• Developer Briefing #60 - Marking & Non-Verbal Communication Update!

    Hey everyone,

    Welcome to Developer Briefing #60! This week we're sharing with you our new and improved marking and non-verbal comms system, coming to Hell Let Loose as part of Update 5 in February.

    To take you through this new addition we've got Lead Developer Max:

    Marking and Non-Verbal Comms

    We’re very excited to introduce you to the new marking and non-verbal communications system.

    It would be no understatement to say that this system (along with other HUD elements like the player names) have been some of the greatest design challenges facing us.

    Previously, the system has been hugely clunky and difficult to use. Select players had to pull out their binoculars in order to clunkily fire a very limited selection of marks to locations on the map - often needing to place it multiple times to make sure it lined up with the correct location. On top of this issue, the marks were poorly formatted and often highly obstructive - with lengthways text that obscured a lot of the sightline. Even worse, placing marks via the map was highly unintuitive and limited - with many icons doubling for other information (“the artillery mark is where their Garrison is!”).

    We stepped back and looked at the strict purpose of the system and broke down the flow of information into a wireframe. Essentially, in a game like Hell Let Loose the Commander (the top of the information network) relies on the lowest and most numerous roots of the network (the soldiers) to collect and collate information and feed it up the line to their Unit Officer. The Unit Officer then decides on the right information to feed up to the Commander.

    This system allows each Unit Officer to synthesise the information from their Unit, and allows the Commander to quickly see what each Unit is reporting back or requesting. Most importantly, it simplifies the flow of information so that the Commander isn’t needing to sift through all 49 players worth of information. Finally, the Commander can place their own marks that the entire team can see - giving a sense of direction to every level of the combat.

    With this hierarchy in mind, we set about deciding how much information each level of player could communicate.

    Unit Members

    Unit members will have the ability to quickly ping a target using MMB. Pressing it once will place an icon - allowing them to quickly draw attention to a specific location. Should the Officer wish to quickly know who placed the ping, they can look at his unit member list and see the icon beside their name.

    Pings only last a short amount of time, and are designed to quickly enable simple and fast communication in the unit. They’re not designed to totally remove the need to communicate, but to facilitate a quick way to notify your unit of impending threats or other issues.

    Unit Officers

    The Unit Officers have a broader array of communication functionality.

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    They can ping like their unit members by pressing MMB - which will place an Officer-specific mark for their unit members to see (to differentiate it from the rest of the unit).

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    However, unlike their unit members, the Officer can also hold MMB to open up a radial menu. The radial menu is designed to enable them to issue fast orders, mark suspected enemy Garrison or Outposts, enemy vehicles, enemy infantry or request support. We spent a lot of time balancing the functionality of the marks available with the need to not overburden the system with hundreds of hyper-specific marks.

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    In the same way that the Officer can place marks via the radial menu, the same marks can be placed quickly and easily straight onto the map via clicking RMB and selecting the desired mark from the dropdown. From there you can also quickly remove your marks by clicking them again.

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    Commander

    The Commander can place a ping in the same way that all other players can, enabling him to draw quick attention to specific locations for all Officers.

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    Like the Officer, the Commander can also hold MMB to open up a radial menu. The Commander has access to a different set of marks - specifically designed to allow them to quickly communicate specific locations to the Officers.

    The same marks can be placed quickly and easily straight onto the map via clicking RMB and selecting the desired mark from the dropdown. From there you can also quickly remove your marks by clicking them again.

    Please note that we will be keeping a close eye on the system, and expect that we’ll need to adjust times or priorities within the marker system pending community feedback.

    Please note that the pinging and marking system now work for the Tank Commander role in the Spotter position of all vehicles - giving this position a far more powerful influence.

    New Role and Spawn Icons

    If you’ve been playing or following Hell Let Loose for a while, you’ll know that the role icons and spawn icons are the resulting hangover from our Alpha - way back in early 2018. While they’ve done the job this far, the community has often pointed out serious legibility issues.

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    We’re huge fans of the history of iconography of World War Two and we’ve got several books worth of reference imagery. It had always been our intention to implement this into the game.

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    With that said, we’ve rolled out an update to all our role icons. Each one takes inspiration from the historical equivalent and then designed to achieve good legibility and fulfill it’s in-game role.

    Team Selection Screen

    As part of the gradual UI overhaul, the team selection screen has had some TLC. Our goal with all things related to Hell Let Loose is to bring it to a visual and functional quality that not only looks nice - but also helps to induct a new player into the game world.

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    This redesign will also allow us to add more functionality to this screen in the future.

    There’s More!

    This is not the end of the story for the non-verbal communications system, or for the HUD and UI upgrades. There have been many other changes not listed here that we expect you to discover once Update 5 releases - and we’re excited for your feedback.

    Over the coming months we’ll continue to refine all of these systems and UI and HUD elements. As developers, our goal is to work with you - the community - to make Hell Let Loose as good as we possibly can. We’re always on the forums, Reddit and Discord, and while we may not always reply - we’re always making note of all feedback before discussing and prioritising it internally.

    The Roadmap

    The sharp-eyed amongst you will notice that we listed some additional Commander orders to be releasing with Update 4, and that we were aiming to release Recon vehicles with the coming Update 5. We want to apologise to the community and let you know that both of these are currently underway, but we weren’t confident in releasing them at the time stated on the roadmap.

    To mark the start of this year, we sat down and went over our development plan for 2020 in order to line up the content to the best of our ability. We always aim to never renege on anything we put on our roadmap and so want to apologise for this slip in communication.

    To that end, just after Update 5 drops we’ll be updating and refreshing our roadmap to let you know the next large features to be coming to Hell Let Loose (did someone say new ballistics and animation systems?).

    2020 is going to be a huge year for us here at Black Matter and we’re really excited to have such a passionate community along for the ride. Tune in next week for a more detailed look at Purple Heart Lane and what you can expect to see in Update 5.

    Have your say!

    That wraps up this week's Developer Briefing!

    We'd love to hear what you think about this feature, both before it launches and when it arrives in game.

    As always your feedback, thoughts and comments are incredibly important and valued by the team.

    Will this tick the box for you? How will you make use of these on the frontline? Let us know!

    Have a great weekend everyone, see you on the frontline!

    :weinen: Jammert nicht! Steht auf und Kämpft! :soldat:

  • Developer Briefing #61 - Purple Heart Lane Tactical Map & History!

    Hey everyone,

    Welcome to Developer Briefing #61!

    Today we’re pleased to confirm that Update 5 will arrive on February 18th!

    As your deployment to Purple Heart Lane rapidly approaches the time has come to show you exactly where you’ll be fighting, as well as the history surrounding this infamous location.

    Before we delve into the tactical map let’s set the scene…

    The battle behind the location

    Dawn, Saturday morning, June 10th 1944.

    Lt. Col. Robert G. Cole ordered troops of the 502nd across the Douve in pitch darkness with I Company leading the attack. I Company was followed by G, H, and HQ company of the 3rd Battalion. The fierce defense set up by Colonel Von Der Heydte was marked by a “Belgian gate” on Bridge No. 4 with 3rd Battalion deployed in the flooded fields siding the N13 road where dry patches of land provided no cover for the Germans.

    The Germans had dug their heels into the wet soil with the intention to defend Carentan to the last man as Hitler had ordered the 6th FallschirmJäger Regiment to not let the city fall into enemy hands.

    The N13 was a hard, barren road embankment and provided no cover or opportunity to dig

    trenches or holes alike and consisted of four bridges:



    • Bridge No. 1 spanned the Jordan River
    • Bridge No. 2 spanned the Douve River.
    • Bridge No. 3 crossed a small stream known as Le Groult.
    • Bridge No. 4 leading into Carentan which crossed the Madeleine River.

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    By daylight the men of the 502nd were strewn along the N13 road with the Germans picking them off from both flanks. The Americans grew more frustrated and angrier with each passing hour. This led to the stretch of road above Carentan being given the name Purple Heart Lane.

    The battle dragged on, then on the night of June 10/11 two German Stuka Dive Bombers came down the road with strafing fire and dropping bombs on the men of the 502nd.

    This contributed to the heavy losses inflicted on the 502nd during the approach to Carentan and changed the tone of the confrontation. What this led to was savage, with little quarter given to any Germans attempting to surrender.

    Eventually, after squeezing men one at a time through the Belgian Gate at Bridge No.4 in the darkness of Sunday morning, June 11, 1944, the 3/502nd regrouped and prepared for a renewed offense in daylight...

    The Charge

    Before Lt. Col. Cole's now renowned bayonet charge, he stood in plain view of the hidden enemy, bellowing orders in his usual loud voice, deploying his troops.

    The USS Texas started its smoke barrage on the field which was followed by a whistle.

    Cole's charge and the men behind it secured the morning's objective, earning Cole a Medal of Honor. One German prisoner who had been on the receiving end of the charge told war correspondent Robert Reuben, "They charged like wild animals. They screamed and shouted when they charged into our fire. It was unbelievable!"

    A hard's day of fighting ensued in the Cabbage Patch which was captured by the 1st/502nd. Desperate fighting around the apple orchard beyond the Ingouf Farmhouse raged until midday, the Germans would not relent that easily.

    A brief truce to request a German capitulation and to collect wounded took place, followed by a furious resumption of the fighting.

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    In a desperate test of will, the German and American parachutist fought to a standstill all afternoon. This continued until Forward Observer St. Julien Rosemond of the 377 PFA Bn called for a barrage which almost landed on top of the American lines, breaking up the last German counter-attack of June 11 and bringing about the close of the assault.

    Casualties on both sides were heavy, the road to Carentan now open for the Allies…

    0.jpgYouTube™-Video: Purple Heart lane the road to Carentan.mpg
    Aufrufe: 1.787
    Purple Heart lane the road to Carentan. Told by D-day Historian Paul Woodadge Film:Ralph Peeters http://www.storiesbeyondthegraves.com

    A large amount of credit to the Tripwire user Lt. Stephenson who laid out the context and history of the location so wonderfully.

    Not just a map, but a battlefield

    Much like all our maps in Hell Let Loose, Purple Heart Lane is created to be as accurate as possible through the use of archive footage and aerial imagery from the time.

    This is your tactical map, study it and prepare for deployment:

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    This isn’t just a map that carries the location’s name, we’ve worked hard to recreate the battlefield in-game for you to experience.

    Now here’s the tac map side by side with actual aerial footage, showing how we’ve built the map to replicate the location.

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    That wraps up this week’s developer briefing! Purple Heart Lane, two Jumbo tank variants and more will be arriving in Update 5 on February 18th.

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    See you on the frontline!

    :weinen: Jammert nicht! Steht auf und Kämpft! :soldat:

  • Developer Briefing #62 - Giving your soldiers a fresh look!

    Hey everyone,

    Welcome to Developer Briefing #62!

    This week we’re sharing with you a first look at the soldier face updates that’s coming after Update 5.

    Fear not, your favourite faces that you know and love won’t be going anywhere, they’re just getting updated to better reflect the face of a soldier that’s been fighting tooth and nail on the frontline.

    Get a look at what’s coming!

    Note: All the images on the left are the existing models, the ones on the right are what the models will be updated to.

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    Surprised to serious.

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    Battle weary to battle scarred.

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    Recruit to veteran.

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    Cocky to combat ready

    And finally, the one you've all been waiting for...

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    Mendez vs the Mendez she tells you not to worry about

    The team will be adding even more faces to the line-up as we move through Early Access to further bolster the options available to players.

    To give you a clearer look at how these will look on your soldier, here’s a render for your viewing pleasure.

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    Valentine’s Day Stream - Falling in Love with Hell Let Loose!

    Join community stalwart and Team Dixx streamer ‘SakuraRagdoll’ on February 14th both here on the Hell Let Loose Steam Store Page and on her Twitch Channel as she takes to the frontline with a themed Hell Let Loose stream!

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    Watch Sakura’s stream, join her in battle and share your love for Hell Let Loose.

    Stream start time: 6:45pm MT / 5:45pm PT / 8:45pm ET / 3:45am CEST

    Stream end time: 1:00am MT / 12:00am PT / 3:00am ET / 10:00am CEST

    Sakura's Twitch Channel: Watch here

    Hell Let Loose Steam Channel: Watch here

    Sakura will be streaming and shooting all through the evening so jump in, show your support and have some frontline fun.

    Next Week!

    The team has been working incredibly hard on Update 5 and are excited for you to experience it next Tuesday.

    We’ll be sharing the changelist with you on patch-day, including new content additions, optimisations and bug fixes.

    See you on the frontline.

    :weinen: Jammert nicht! Steht auf und Kämpft! :soldat:

  • Update 5 - Road to Carentan Live Now!

    Hi everyone!

    We’re now seven months into our Early Access period and we’re hugely excited to bring you Update 5. At a changelist length of 13 pages it’s one of our largest so far. We also feel that it’s one of the most important ones we’ll do to better encourage communication and teamwork within Hell Let Loose.

    Below you’ll find the major content additions, the full changelist, some known issues and then an idea of what’s to come. Next week we’ll be releasing our updated roadmap for U6 and U7 so you can know what to expect in the short term. Due to community feedback, we’ll also be putting together a long-term roadmap, as we know many new players aren’t sure of what our full vision for Hell Let Loose will look like.

    As always, we’re excited to read your feedback. Hell Let Loose is shaped by the community and we’re always keen to implement fixes and changes suggested.

    We want to thank you for your patience, generosity and friendliness in the way you interact with us as a dev team on all our channels. It makes communication really easy if we know that we can have a friendly conversation with the community about changes, fixes and issues. We’re also very thankful for the positive way the community welcomes new players and relates to one another.

    While we know new content and features are exciting, we also want to assure you that over the coming months our focus will be turning to optimisation and performance. As we bring in huge overhauls and engine upgrades we’ll be profiling the systems and broader game to make sure we increase FPS across the board. During the last four weeks we’ve begun upgrading some internal workflows and systems to enable us to optimise far easier. We’re excited to spend time focusing on delivering you a smoother and more performant experience.

    If you want to find out more about what’s to come, we go into some detail after the Update notes. In the meantime, we hope you enjoy the full changelist!

    Update 5 - Road to Carentan is here!



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    Major Content Additions

    Purple Heart Lane map with both Warfare and US Offensive modes

    Purple Heart Lane is a wet, brutal battle down a single road and across four bridges.

    Warfare sees the battle unfolding under stormy skies in torrential rain, while the US Offensive mode is clearer in a sun-shower.

    We’ve worked hard to push the photo-real quality of Purple Heart Lane, as well as create an even cover density and level of micro-terrain to make fighting across the flatter landscape more fun and rewarding. We expect that control of bridges and crossings will be key to pushing across the battlefield.

    PHL will also be the last Norman countryside map that we produce for a while (we are not upset about moving away from fields and hedges!), as we look to flesh out new battlefields with different styles of combat and environmental challenges. While we’re producing new maps, we’ll also be going back to overhaul the older maps - so that each one feels consistent in its visual quality, optimisation and variety of gameplay.

    You can read more about Purple Heart Lane here.

    During the last couple of years we’ve learned a huge amount about the Hell Let Loose level design process. Initially we used to place every single prop by hand, with each artist working in isolation. Over the past four months we’ve spent large amounts of time revisiting our workflows in order to achieve much better consistency of quality, variety of gameplay, greater detail and all wrapped up in a faster workflow. We’re very excited to show you what we’re cooking up for the future!

    Overhauled Non-verbal Communication Systems (Markers and Pings)

    We now have all new non-verbal communication systems and totally overhauled markers and icons across the game. To mark locations, simply hold MMB to open up a radial menu. To quickly PING a location, click MMB. Otherwise, you can open up your map and click RMB to open up a drop down menu. We’ve spent a huge amount of time thinking about the way the markers relate to other units, roles and the Commander. For more detailed information you can always read the dev briefing in which we outline the design behind the system here.

    In addition, we’ve added an array of new options to allow each player to tailor their visual experience to show as much or as little information as they like - or in the manner that they prefer.



    • Hide markers with HUD (press T to show and hide it)
    • Marker display duration
    • PING! display duration
    • HUD display mode
    • HUD display duration

    Added Sherman Jumbo 75mm and 76mm variants

    Sherman Jumbo 75mm “Cobra King”

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    The 75mm is the only tank so far to have smoke shells added to its loadout. The German tanks will soon be supplied with on-vehicle smoke canisters. Use the smoke shells carefully to block lines of sight in order to better manoeuvre against the enemy AT positions. We are being careful with giving many tanks smoke shells due to optimisation load from hundreds of smoke shells being fired.

    The 75mm main gun produces more shrapnel than the 76mm - making for easier infantry kills, but will struggle slightly against the thickest armor of the Tiger.

    A true assault tank, the strongest armor is at the front. Make sure to stay at the front of the column in order to protect your less armored companions.

    Sherman Jumbo 76mm “Nice n’ Easy”

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    The 76mm is equipped with the same armor as the 75mm variant, with the key difference being the higher penetration power of its main gun.

    Best serves as an anti-tank platform and is the best counter to the Tiger and Panther, as it’s main cannon has an easier time of penetrating both of them when compared to the 75mm.

    Like the 75mm, the 76mm is a true assault tank. Try to stay front-on and mitigate clear shots of the side or rear.

    A note on vehicles:

    The Sherman Jumbos signal a change in the way we’ll be adding new vehicles to the game. Previously, we’ve been adding a base amount of vehicles to each side with a rough balance applied. We’ve only had five or so different types of tanks - which has meant that the starting lineup has always been relatively contained and similar across all the maps.

    However, as we continue to add a large variety of vehicles, we designed the Commander role specifically to house the additional variants we’d be introducing. Therefore, as we start to introduce more and more unique vehicles and variants to the game, we’ll be tailoring the initial lineup of each map and gamemode to better reflect the design and historicity of the battle (this is a mixture of historical account and asymmetrical balance), but at the same time enable the Commander to spend Fuel in order to spawn new or different variants onto the battlefield should resources permit.

    The desired outcome of this is that each team starts each battle with a balanced but asymmetrical lineup of vehicles that more closely match the historical account of the battle, but that the Commander can work with their Armoured units to spawn specific additional variants in order to turn the tide of battle and enable organised teams to play specific strategies.

    Moving into Update 6, you’ll start to see the Commander vehicle-specific abilities come online as we start to tighten up the vehicle roster and widen the Commander’s functionality.

    Patch Changelist

    Gameplay



    • Commanders can now dismantle friendly Garrisons
    • Added an option to hard enable HUD with T (as opposed to having it pop up all the time) - allowing for fast hide and reveal.
    • Make Server Browser sort by Player Count & Ping by Default
    • Increase Map/Kick vote cooldown times - this is to immediately cut down on the endless spam. We will be reworking this feature drastically in the following Updates as it is rarely useful and needs a lot of refining.
    • Drastically increased server browser refresh speed.
    • Experience V2 has been implemented, resulting in increased experience gained across the board - with many of the slower leveling roles having their actions balanced to earn more experience. We will continue to watch this, but our intention is to significantly increase the gain compared to our first iteration (which was too slow and too punishing for many roles).
    • Added new German “NCO” Officer Loadout
    • Added new US “NCO” Officer Loadout
    • Added new German “Veteran” Assault Loadout
    • Added new German “Veteran” Automatic Rifleman Loadout
    • Added new US “Veteran” Automatic Rifleman Loadout
    • Players are awarded significant exp for being revived - as opposed to giving up. The intention here is to reward players for being patient in waiting for a Medic.
    • Fixed significant armour issues eg. the German Panther tank can be one-shot by a US Sherman medium tank.
    • Added 'Reset Hints' button to options menu
    • Additional speculative fix for exp bug. We expect this to solve it but will continue to monitor.
    • Fixed: Users can edit the 'Engine.ini' config file to remove some shadows and all FX
    • Player’s camera now shakes when going prone.
    • Consolidated and made uniform / weapon and gadget slots across all roles.
    • Added Stuart Light Tank to Foy Warfare

    PLEASE NOTE - Our experience system always saves your accumulated experience during a battle. This means that if you leave early before the battle ends, it will save the experience you’ve earned so far.

    Currently, the notification when you leave indicates that all you will lose are your end of match bonuses. We will work to make this notice clearer, as many players believe instead that they lose ALL experience if they leave a match early - which is not the case.

    Performance



    • Removed Game Analytics. Many players will see FPS and stutter issues fixed by this.
    • Re-work sandbag walls to remove internal geometry and bring within poly budget.
    • Fixed: Spawning on a Garrison in a fully populated server, in a busy area, can cause a locked frame rate






    :weinen: Jammert nicht! Steht auf und Kämpft! :soldat:

  • PLEASE NOTE - Our experience system always saves your accumulated experience during a battle. This means that if you leave early before the battle ends, it will save the experience you’ve earned so far.

    Currently, the notification when you leave indicates that all you will lose are your end of match bonuses. We will work to make this notice clearer, as many players believe instead that they lose ALL experience if they leave a match early - which is not the case.

    Performance



    • Removed Game Analytics. Many players will see FPS and stutter issues fixed by this.
    • Re-work sandbag walls to remove internal geometry and bring within poly budget.
    • Fixed: Spawning on a Garrison in a fully populated server, in a busy area, can cause a locked frame rate

    SFX



    New sound engine has been integrated and tested thoroughly. From here we will start to overhaul and polish sound and mix treatment within the game (this is similar to an Unreal Engine upgrade - now that it’s done we can begin working with the new tools). This allows for better directionality, clearer highs and lows, location-specific sounds.
    Integrated SFX into the mapping process so that all maps will now have area specific ambient and prop specific sound (fire burns, flies buzz etc)
    All bullet casing eject audio has been overhauled to be sensitive to the surface the casing is dropping on, as well as new assets and where it sits in the mix.
    All tanks now have a separate fire sound for the interior positions of the vehicles

    Shells now have proper flyby sounds as they fly past you - each according to the weight/caliber of the shell.
    New audio now plays when your vehicle is being repaired.
    New gravel footstep and bullet hit sounds
    Fixed: the frontend's music can be heard skipping soundtracks



    HUD/UI



    • All new player role icons
    • All new spawn location icons
    • Overhauled deployment screen key
    • Overhauled Create Unit screen
    • Added new marker placement radial menu (hold MMB)
    • Added quick ping function (Click MMB)
    • Overhauled ability to mark map directly (RMB opens up menu when clicking on map)
    • Overhauled view team and view personal buttons on final screen
    • Redesigned deploy button.
    • Redesigned artillery icons (this treatment will be given to the rest of the emplaced weapons we add, as well as current ones - such as AT guns)
    • Animated spawn point icons
    • Adjusted Commendation messaging to make it much more obvious (per community feedback):
      - Increase Commendation time by 10 seconds
      - Place an explanatory line of text at the top of the Commendation screen so that people know what to do.
      - Show who Commended you.
    • We now hide unoccupied seats in seat nameplates (increased work on vehicle nameplates is to come)
    • Commander interface appearance has been overhauled
    • Adjusted look of Barracks UI
    • Redesigned most inventory icons.
    • Redesigned bandage/morphine prompt
    • Redesigned deploy weapon prompt
    • Redesigned enter vehicle prompt
    • Redesigned all vehicle position icons
    • Created unique icon for Heavy Tanks
    • Added Early Access disclaimer on boot
    • Added social links to landing screen
    • Fixed: the text format used for the Outpost, Garrison and HQ tool tips are inconsistent
    • Fixed: the "Unit Member" icon found on the in-game map legend does not match the icon used on the map itself
    • Fixed: [Omaha] the first strong point icon is misaligned on the UI
    • Fixed: In the US Barracks, the Grenade and the Smoke Grenade icons have scaling issues
    • Fixed: After the user has finished performing the animation of bandaging or reviving, the heal/revive button prompt will briefly show again
    • Fixed: The keybindings for switching seats is found in the 'Common' keybindings
    • Fixed: All tanks display "1" as the keybind for their shell types
    • Fixed: When a player is unable to be muted, an empty tooltip will appear when hovering beside their name on the scoreboard
    • Fixed: Inconsistent Icon Placement for US Helmets unlocked below Role Level 10
    • Fixed: Map Player Icons scale inconsistently with map zoom
    • Fixed: The Tiger tank map icon doesn't scale correctly
    • Fixed: US resources can be observed after the user has joined the server, but before they have joined a team
    • Fixed: The player will see a message that states "No Bandages" if they are killed by an explosion while injured
    • Fixed: "+0,000" is briefly displayed before the experience calculation begins
    • Fixed: Attempting to enlarge the map's key for the first time in a server results in the key to quickly enlarge and shrink
    • Fixed: Currently equipped cosmetics are not highlighted while on the 'Barracks' screen
    • Fixed: If a player is kicked from a unit, they are still shown as part of the unit they were kicked from on the scoreboard.
    • Fixed: Make the unit prefix on the voip notification better spaced and larger and more obvious.
    • Fixed: Foy HUD Compass is noticeably off set

    Visual Improvements



    When you mouse over a cosmetic option it will now preview on your character.
    Fixed: Unrealistic movement of flying cockroaches
    Fixed: The player can observe the horizon reflecting off the inside handles of the drivers view port while inside a Tiger tank
    Fixed: In the Barracks, multiple helmets are very low resolution with the Low Video Preset.
    Changed the main menu background lighting and look.
    Fixed: The LOD of the Heer Winter coat noticeably changes once within 6 meters.
    Fixed: Stretched polygons are visible when the German LMG wearing the Heer Summer Uniform goes into prone, critical or fatal stance
    Fixed: The German Commander's coat animation appears to reset when switching from a weapon
    Fixed: The US Melton Winter uniform, German Commander's coat, and Heer Winter uniform gets stuck to the front of the player after going prone
    Fixed: The US Anti-Tank's rocket bag on their back stretches depending on where they're aiming
    Fixed: Shadow incorrectly baked on German Anti-Tank role's hand within the Barracks
    Fixed: In the Barracks, multiple Roles have a clipping issue on the crotch with the Heer Winter Uniform
    Fixed: Observing the German Commander's coat while he is in the prone position results in an animation issue
    Fixed: Heads that use the winter headscarf will clip through some German helmets
    Fixed: In the Barracks, the Allies Assault's backpack is stretched when the Summer Uniform is equipped
    Fixed: In FPP, when a player switches from certain stances or vaults while looking directly downwards, their equipment moves to the left briefly
    Fixed: [Omaha] The propeller on the Higgins Boats does not appear to be animated
    Fixed: Lowered loading screen progress widget
    Fixed: Character models will not cast a shadow when looking at them at a distance with Binoculars or a Sniper Scope but all helmets will.
    Fixed: Players can observe a graphical issue with the Bazooka in FPP when vaulting over objects
    Fixed: Backface culling observed on the right hand in FPP when vaulting with the M1 Carbine



    Customisation



    • New Assault Vest uniform for the American forces - we were going to implement the US Airborne, but community feedback led to us looking at how we may better implement this from a game design perspective ;).

    :weinen: Jammert nicht! Steht auf und Kämpft! :soldat:

  • Bug Fixes



    • Fixed: Users would be booted out of the queue (and the queue was reset) when a game would end). Users now stay in queue and join the server as expected after the map transitions
    • Fixed: The player character is seen to climb up in air and teleport to their destination, when climbing a ledge.
    • Fixed: If players are killed during a climb/mount animation the player camera will be locked to 180 degree rotation on respawn
    • Fixed: The 'Team Killed' notification will sometimes dismiss itself through no input from the user
    • Fixed: Application can become unresponsive during the transition from the Enlist screen to a server while minimizing the window
    • Fixed: Player can clip through part of a log pile asset while prone, allowing them to see through the object
    • Fixed: A particular couch asset reflects the sky on Low and Medium graphical presets
    • Fixed: The Tiger Tank wreck has a small gap in the panel on the turret where players can see and shoot through
    • Fixed: Players will result in having stuttered and inaccurate collision when exiting a tank that is at an angle
    • Fixed: The Axis Helmets Icon Box automatically scrolls back to the currently selected helmet
    • Fixed: In-game hints are being reset after the user closes the game
    • Fixed: Placing the cursor between the third and fourth row of helmets on the German Sniper role violently shakes the helmet list
    • Fixed: Border highlights for cosmetics will not appear correctly if the user traverses over the icons quickly
    • Fixed: Pasting large amounts of text into the search bar on the Enlist menu will cause a severe performance drop
    • Fixed: On the scoreboard, there is no tooltip present when hovering over the Mute icon
    • Fixed: On the scoreboard, when a player is muted and the icon is greyed-out, it can be difficult to see
    • Fixed: When headings or servers are highlighted on the 'Enlist' screen, there is no audio cue to accompany their highlight
    • Fixed: The player cannot initially build constructibles if the player equips the watch/wrench and opens up the UI in quick succession
    • Fixed: Tank coaxial machine guns do not automatically reload after resupplying until the player swaps seat or exits and reenters the tank.
    • Fixed: A player that gives a Commendation to a user that already has 5 Commendations will use up their Commendation
    • Fixed: Initially joining an Infantry unit results in the 'Rifleman' description to be missing
    • Fixed: The cosmetic helmets list does not refresh to the top after changing tabs or menus
    • Fixed: If the player begins using a bandage on themselves while prone and stands up during the animation, it will end the bandaging animation
    • Fixed: On the loadouts screen, the Anti-Tank's wrench displays the opposite team's tooltip
    • Fixed: The 'Redeploy' option is not greyed out on the post-match screen
    • Fixed: Players are unable to reposition Commander abilities slightly left or right of the map icon
    • Fixed: Players are unable to reposition the Commander's Munition abilities on the predicted path when it is going certain directions
    • Fixed: On the deploy screen if the player changes the loadout then selects another role before deploying, they will be given the incorrect loadout
    • Fixed: Incorrect amount of Resources lost by the Defending team once a full column/row is lost
    • Fixed: While performing an overhead grenade throw, pressing the button for the under head throw results in the grenade immediately being thrown
    • Fixed: Joining a Recon or Armor unit without a Leadership role puts the player as the Leader, however without any leadership functionality
    • Fixed: Multiple windows can be produced by repeatedly clicking the button to kick a player from the unit
    • Fixed: [QL][Enlist]– The banned players can join the server queue
    • Fixed: The player is unable to select Commander role after a map change if the previous Commander has not yet loaded into the map.
    • Fixed: Users can create empty Units
    • Fixed: Once a player has been kicked from a unit, the player can create empty units and subsequently deploy into active gameplay as an empty unit
    • Fixed: The second US smoke grenade cannot be 'cooked' and is immediately thrown

    Animation



    • Fixed: Cooking a German grenade while running results in the running animation to play in the hand holding the grenade
    • Fixed: The Walther P38's magazine can be seen flying into the player's hand during the TPP reload animation
    • Fixed: Inconsistent animation between commander and unit leader when using the watch/pocket watch to place a garrison
    • Fixed: There are clipping issues with the cables attached to the Heer Panzer Cap from a TPP
    • Fixed: The German sniper has incorrect TPP sprinting animations when running forward-right/left
    • Fixed: The German Sniper has incorrect TPP walking animations in certain directions

    Crashes



    • Fixed: Destroying a tank just before a map change from a map vote may cause multiple users to crash

    RCON



    • When following the format given for the VipAdd function within the RCon Guide the user will be met with a Fail notification. To successfully add a VIP the user must add a comment after the player's Steam ID, however this is not stated within the RCon Guide. Now the VipAdd functions format reads VipAdd <steam-64-id> <comment>.

    Foy



    • Fixed: [Foy-O] The initial US tanks spawn instantly when the required Fuel is acquired, and do not subtract their Fuel Cost
    • Fixed: [Foy-O] Long snow mound section in F10 is missing bullet collision
    • Fixed: [Foy] The character needs to jump in order to pass through a wall break from E4 sector only when starting from one side of it
    • Fixed: [Foy] A house located at sector E5 has LoD issues

    Sainte-Marie-Du-Mont



    • Fixed: [ST Marie Du Mont] – A tree from the edge of the map in D1 has a noticeable LoD change
    • Fixed: There is a noticeable performance drop in a section of the St Marie town
    • Fixed: A house found in C3 of SMDM has noticeable texture issues when viewed at different distances

    Utah Beach



    • Fixed: [Utah] A puddle in I6 has its murky water plane noticeably end
    • Fixed: [Utah] Certain sandbags and barbed wire are floating when observed from a distance greater than 115 meters away in sector I6
    • Fixed: On Utah, the ground of a specific destroyed structure has incorrect collision
    • Fixed: On Utah, players can navigate to a specific area in sector A5 that is outside the intended playable area of the map

    Hürtgen Forest



    • Fixed: [Hurtgen] A specific tree has a noticeable LoD change at 27m
    • Fixed: [Hurtgen] Multiple sandbags in B6 are low resolution
    • Fixed: [Hurtgen] A smoke particle effect can be seen floating above a destroyed tank model
    • Fixed: [Hurtgen] A specific tree becomes visible only when within 25m from it
    • Fixed: [Hurtgen] There appears to be a large gap in the maps geometry on the far West side of the map

    Omaha Beach



    • Fixed: [Omaha] There are multiple wooden fences that have tank collision
    • Fixed: [Omaha] Grass can be seen clipping through the house in sector E3
    • Fixed: Bunker doors clip through terrain in H5 of Omaha
    • Fixed: [Omaha] A specific section of the stone slope in sector I5 is altering its texture due to an LOD issue
    • Fixed: [Omaha] The character can clip through the top of a haystack in the F5 map sector
    • Fixed: [Omaha] There is a noticeable LOD issue on the roof of a building in sector C4
    • Fixed: [Omaha] Grass can be seen clipping through the house in sector E5
    • Fixed: [Omaha] The character can clip through the top of a haystack in the H6 map sector
    • Fixed: [Omaha] Failed collision with the roof of the church located in the E6 sector
    • Fixed: [Omaha] LOD issues present on two houses present in sector B5 of the map
    • Fixed: [Omaha] Grass can be seen clipping through the house in sector F4
    • Fixed: [Omaha] LOD issues present on a house in sector D4 of the map
    • Fixed: [Omaha] There is a kitchen wall that has a widow that leads to a brick wall in sector D6
    • Fixed: Players can see through bunker roofs while performing a jump-prone action
    • Fixed: [QL][Omaha] A portion of the ground is missing collision with the character in the H7 sector
    • Fixed: [Omaha] - A house in I8 has noticeably low LOD when viewed from a distance
    • Fixed: [Omaha] Dirt tracks are not connected to the terrain in sector H8
    • Fixed: [Omaha] Multiple visual issues with LoDs are present in sector D6 of the map.
    • Fixed: On Omaha, there is a stationary tank inside a specific boat which the player can clip through, and potentially use as an exploit
    • Fixed: On Omaha a Scarecrow produces a blood particle effect when shot
    • Fixed: On Omaha, seaweed on hedgehogs produce a concrete PFX when shot

    Sainte-Mère-Église



    • Fixed: [SME] Strafing runs sometimes cannot be placed horizontally or diagonally
    • Fixed: Players spawn above the ground on the bottom German HQ spawn on SME Offensive
    • Fixed: [SME] Outposts and Garrisons cannot be placed on the sidewalks
    • Fixed: [SME] There is a back garden in sector E5 that the player can enter and not exit
    • Fixed: [SME] Outposts and Garrisons cannot be placed on top of wooden plank pathways used next to allotments

    :weinen: Jammert nicht! Steht auf und Kämpft! :soldat:

  • Known Issues



    The new Sherman Jumbos are currently only available on Purple Heart Lane. We will be amending this to include one of them on each other map, as well as a reinforceable option for the Commander at the cost of Fuel.
    We’re currently still cleaning up the code that is resulting in “Server Full” and “Lost Connection” messages.
    Performance is well under where it should be across the game. We’ve developed a huge amount of new systems and processes during the course of developing Update 5 that we’re rolling out in order to improve FPD across the whole game.
    There are some mapping issues present in Purple Heart Lane. We’ll be rolling out a hotfix to tackle these soon.
    Both Offensive and Warfare mode have been played long enough for us to get a sense of key fixes and tweaks we need to make in order for them to be far more finished and fun to play. We’ll be making many changes to these according to community feedback for Update 6.



    Currently Working On (in no specific order)



    • Overhauling FPP systems to make them far more fluid and photoreal.
    • Overhauling TPP systems to use recorded mocap animations.
    • Currently upgrading Unreal Engine version to 4.24 to achieve large scale optimisations
    • Stats system to tie into the Barracks.
    • Replacing current fat FPP hands with photoreal hands and integrating new sleeves to reflect new uniforms.
    • Working on Western Front map
    • Working on an urban Western Front map
    • Working on an unannounced map.
    • Working on overhauls for many key locations in older maps (in order to both optimise them and create better gameplay and visuals)
    • About to add all new character options to the career level progression.
    • Currently working on new uniforms, helmets and heads (including more grizzled and appealing options for heads).
    • Currently working on Scout Cars and Recon mechanics.
    • Implementing melee combat.
    • Continued overhaul of UI and HUD features according to community feedback
    • Large scale audio overhaul in-progress in the animation branch (for all new animations).
    • Flamethrower FPP setup.
    • Re-assessing supply boxes and ammo boxes to remove ugly “redeploy” gameplay loop.
    • Continued visual upgrades and optimisations on all maps and fx.
    • Continued bug fixes across the entire spectrum.

    Where to next?

    We’ll be updating our roadmap shortly. This will lay out what we have planned for U6 and U7, as well as patches between them.

    Sound Engine

    Currently, we’re in the midst of several enormous overhauls and upgrades. Having just introduced the new sound engine, we’re starting to work through the missing gaps in our soundscape before we start iterating out audio changes in all coming updates.

    We expect you to hear the difference each Update as we move towards a far more finished and full sound experience.

    New Ballistics Systems

    We’re currently working on a new ballistics system. We’ll detail this closer to its launch.

    Unreal Engine Upgrade

    As if one engine-type upgrade wasn’t enough, we’re also in the process of upgrading our Unreal Engine version to 4.24. The new engine version will fix several in-engine bugs, as well as allow us to optimise the game to a far greater extent. While it’s time consuming and often breaks things, we know that the reward in performance and stability gains will be well worth it.

    The downside is that the upgrades generally tend to take a week of dev time. With that said, we’re feeling quite confident about this particular upgrade as our initial impressions show that there are only a few key issues.

    Animation Overhaul

    By far the largest bulk of work is the animation overhaul. It’s reaching the 90% complete mark and is something that we feel will transform the look and feel of the game to a huge degree (and for the better!).

    557cd901d3f650a297416437ca14d67ebf627221.jpg

    All TPP animations seamlessly blend together and use motion captured movements to give it a far more natural feeling. The FPP is also seriously improved and feels far more AAA - with procedural recoil, each animation blending from one to another, better deployed MG handling and a level of polish that we’re happy with.

    3b1efde5759e36812cc7c26542836c789e1b12e6.jpg

    All movements are procedural, allowing us to quickly introduce new weapons. We’ve made sure that the new animation systems also retain the aspects of gunplay that the community enjoys - such as the reliability of recoil control.

    70124e2d5f642b6cc9727959a9fdf3780249addf.jpg

    In addition, the new FPP hands and rig have given a huge graphical quality increase to the game. No more giant hands!

    Scope Overhauls

    Something we haven’t mentioned yet is that we’ll be doing an overhaul on the sniper scopes. This will greatly increase the immersion and skill needed when using them. This will be introduced with the animation overhaul.

    In Closing

    If we detailed the rest of what’s to come, we’d be going for another 4-5 pages!

    Needless to say, vehicles, new loadouts, new weapons, new customisation options, new maps, optimisations, UI and HUD polish, new features and a whole lot more are all on the horizon. We’re very excited to continue the development journey with you!

    Thanks everyone - we’ll see you on the frontline!

    :weinen: Jammert nicht! Steht auf und Kämpft! :soldat: