1. Hell Let Loose
  2. News

Hell Let Loose News

Mortain Map | Deepdive Video

Update 15 deploys a fresh experience to Hell Let Loose with Mortain, a new map for all modes! Created and refined with help from the community, Mortain 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.

During Operation Lüttich the town was destroyed, left in ruins with only a few buildings standing – which features in Mortain.

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.

[previewyoutube][/previewyoutube]

[h3]Update 15 releases April 25th for Hell Let Loose on Steam.[/h3]

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

Community Event: Mission Minefield

"We built a f***ing minefield in Hell Let Loose" - SoulSniper, 2024

Created by our War Correspondent SoulSniper, Mission Minefield will transform an innocent wheatfield into a truly terrifying and explosive minefield.

On May 25th from 8pm EST - 10pm EST squads will compete against each other in Mission Minefield, to see which squad can get the most soldiers through to the other side in one piece.

Squad Leaders will have to navigate the minefield without knowing where the mines are, and use move markers on the map to direct each member like pawns on a board game - what could go wrong?

Sign up to participate here: https://dyno.gg/form/7f775d6e *

Check out the event preview video here: [previewyoutube][/previewyoutube]

And may the best squad win.

*please note this link will require you to sign up via Discord

PTE Update 15 | Live For Testing!

Update 15.0 PTE




Hello everyone,

And welcome to the Update 15.0 PTE, this PTE will be 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.

[h2]Update 15.0 Content:[/h2]

  • New Map: Mortain - Warfare, Offensive & Control Skirmish (featuring day, dusk and overcast/rain variants)
  • Map Updates: Sainte-Marie-du-Mont (with new night, dusk and overcast/rain variants)
  • New Control Skirmish: Sainte-Marie-du-Mont (featuring day, night and overcast/rain variants)
  • New Front End: Mortain Theme



[h2]Server rotation:[/h2]

  • Mortain Warfare - Day
  • Mortain - Control Skirmish - Overcast/Rain
  • SMDM - Warfare - Night
  • SMDM - Control Skirmish - Rain


[h2]Mortain - Environment Art Updates[/h2]

Mortain has been a labour of love for the Environment Art team for some time. The reception during the previous PTE and the feedback following it has had a profound and positive effect on the map’s development. I would like to extend sincere thanks from us all, for the community rallying behind us as a development team and putting your faith in us to deliver a map that players want to play.

As mentioned in a previous dev briefing, focusing on your feedback from the last PTE, we have made significant changes within the town adding numerous enterable buildings to aid players in urban combat. Alongside this, we have introduced new structures within destroyed buildings, to offer new verticality and sight lines across Mortain’s town.

We have continued to take steps in optimizing the map and with great support from Technical Art, various changes across meshes, textures and shaders have been made to increase framerates on both PC and console.

During the last PTE, grass, hedge, and wheat culling happened much too early on. We have increased the draw distance of all foliage significantly, which should help to aid players hiding in tall grass and foliage. Due to the sheer performance impact of rendering thousands of blades of grass 300+ metres away, there may still be areas where at long distances foliage does not render as expected, but we are approaching this issue as a high priority and you should notice a significant improvement over the last PTE.

You may notice when playing Mortain, that upon aiming down sights, there can at times be a sudden change between LODs and shadows close to your camera. This is a known issue that is unfortunately visible across every Hell Let Loose map, but due to Mortain’s lighting being particularly bright with strong shadows, it’s much more apparent. We are actively investigating ways to combat this, however this is a long standing issue in the game and is tied to how LODs are handled at different FOVs. Although this issue won’t be fixed for the PTE, we hope that this doesn’t impact your experience of Mortain negatively.

I would like to extend a personal thank you to the QA and Community teams who diligently helped filter through feedback and helped give the Environment Art team and Level Design team a much clearer picture of how we can polish Mortain for this PTE. Although this isn’t the official release of Mortain, we are confident through their efforts and ours, that this version of Mortain will be an experience you enjoy and we can’t wait to hear your feedback both positive and constructive.

Ryan Thomason-Jones, Senior Environment Artist - Expression Games




[h2]Mortain - Front End Updates[/h2]

To celebrate this PTE and release of Mortain, we have updated the main menu environment for the game to include a scene from one of the main streets in the town. With this being the first new map since Black Matter departed, we wanted to do something special with the theming, so decided to make the world black and white reminiscent of films and pictures from the past.

The new environment is significantly lighter than the previous scene performance wise, so console players in particular should find that the scene runs much smoother, and assets load in quicker on full release.

Adding to the wartime footage aesthetic, post process effects such as static and scanlines were added, along side some fantastic work from the audio team, who adapted the Hell Let Loose music to sound as though it was playing through a gramophone.

Although our primary objective is to make engaging and beautiful in-game maps, we hope that the next time you boot up Hell Let Loose, you immediately feel immersed and it adds to your experience of the game.

Ryan Thomason-Jones, Senior Environment Artist - Expression Games




[h2]Mortain Level Design - Updates[/h2]

First of all, I would like to express my gratitude to every player who took part in the previous Mortain PTE and provided feedback on the map. The Level Design team has taken the time to read every comment provided.

What was a clear takeaway from this is that the town of Mortain lacks a sufficient amount of enterable buildings. Having assessed the layout of the town, and taking into account optimization factors as well as sight lines, we have added more than 40 new enterable buildings, not just in the town, but across the entire map:

  • More enterable buildings in the town around the Hotel De La Poste capture point
  • The building at Les Aubrils Farm has been opened up
  • Several buildings around Le Ferme Du Deschamps have also been opened up
  • Other main design changes since the last PTE:
  • The capture point “Le Hermitage Farm'' has been renamed to “Les Aubrils Farm” - this is a more thematic name for the region that we have captured
  • The capture point “Farm of Bonvoisin” has been renamed to “Le Ferme Du Deschamps” - this is a more thematic name for the region that we have captured
  • The capture point Southern Approach has received a cover pass


In addition, the Level Design and Environment Art team have been working on adding upper floors to the ruined buildings in the town. This creates additional opportunities and strategies for players to utilize the buildings more efficiently.

Carl Rutter, Senior Level Designer - Expression Games




[h2]Mortain - Control Skirmish[/h2]

Mortain is our first original Control Skirmish Mode and therefore the first map developed in tandem with the Warfare and Offensive game modes.

For the Control Skirmish mode of Mortain, we decided on making the La Petite Chapelle Saint-Michel the active capture point to fight over. Not only does this sit well within the centre of the map to provide a balanced experience for both forces, but we also feel that it is the strongest capture point in tone and theme.

Mortain has the same rules as the other Control Skirmish maps, with 2 transport trucks, a medium tank and 2 sets of pre-placed nodes per force that allow players to jump straight into the action.

Carl Rutter, Senior Level Designer - Expression Games


[h2]Mortain - Southern Approach[/h2]

Thanks to the feedback provided by various community members, time was taken to adjust and iterate on the Southern Approach capture point. The focus of this was to address the lack of clarity on what was being fought over, along with a general lack of cover.

To tackle this, we increased the overall defences in the area to help sell the ‘defence in depth’ theme of the capture point, along with adjusting the location and size of the hard capture area itself. These defensive improvements consisted of an increase to the trenches in the area, a pillbox, a supporting barbed wire ring around the point and the narrative addition of a fight already taking place here between armour units.

Kienan Southern, Junior Level Designer - Expression Games


[h2]Sainte-Marie-du-Mont - Map Update[/h2]

To coincide with the release of a Control Skirmish mode for Sainte-Marie-du-Mont, we looked into issues commonly brought up about the map as a whole across various community forums. Keeping in mind that the map is a fan favourite we chose to focus solely on the most impactful changes, those being to address the lack of enterable areas within the town and the inaccessible Brécourt Manor courtyard.

To this end, a lot of time was put into opening up new routes and buildings within the town centre. Opening these areas should allow for a more 360-degree approach to the capture point, reducing bottlenecks for players moving towards the church and providing more safe havens for outposts and defensive/aggressive garrisons.

The addition of new enterable buildings also allows for more close-quarter gunfights, as well as vantage points for machine gunners to aid their squad's approach through the streets.

Kienan Southern, Junior Level Designer - Expression Games





[h2]Sainte-Marie-du-Mont - Control Skirmish[/h2]

The set-up for this Control Skirmish mode is focused around the Cattlesheds capture point from Warfare and Offensive, allowing us to capture a nice balance of spaces that should make both infantry and vehicle combat intense.

The bocages surrounding the Cattlesheds provide cover and routes into the capture point and the space within it provides engineers ample opportunity to bolster your team’s defences.

For tanks, the nearby open fields afford the space to bombard the opposition from a distance, or to act as support for the infantry pushing the objective.

Kienan Southern, Junior Level Designer - Expression Games




[h2]Work In Progress[/h2]

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.

[h2]Known Issues[/h2]

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

  • [Mortain] The tactical map does not match the visual representation of most areas in-game.
  • [Mortain] Collision issue when attempting to enter certain houses while crouched/prone.
  • [SMDM] [15.0] Numerous parachutes are scattered around the north of the map with incorrect positioning.
  • [Mortain] Aiming down sights can cause jarring shadow and LOD changes.


[h2]Streaming & Recording PTE Sessions[/h2]

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.

[h2]Feedback Questions[/h2]

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/e/kf9f2e6cRY

Share Bug Reports: https://forms.office.com/e/d12qrUXEqz


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.

Patch 14.8 Hotfix | Now Live!

Hello everyone,

We've just deployed a hotfix to address some issues that surfaced with Patch 14.8. Please see the changelog below.

We're continuing to work on Update 15, and are currently looking at scheduling in Mortain PTE 2.

We'll share more news on that next week! Thank you for your continued feedback and support.

[h2]Patch 14.8 Hotfix Changelog[/h2]

[h3]General[/h3]

  • [Fixed] Restarting the game will reset the progression of achievements on XBS
  • [Fixed] [Offensive] The Commander can't select the first row to spawn vehicles
  • [Fixed] [RCon] All Skirmish variants are shown in the Admin Log as "Warfare"
  • [Fixed] [Achievements] The "Rule Breaker" achievement unlocks also with Infantry/Recon full squad
  • [Fixed] [PS5] [Skirmish] Won Skirmish matches are incremented 4 times than the default amount for all relevant Skirmish Achievements on PS5
  • [Fixed] The AT-Gun of the British Forces cannot be destroyed by tank or anti tank rounds.


See you on the frontlines. o7

British Forces Rework Part 2 - Now Live! | Dev Brief #199

Hello everyone,

Patch 14.8 – British Forces Rework Part 2 and the launch of Skirmish, is now live on all platforms.

This update completes the British rework phase of development. We decided to expand on the initial release of the British forces last year following a swath of valuable feedback. After two content updates comprising overhauls, we feel confident in the enhancements and improvements to transform this portion of the game. Thank you for your assistance in helping us accomplish this!



We’ve also implemented a new game mode, Control Skirmish. Based on feedback from previous PTEs, we’ve focused on refining our ‘seeding’ (rebranded to Control) game mode which originally featured on Foy and Kharkov.

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.

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, attack and then defend this single capture point. Only the middle section of the map and the single capture point can change hands. At the end of the game, the team that controls the capture point is declared the winner.

To support this, there will be dedicated servers on PC, running these Skirmish maps, 24/7, so they’re always available for you to join.

  • HLL Official - Europe #16 > HLL Official Skirmish - Europe #01
  • HLL Official - US East #12 > HLL Official Skirmish - US East #01
  • HLL Official - Asia #16 > HLL Official Skirmish - Asia #01


[h2]El-Alamein - Map Refresh & Oasis - Control Skirmish[/h2]



When analysing the previous iteration of El Alamein, the map’s desolate landscape stood out as an area for improvement. Building placement has increased substantially to over 300%, whereas rocks have increased ~33%. We also recognised that many vehicle routes failed to connect throughout the map, featuring frequent dead ends – frustrating armour units. El Alamein was famous for its tank battles, and we’ve made changes to improve and add complete routes.

We’ve also worked on the HQs and capture points to improve balance and gameplay.

We’ve redesigned El Alamein to deliver an improved gameplay experience that also 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.



El Alamein has undergone a remarkable transformation, thanks to the hard work of the Environment Art team aiming to update the map making it feel refreshing and engaging. We recognised the frustrations and disappointments expressed by the player base regarding the previous state of El Alamein. Therefore, we dove into the level, eliminated dull open dead spaces, and elevated its overall appeal. The revamped version features many enhancements, including large and small canyons, new trench areas, revitalized town sections, abundant cover to thwart pesky snipers, an expanded oasis, and a newly incorporated town.

Additionally, lush foliage now adorns the entire map, enriching it with vibrant hues alongside the exciting new additions of ruins. But, for us, the most exciting new addition is the mines! You can move across the map through cool tunnels giving new routes and opportunities for gameplay across the map. We've listened to your feedback, and we hope you enjoy these improvements - welcome to the new and improved El Alamein.

Jack McFarland, Environment Artist - Expression Games




The Technical Art team have been working on steadily addressing the performance issues throughout Hell Let Loose. Some of these issues that stand out have been cataloguing and optimising excessive texture sizes, addressing missing VFX LODs, reducing excessive mesh densities and ensuring LODs are drawing at more performant distances.

The recent art refresh brought along a welcome facelift to El Alamein and with it some challenges for the Technical Art team. Working closely with the artists to ensure their vision was not compromised while keeping performance within acceptable limits. A lot of this was down to addressing the many new assets that had been added (adding to a strain on the CPU). This meant merging most assets as Hierarchical Instanced Static Meshes (HISM is an instancing method that allows for better memory performance and supports LODs with good asset culling which results in better rendering performance). When doing this pass we asked the artists to approach it with small to medium-sized HISM merges as we were mindful when reducing the draw calls on the CPU not to overburden the strain on the GPU.

In addition to this, we also addressed issues where there were excessive triangles on some assets (e.g. aircraft hangers) and proposed a much more efficient way to build them.

We addressed some VFX issues whereby some particles would continue to render beyond the point that they were visible to the player. An optimisation pass was implemented on the character driven VFX of dust/mud kick-up, we created LODs and set them to cull at a distance that was more performant and not noticeable by the player.

When looking at specific issues around frame drops, it was discovered that burning or damaged vehicles had a particle light with an excessive radius attached to the effect. This was drawing several times adding to light complexity and this has since been removed.

As well as optimising, we have been looking at improving the look of the fire VFX and adding some more atmospheric dust based effects to El Alamein.

There is also ongoing R&D into some new weather VFX coming to HLL which we can talk about in more detail in the coming briefings.

Technical Art Team - Expression Games




With Oasis being the central Capture Point on the map, it sits right in the heart of our talented Environment Art’s piece of map refresh work, so we decided to make that the centre of attention for Skirmish - Control Mode. The mixture of high, open elevation juxtaposed with the ruined compounds provide an interesting battle ahead which should cater to most playstyles.

Carl Rutter - Senior Level Designer, Expression Games


[h2]Driel - Map Updates & Underpass - Control Skirmish[/h2]



With Control Skirmish’s focus on a single Capture Point, we wanted to utilise an area of the map that catered to multiple playstyles, with a myriad of approaches to gain control of the area.

To accomplish this, we created a custom Capture Point just north of the traditional “South Railway” objective in Warfare and Offensive, allowing players to fight over the “Underpass”. To enhance this area we placed additional train cars to block overly long sightlines straight down the railway tracks, as well as increasing the foliage and defensive structures along the embankments and surrounding the underpass itself.

Kienan Southern - Junior Level Designer, Expression Games






[h2]Red Devils [Paid][/h2]

The British Airborne played a pivotal role in Operation Market Garden, with Driel being one of the locations involved.



The plan employed all three Allied airborne divisions. The British incurred the hardest task of all – their directive was to capture the integral bridge over the Lower Rhine at Arnhem; the most distant objective from the Allied front line. Around 35,000 Allied parachute and glider troops were deployed to the operation.

The Red Devils DLC is playable in all recon and infantry squad roles.

[h2]Polish Parachute Brigade [Paid][/h2]

Polish Paratroopers played a key role for the Allied forces in Market Garden. Held responsible for the failure of Operation Market Garden, Major-General Stanislaw Sosabowski was used as a scapegoat to blame for the Battle of Arnhem fiasco.

Only the inhabitants of Driel recognised the devastating struggle the Polish army troops endured; suffering heavy losses through unfavourable circumstances and poor planning by the British High Command. They see the Polish soldiers as their liberators, with General Stanislaw Sosabowski at their head.

The Polish Parachute Brigade DLC is playable in all recon and infantry squad roles.



With Black Matter’s inclusion of the Driel map into the game we did extensive historical research into this part of Market Garden (the Allied operation in Holland in 1944). One of our key findings was the role of the Polish 1st Independent Parachute Brigade, part of the Allied airborne deployment, alongside the British 1st Airborne Division. In particular their actions at Driel and the bitter fighting and sacrifices made to aid in the British withdrawal from Arnhem. To honour the Polish involvement at Driel, we have included a new Polish paratrooper uniform and beret for players who wish to represent the Polish forces in this battle.

Matt White, Creative Director - Expression Games


[h2]Near Miss - British 8th Army [Free][/h2]



Created as a thank you for your support, especially over the past 12 months, the British Near Miss helmet references that trailer and the ensuing rework for the British forces.

[h2]New British Weapons and Armour[/h2]

As part of this rework of the British content, we have looked at what weapons the British forces would have been equipped with. With that in mind, we have introduced:
  • Sten Gun Mk V
  • No.4 Mk I Sniper
  • Thompson 1928A1
  • No.82 Gammon Bomb

These are more thematic reflective, representative of the weapons used in the theatres, and more authentic to some of the forces in the battle—for example, the Sten Mk V used by the British Airborne in Operation Market Garden.




We also looked at what vehicles and armour should be included in El Alamein and Driel. Part of this work was to include armour that is more reflective of the history and so for El Alamein we have included:

  • Crusader Mk III (Medium Tank)
  • M3 Stuart ‘Honey’ (Light Tank)




And for Driel we have included:

  • Churchill Mk VII (Heavy Tank)


Extra effort was made to include a second type of Churchill with the Mk VII to better reflect the variant of Churchill that would have been present in Western Europe in this point of the war.

Matt White, Creative Director - Expression Games


Having the opportunity to create iconic weapons and vehicles for Hell Let Loose is a
tremendous honour for myself and the team, and represents a very fun challenge in
the form of doing justice to the real-world look and history of said assets.

Maintaining historical accuracy is of paramount importance on a project like this,
everything from the exact model (and sometimes even sub-model) that would have
been used in that theatre at the time, the tools and equipment, and of course the
camo and markings all play into ensuring the asset is as accurate as possible whilst
also playing and feeling well in-game.

As these are the first new weapons and vehicles that Expression Games have added to the
game, we were particularly keen to ensure that these assets looked as awesome as
possible. Plenty of time was spent gathering reference images and combing through
videos to cover every angle, and even more time was dedicated to modelling and
texturing these assets to both look great and tell a story about the kind of conflict
they would have gone through.

I truly hope you have fun taking the M3 Stuart for a spin around the dunes of El Alamein, and land some nasty headshots using the new No.32 Scope for the No.4 Mk 1!

Daniel Midghall, Hard Surface Artist - Expression Games




[h2]No.82 Grenade (aka the ‘Gammon Bomb’)[/h2]



The No.82 Grenade (aka the ‘Gammon Bomb’) is a new and unique piece of equipment dropping into Allied loadouts on Driel for Patch 14.8.

This detonate-on-impact device can be a devastating ambushing weapon against enemy infantry and a useful tool for disabling and destroying enemy vehicles.

Due to its size, shape and weight, the throwing distance of the Gammon Bomb differs from other grenades in-game by having a shorter range. Players have the ability to underarm throw this grenade for the purpose of dropping it onto enemy positions from above, however, trying this at ground level may lead to… an unfortunate outcome.

The table below gives an idea of how the No.82 can damage or destroy different vehicle types.

Jack Jenkins, Game Designer - Expression Games




[h2]Patch 14.8 Changelog[/h2]

[h3]New Gamemode[/h3]

  • Skirmish


[h3]Updated maps:[/h3]

  • El Alamein Refresh
  • Driel Updates


[h3]New weapons:[/h3]

  • No.4 Mk I Sniper (6 mags)
  • Sten Gun Mk V (8 mags)
  • No.82 Grenade ‘Gammon Bomb’
  • Thompson 1928A1 Horizontal Grip Drum Mag (5 mags)
  • Thompson 1928A1 Horizontal Grip Stick Mag (8 mags)


[h3]New tanks:[/h3]

  • Churchill Mk VII (Heavy Tank)
  • Crusader Mk III (Medium Tank)
  • M3 Stuart ‘Honey’ (Light Tank)


[h3]DLC:[/h3]

  • British Airborne (Paid)
  • Polish Parachute Brigade (Paid)
  • Near Miss Helmets - British 8th Army (Free)


[h3]Gore filter:[/h3]

  • The gore filter has been introduced as requested by content creators from the player base


[h3]Bug Fixes:[/h3]

General:

  • [Fixed] Smoke grenades in the shadow of other objects appear to flicker with light and shadow
  • [Fixed] Performance issues on all maps are observed when firing the flamethrower
  • [Fixed] [TPP] Molotov's can be seen through smoke clouds
  • [Fixed] Breathing while sprinting audio can overlap itself
  • [Fixed] Sten Gun asset is positioned slightly too high when ADS-ing
  • [Fixed] After changing video settings and leaving the game the settings did not apply to the game
  • [Fixed] Loading in some specific maps will trigger a softlock - Rarely seen however a fix was found
  • [Fixed] Character model arms will flail wildly & unrealistically when quickly switching between loadout items
  • [Fixed] The top of the Churchill Mk III heavy tank has an area where there is no player or bullet collision
  • [Fixed] The Churchill Mk III has high armour instead of medium on its rear panel
  • [Fixed] The Lewis Gun has a capacity of 47 rounds rather than 97 and a different number of magazines for each British faction
  • [Fixed] Players can hide the satchel charge inside the Churchill Mk III tank
  • [Fixed] The Medic's armband is missing from the Khaki Drill uniform


Purple Heart Lane:

  • [Fixed] [PHL] Sky rain PFX are generally invisible & do not match the intensity of the rain effect on the ground
  • [Fixed] H1 Trees outside the playable area are brighter than others also low-quality bushes are present


Kharkov:

  • [Fixed] Some destroyed vehicles across the map present stone SFX and PFX
  • [Fixed] [F6] Burned house wrecks and snow assets are missing collision in sector F6


El Alamein:

  • [Fixed] [B6] Tank stops after colliding with the sand near the main road
  • [Fixed] [F7] [C3] Significant FPS drop in the sector when turning toward the landscape
  • [Fixed] El Alamein's colour scheme feels flat
  • [Fixed] Bullet collision is not present on canvas covered barrels and tires in multiple sectors
  • [Fixed] Vehicle outlines can be seen on the tactical map
  • [Fixed] Incorrect penetration value on wooden railings
  • [Fixed] [C6] The smoke in sector C6 presents LOD issues
  • [Fixed] Airfield Hangers - sandbag asset not rendering
  • [Fixed] Invisible bullet collision is present on the hangar's door
  • [Fixed] Uneven terrain can cause built items to glitch into the ground or sky
  • [Fixed] [I4] Floating Cart Asset located in sector I4
  • [Fixed] Infantry mines will partially clip through the rear floor of the aircraft hangers
  • [Fixed] H8 The cliff found in sector H8 presents misalignment issues
  • [Fixed] [A5] The cliff found in sector A5 is misaligned with the ground
  • [Fixed] H4 Wooden Pallets present draw distance issues
  • [Fixed] In multiple hangars the terrain is misaligned
  • [Fixed] [E3] Misaligned rock formation in sector E3
  • [Fixed] [B5] A pile of crate assets is floating on sector B5
  • [Fixed] A ripple effect is visible in a small radius around the player when driving on flat surfaces
  • [Fixed] [J6] Assets in this sector are missing textures, polygon faces or are very noticeably misplaced
  • [Fixed] [J5] Assets in this sector are missing textures, polygon faces or are very noticeably misplaced
  • [Fixed] [C9] Assets in this sector are missing textures, polygon faces or are very noticeably misplaced


Driel:

  • [Fixed] [A1] Windmil presents LOD issue
  • [Fixed] [G1] Black textures can be seen on some steps
  • [Fixed] [H9] A road is misaligned on sector H9


[h2]Free DLC for HLL Owners[/h2]

Hell Let Loose console & PC owners will receive the ‘Hell’ Pattern Trench Gun for free in Classified: France '44!



You are tasked with commanding an elite team of allied special operators in Nazi-occupied France wreaking havoc in the run-up to D-Day in an ambitious turn-based tactics game. Take on the might of Germany's war machine and launch daring raids in occupied territory.

Classified: France ‘44 releases March 5th on Steam and current-gen consoles.

No activation is needed, it will show in your inventory if you own HLL.

https://store.steampowered.com/app/2085370/Classified_France_44/