynamics — dusk lighting conditions sees the map permeated with fog — paving the way for different approaches to becoming the victor, accompanied by new British & German sub-factions (The British Eighth Army and German Africa Corps)

This Patch hosts new content and focuses on enhancing your experience with an abundance of bug fixing and tweaks.

Patch 14.5 will be going live today and will begin rolling out across console and PC from 14:00pm GMT.

Please read on to find the changelog for today’s patch.

[previewyoutube][/previewyoutube]







A bridge too far, too dark. We’ve also implemented Driel Night.







Assert yourselves on the field with the new THOMPSON M1928A1 (North Africa) submachine gun, offering two drum & mag variants — and the SMLE No.1 Mk3 rifle.







If you’d prefer a more damaging influence, you can operate the Churchill Tank MK3.





The British Eighth Army & The German Africa Corps





DLC - Pea Dot Uniform (Aka The Erbsenmuster 44)




[h2]Public Testing Feedback[/h2]

Based on player feedback the team has been focusing on resolving some of the points raised during the PTE, including:

[h3]Churchill Mk3 Tank[/h3]

  • Feedback with regards to the audio mix
  • Armour values evaluated and updated
  • Turning speed evaluated and updated


[h3]Panther Tank[/h3]

  • Removed the Panther tank from El Alamein due to historical inaccuracy.


[h3]British Eighth Army and German Africa Corps Uniforms[/h3]

  • Comments regarding the “Waxy” look of the British uniforms
  • Validate the scale of the MK II helmet.
  • Change the texture of the current Luftwaffe belt buckle to be more historically accurate.


[h3]Pea Dot (Erbsenmuster 44) DLC[/h3]

  • Colour values to be looked at and updated based on feedback that the uniform looks faded.


[h2]Patch 14.5 Changelog[/h2]

[h3]Night Map Variants
[/h3]
  • [Added] El Alamein - Dusk Time (Historically Correct)
  • [Added] Driel Night


[h3]New Loading Screens[/h3]

We've implemented new load screens for all maps, across the menu, basic training, and practice range.

[h3]The Bren Bipod[/h3]

Following community feedback, the Bren now features bipod functionality.


[h3]FOV Changes[/h3]

[Changed] The FOV slider range has seen the following changes:

  • Previously - 90-120
  • Now - 60-120


This is to allow all players a wider range of FOV settings which can help prevent the “Fish Eye” effect seen on larger ultrawide and super ultrawide monitors, players should note that the default FOV setting is still 90 so if you wish to change this you will need to go into your settings menu.


[h3]British Forces Update Part 1:[/h3]

  • [Added] British Eighth Army
  • [Added] German Afrika Corps
  • [Added] SMLE No.1 Mk3 rifle
  • [Added] THOMPSON M1928A1 (North Africa) submachine gun
  • [Changed] Added a Bipod to the Bren
  • [Added] Churchill Tank MK3
  • [Changed] Loadouts between North Africa & Europe
  • [Changed] DAK Loadouts
  • [Added] British 8th Army Uniforms
  • [Added] British Helmets
  • [Added] German Desert Helmet
  • [Added] German Desert Cap


[h3]New Paid DLC[/h3]

  • [Added] Pea Dot Uniform (Aka The Erbsenmuster 44)




[h3]General Bug Fixes[/h3]

  • [Fixed] Sound effects for going prone or crouch are missing in both, 1st and 3rd person views
  • [Fixed] Players can experience voip not working when they change from one voice channel to another without letting the previous key go until they've swapped
  • [Fixed] Walking over dead / downed bodies causes water SFX to occur
  • [Fixed] Trench sandbag bullet collision is larger than the asset
  • [Fixed] Update 14 maps have a placeholder name when viewed through a server browser
  • [Fixed] VOIP keybindings do not work after completing a match
  • [Fixed] Lee-Enfield Jungle Carbine has no sound haptics when reloading
  • [Fixed] Second loadout of the Tank Commander role can be usable from the level 1
  • [Fixed] Lee-Enfield No.4 Mk 1 has considerable weapon sway that impairs crosshair visibility.
  • [Fixed] Constant low bandwidth causes the title to display the EULA and reset the user's settings data.
  • [Fixed] User is softlocked in deploy screen after being kicked from a unit
  • [Fixed] The Field of View setting does not accurately reflect the actual field of view when playing in Ultrawide, leading to fisheyeing at high FoV or on extremely wide screens
  • [Fixed] "Missing string table entry" prompt appears when players below career lv30 attempt to choose Commander role
  • [Fixed] When spawning players, garrisons can ignore collisions of nearby objects, including itself, in extreme cases even the terrain.
  • [Fixed] Panzer 4 reload audio is longer than the reload animation
  • [Fixed] Focus is lost from the "Leave Unit" prompt when the player is kicked
  • [Fixed] Unexpected viewpoint in Recon tank Gunner seat - no reticule / scope overlay present
  • [Fixed] Following a crash, Barracks/Cosmetic settings are reset to default.
  • [Fixed] The user is able to initiate the vault off edges of various assets
  • [Fixed] If the user dives to prone into a blocking volume while trying to climb up, there is a chance that they will start to float up into the air client side.


[h3]Carentan[/h3]

  • [Fixed] [J6] [J7] [J8] Missing texture at sewer entrance in multiple sectors


[h3]Driel[/h3]

  • [Fixed] Wooden plank asset doesn't have any collision with the player or bullet collision
  • [Fixed] [F2] The wall presents multiple visual issues in sector F2
  • [Fixed] Warfare warm-up wall is changing the intensity of the color
  • [Fixed] [F5] Misaligned texture in F5 on Driel Map
  • [Fixed] Covered tires present no bullet collision
  • [Fixed] [F2] [F9] Multiple grass assets are floating above the ground
  • [Fixed] [E10] There's a house that presents LoD issues with shadows starting at 25m
  • [Fixed] Multiple sandbag assets have wood SFX/PFX
  • [Fixed] [C10] Player is floating when walking above the fence in sector C10 on Driel map
  • [Fixed] [TPP] Barrel asset presents extended collision
  • [Fixed] Windshields of the aircraft present bullet collision issue
  • [Fixed] Flickering texture while using binoculars in sector G1 on Driel Map
  • [Fixed] H5 Covered Artillery have Flickering texture effect in sector H5
  • [Fixed] Some covered pallets and a barrel have shadow LoD issues
  • [Fixed] A tree stump is missing bullet collision
  • [Fixed] Ceramic pots have metal PFX and SFX
  • [Fixed] Metal boxes from trenches have wood PFX and SFX
  • [Fixed] [D2] Wooden grenade boxes have stone SFX and PFX
  • [Fixed] [D5] Longboats present LOD issues


[h3]El Alamein[/h3]

  • [Fixed] Wheelbarrow has no bullet collision
  • [Fixed] Leaf piles are out of place on a Desert map


[h3]Kharkov[/h3]

  • [Fixed] Rarely, the Player is spawned under the map on the enemy territory


[h3]Sainte-Mère-Église[/h3]

  • [Fixed] [D5] A wooden water trough is floating above the ground
  • [Fixed] [B8] A couple of apples are misaligned with the ground and appear as floating
  • [Fixed] [E5] A pipe is clipping through a barrel
  • [Fixed] [D8] Player spawned on an Outpost in an out of bounds area and got stuck


[h3]Sainte-Marie-du-Mont
[/h3]
  • [Fixed] [H8] Bullet Collision is missing on a specific tomb asset inside the church
  • [Fixed] [G8] Light effect is too bright inside a house model