• NEUIGKEITENVERÖFFENTLICHT
    Fr., 11. Februar

    Developer Briefing #164 - Patch 17 PTE Rundown - HLL Seasonal Competition

    Hey everyone,

    Thanks to all who participated in last week’s PTE we held for Patch 17. We are thankful for all the feedback and have been applying this to our internal testing to ensure we have the update primed and smooth as possible for release.

    A quick reminder of some of what’s included for Patch 17:

    Adjusted US M4A1 Sherman Tank handling

    Speculative fix for MDC (mass player disconnect bug)

    Speculative fix for players sometimes spawning in with the level 1 loadout of the role regardless of their selected loadout

    Various QOL items

    Removed weapon sway when using binoculars

    Smoother Tactical Map zooming

    And a host of other gameplay improvements and fixes

    Full Patch 17 PTE Changelog is here https://bit.ly/3rnY1JP

    Because Patch 17 contained a number of speculative fixes for a few long-standing bugs we were pleased to see many of you jumping in and helping us test these fixes in a high-capacity environment. Since the PTE we’ve continued to work behind the curtains on further fixes to issues such as the Loadout Bug and are getting closer to the release of Patch 17 which we hope to have some news on this front for you all in the next Dev Brief.

    Sneak Peak Of The Week

    It has been a little while since we had a sneak peek of the week. Today we are able to reveal an addition to the weaponry arsenal of HLL. We will let the picture do the talking, you all can speculate when and where this bad boy will be deployed. Please note that certain aspects are incomplete and still a WIP such as texturing.

    10a1c3f8420ee4fa795bbcb75b10d14885ddd9c1.png

    HLL Seasonal Tournament Fires Up For Spring!

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    The HLL Seasonal Tournament is returning for its fourth edition. The HLL Seasonal is one of the largest worldwide community driven competitions. Pitting 24 teams in 60 games over the course of 11 weeks, HLL Seasonal Spring 2022 edition will once again be the peak of competitive HLL. All the top teams in the world will fight for the Spring crown in a brand new format, made of multiple Swiss stages and ending in a single-elimination play-off stage. All the games will be casted - check out hllseasonal.com or the discord at discord.gg/hllseasonal for more information on where to catch the games live.

    The discord is also the best place for any additional content regarding the HLL Seasonal : make your predictions on the games, follow the map eliminations, and come support your team.

    HLL Seasonal will have a team of casters that will stream the games on their own channels (usually Twitch). You will be able to find some of them in #replayschannel of the HLL Seasonal Discord, all stream links for each individual match will also be linked in that match's respective channel, which will open up a bit closer to the matches themselves.



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    The HLL season should be a great event featuring some amazing competitive gameplay, we hope that you get a chance to check it out.

    Community Content

    We continue to see some great content from the Hell Let Loose community members showcased in the official HLL discord. Separate from the dedicated team of ‘War Correspondents’ the HLL general community comprises every person who is involved with HLL. (That means you also!)

    This week we have a few nice super wide colour action shots depicting some tense ingame moments for players.

    Atomicsickness [Europakorps] - The Chaos of WW2

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    Atomicsickness [Europakorps] - Behind The Lines

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    Atomicsickness [Europakorps] - Pinned Down

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    Atomicsickness [Europakorps] - Holding the Line

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    War Correspondent, Content Creator and Community HLL Videos

    Time for some more community highlights from the below creators

    We highly recommend giving them a watch.

    If you see a Video you like make sure to post in the Discord #hll-videos channel.

    Is this game TOO Realistic? - Tbag [Epic Gaming]

    0.jpgYouTube™-Video: is this game TOO Realistic?
    Aufrufe: 1.706.629
    I thought it was time to play Hell Let Loose again... ENJOY! :D ➤Twitter: https://twitter.com/TBagGamingYT ➤Discord: https://discord.gg/tbag ➤Instagram: https://www.instagram.com/tbaggaming/ ➤Twitch:...

    What 1000 Hours in Hell Let Loose Looks Like - Terrydactyl Gaming

    0.jpgYouTube™-Video: What 1000 Hours in Hell Let Loose Looks Like
    Aufrufe: 9.234
    Epic moments in Hell Let Loose! SUBSCRIBE for more content - https://bit.ly/2onOUeo I have been playing Hell Let Loose for 1000 hours now, and I love this game so much!

    This Game Still Amazes Me - HELL LET LOOSE - Warfrags FPS

    0.jpgYouTube™-Video: This Game Still Amazes Me - HELL LET LOOSE
    Aufrufe: 2.243
    🎬More Hell Let Lose content coming everyday! 🔔Like and Subscribe if you enjoy these videos, see you next time. ➡️Thank you for watching, stay safe !

    Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.

    7aae70615e8569646f030608dc844f43c1b11eac.png

    Join the Discord here
    https://discord.gg/hellletloose

    Our other social platforms can be found here:

    Facebook
    https://www.facebook.com/HellLetLoose/

    Twitter

    @hell_let_loose

    Youtube
    https://www.youtube.com/c/HellLetLoose

    Reddit
    https://www.reddit.com/r/HellLetLoose/

    Instagram
    https://www.instagram.com/hellletlooseofficial/

    Steam
    http://steamcommunity.com/groups/HellLetLoose

  • NEUIGKEITENVERÖFFENTLICHT
    Do., 17. Februar

    Developer Briefing #165 - Weekly Update, Smart Materials

    Patch 17 Launch Soon To Be Announced

    This week we are continuing to work away on Patch 17, unfortunately a few issues cropped up close to the sign-off period which we are now addressing. We’re expecting to wrap up these issues ASAP before continuing the sign-off period, after which we look forward to officially rolling Patch 17 out. We appreciate all your patience and help with the testing for the patch during the PTE sessions we held.

    Sneak Peek Of The Week - Updated Smart Materials

    The art team has been hard at work on multiple fronts for Hell Let Loose. Alongside the continuous content creation for updates moving forward they are constantly looking at ways to improve both the performance and looks of existing assets in Hell Let Loose. These assets make the backbone of what a player sees and interacts with in game and are a high priority for achieving the overall realistic feel of the WW2 theaters in Hell Let Loose.

    As an example we can see below a work in progress for the German FG-42 weapon being updated with new smart materials, giving a more detailed look without the impact on performance. The method of applying smart materials to assets like below can be put across to various ingame assets such as vehicles, player uniforms as well as weapons. As time moves forward we plan to continuously replace older assets with these new smart materials, an example of this being the German Panther Tank which will be seeing it’s return in Update 12.

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    GameServer Provider List For Hell Let Loose

    A reminder for those of you who are interested in running your own clan or community HLL server. We have a list of some great GSPs (Game Server Providers) that offer HLL gameserver hosting. So if you you are a part of a community, clan or want to just create your own check them out over at:

    Gportal

    https://www.g-portal.com/au/gameserver/rent-a-hell-let-loose-server

    GTX Gaming

    https://www.gtxgaming.co.uk/hell-let-loose-server-hosting/

    Low MS

    https://low.ms/game-servers/hell-let-loose-server-hosting

    Nitrado

    https://server.nitrado.net/eng/offers/Hell-Let-Loose

    Streamline Servers

    https://streamline-servers.com/gameservers/hell-let-loose.php

    Don't forget that if you are a new or existing server owner you can apply to join our dedicated HLL server owner discord where all relevant items are discussed.

    Community Content

    We continue to see some great content from the Hell Let Loose community members showcased in the official HLL discord. Separate from the dedicated team of ‘War Correspondents’ the HLL general community comprises every person who is involved with HLL. (That means you also!)

    This week we have a few nice action shots depicting some tense ingame moments for players.

    314976e39408df6138d250eaad1d32a678470a5c.png

    NRD - FatSacks - Jumbo, up close and personal

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    NRD - FatSacks - Battlegroup formation

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    MoscaTNT - ‘Tales From The Front’ Comic Cover

    War Correspondent, Content Creator And Community HLL Videos

    Time for some more community highlights from the below creators. We highly recommend giving them a watch.

    If you see a Video you like make sure to post in the Discord #hll-videos channel.

    Memes Let Loose - Bazingarrey

    0.jpgYouTube™-Video: Memes Let Loose
    Aufrufe: 2.627
    This has to be the best WW2 tactical shooter out there on Steam! Special thanks to @Beggar Soldier for letting me use some of his clips Credit goes to @Mosh Gaming Hell - Hell Let Loose clips for the...

    HELL LET LOOSE OFFICER GUIDE! HOW TO BECOME A BETTER SQUAD LEADER "TOP 5 TIPS" - SirBear

    0.jpgYouTube™-Video: HELL LET LOOSE OFFICER GUIDE! HOW TO BECOME A BETTER SQUAD LEADER "TOP 5 TIPS"
    Aufrufe: 156
    In this video, I'll be showing you guys how to become a better squad leader by sharing my top 5 tips in this Hell Let Loose officer guide.

    UNSTOPPABLE - Eat Lead and DIE - Hell Let Loose - GamePlay-Movie 2K HD - BurningWiki

    0.jpgYouTube™-Video: UNSTOPPABLE - Eat Lead and DIE - Hell Let Loose - GamePlay-Movie 2K HD
    Aufrufe: 288
    Like and Subscribe Join our discord community https://discord.gg/p33CK2netD and follow me on twitter @BurningWiki

    Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.

    7aae70615e8569646f030608dc844f43c1b11eac.png

    Join the Discord here
    https://discord.gg/hellletloose

    Our other social platforms can be found here:

    Facebook
    https://www.facebook.com/HellLetLoose/

    Twitter

    @hell_let_loose

    Youtube
    https://www.youtube.com/c/HellLetLoose

    Reddit
    https://www.reddit.com/r/HellLetLoose/

    Instagram
    https://www.instagram.com/hellletlooseofficial/

    Steam
    http://steamcommunity.com/groups/HellLetLoose

    Well, that locks and loads today's Dev Brief. See you all on the frontline!

  • Patch 17 is now Live!

    Hey Everyone,


    At last Patch 17 is upon us. Over the next few days we look forward to seeing many players new and old alike enjoying the new additions of the Patch. You can check out the full Changelog with all the information below.


    With Patch 17 set and sailed the team are now all hands on deck with work on the next big update already well under way.



    83e6d62bda8b67b78e394ec02625cb3970ccab49.png

    Chrysallia Van Cheems - Rolling Out



    Patch 17 Changelog

    Vehicles

    Improved mobility of the US M4A1 Sherman Tank


    Decreased the rate at which trucks decelerate allowing drivers more control over their speed


    Increased the reload duration of the US Jumbo 75mm Sherman and Jumbo 76mm Sherman to 8 seconds

    Gameplay/Features

    Removed weapon sway when using binoculars


    Smoother Tactical Map zooming


    Adjusted hedge asset found throughout Carentan, Omaha, PHL, SMDMv2, SME and Utah


    Adjusted Nameplate Occlusion fade-out behavior to reduce flickering in object-rich environments such as forests


    Players will now be prompted if they attempt to leave a match before XP has been written to the server

    Server Administration

    [Fixed] Multiple weapons/Vehicles displayed as "None" on the RCon Admin Log


    [Fixed] Multiple weapons have misleading names in the external and internal RCon admin log

    Added additional logging for:

    End of match including map and score


    Start of match including map


    Player switching Team


    Server kicks for Team Killing


    Server tempbans for Team Killing

    Get Player Info now includes:

    Team


    Unit


    Role


    Loadout


    Kills


    Deaths


    Score


    Level

    Speculative Fixes

    [Fixed] During map change players sometimes lose connection or must reselect team


    [Fixed] Player sometimes spawns with the level 1 loadout of the role regardless of the selected loadout

    Bug Fixes

    [Fixed] FG42 bullets land lower than the crosshair


    [Fixed] Trucks when ramming objects at speed can glitch their front bumper into the object


    [Fixed] A number of client crashes


    [Fixed] Remapped Leadership and Unit radio keys lose functionality once the player is in the "You have died" or the "Deployment" screen


    [Fixed] FG42 x4 is not zeroed when shooting from 100m


    [Fixed] Users joining a server mid map change via RCon may get stuck on a locked camera view of the map or a defunct deploy screen


    [Fixed] Satchel can't damage or destroy Enemy Air Supply Drop upon detonation


    [Fixed] During climb and vault animations the supplies are spinning in the player hand.


    [Fixed] Binoculars scope oddly jumps once when ADS


    [Fixed] Receiving an invite\request while on the deploy screen will block a player from accessing their loadouts.


    [Fixed] Artillery experiences desynchronization when turning the gunner and loader at the same time.


    [Fixed] Black Circle appears on High FOV when Viewing Russian Snipers in Third Person


    [Fixed] A player is unable to return to the deploy screen after dying if there is a unit invite, or invite request, active.


    [Fixed] When using the MGs of the Panzer IV tank with a controller, vibration effects are not present


    [Fixed] Pink LoDs can be seen on a trench from a distance of ~300m


    [Fixed] LoD transition issue present on a tree trunks asset


    [Fixed] A crash may occur while using controller and also keyboard/mouse


    [Fixed] While holding [SHIFT]+[W]+[SPACEBAR] next to a wall, the player could get locked in a vault start action


    [Fixed] The scope crosshair sights on the FG42 x4, Mosin Nagant, and SVT rifles are pixelated


    [Fixed] VoIP channels not working after performing Microphone Check.


    [Fixed] Inverted Vehicle controls don't function as expected.


    [Fixed] German Supply and Transport Trucks' wheels do not have AT Rifle Resistance


    [Fixed] Using the dismantle garrison ability after an enemy dismantles the garrison breaks the ability.


    [Fixed] Radial damage from Satchels inflicts damage only to the Hull component of vehicles


    [Fixed] The Half-Track continuously switches between deployed/undeployed if it's stuck in a trench


    [Fixed] During the Offensive game mode Forward Garrisons don't produce SFX


    [Fixed] The player is unable to join a server through another player or by an invite when using the Steam Overlay


    [Fixed] The player cannot join a server via the Steam server list if the game is already open


    Using a Steam direct link to join a server will connect to an incorrect server


    [Fixed] Half-tracks front wheels do not take the proper damage when shot with Panzershreck and Bazooka


    [Fixed] All trucks take reduced damage.


    [Fixed] A player is unable to get into US trucks when standing next to the drivers seat.


    [Fixed] Lifespan Personal Stats do not record / update when a player dies


    [Fixed] The player can lose their in-game experience from a match if they quit after the results screen


    [Fixed] The US Half-Track does not receive any damage from the Satchel's explosion if it's placed on the front bumper


    [Fixed] Revives are not being counted in Scoreboard or for Achievement progression


    [Fixed] The Commander and the players that are not in a platoon do not have a specific name displayed when the Streamer Mode is enabled


    [Fixed] Bandages Used stat is not updating on the player's Personal Stats page


    [Fixed] The German Half-Track does not receive any damage from the Satchel's explosion if it's placed on the MG Shield


    [Fixed] Muted unit leaders do not remain muted to players that rejoin the unit


    [Fixed] The critical state visual effect overlay flashes to its smallest point after letting go


    [Fixed] Center of the crosshair for the FG42 x4 weapon has blurry texture


    [Fixed] Constructibles can be built at unusual angles when placed on train tracks


    [Fixed] After clicking "No" on the prompt to Leave Server or Quit Game, the "Exit", "Leave Server" and "Quit" buttons do not function.


    [Fixed] US Heavy tanks do not have barrel recoil animation in 1st or 3rd person when being fired


    [Fixed] RU AT-Gun has no Reload Animation Montage


    [Fixed] Hand of the player is clipping through certain equipment while going prone


    [Fixed] Pistols are levitating during the character's 5th idle animation


    [Fixed] The keybindings are not saved after using the "Reset to Defaults" button within Keybindings and then the player closes the title

    Stalingrad

    [Fixed] Telephone cable clips through the entire map.

    Kursk

    [Fixed] Pile of planks and barbed wires has LoD transition issues in multiple locations


    [Fixed] Misaligned mudbanks present near trenches in sector D6


    [Fixed] Misaligned mudbank present in sector E10


    [Fixed] Misaligned mudbanks present near trenches in sector F5


    [Fixed] Misaligned mudbanks present in sector F1


    [Fixed] Misaligned mudbanks present in sector E1


    [Fixed] Misaligned mudbanks present in sector E2


    [Fixed] Misaligned mudbank present near trench in sector C6


    [Fixed] Misaligned mudbank present near trench


    [Fixed] A pair of wooden gates are not connected to any fence


    [Fixed] Multiple doorways are not properly connected to their supported fences

    St Marie Du Mont

    [Fixed] A misaligned rock texture can been seen in a hedge row as well as an invisible barrier


    [Fixed] Misaligned terrain on a trench wall


    [Fixed] A bucket asset is clipping through a stone well


    [Fixed] Player spawned on top of a gate


    [Fixed] Mudbank is misaligned with the terrain and players can see under it


    [Fixed] Tree asset clipping through a stone fence


    [Fixed] Players spawning at middle US HQ can spawn very far away from the vehicles and artillery

    Hurtgen Forest

    [Fixed] A wooden crate asset is misaligned with the ground


    [Fixed] Misaligned terrain texture

    Omaha Beach

    [Fixed] Noticeable LoD transition on a specific house and a stone fence asset


    [Fixed] Noticeable LoD transition on a specific house asset


    [Fixed] Black texture issues are visible on a building in sector F6, E7 and C5


    [Fixed] Player can get stuck when navigating into a dip in the environment, next to a Trench.


    [Fixed] There are multiple floating assets in a warehouse

    Utah Beach

    [Fixed] Dirt is clipping through the sandbags in multiple trenches


    [Fixed] Tank track marks in sand are misaligned from terrain


    [Fixed] A house with some visual issues is present in sector G5


    [Fixed] Water texture on top of a flooded field is observed to have LOD issues

    Carentan

    [Fixed] Multiple clipping issues related to boats are present on the Carentan map.


    [Fixed] There is a section of wire fence which is disconnected


    [Fixed] There is a section of wire fence which is disconnected


    [Fixed] A wooden plank is floating / stuck into a brick road at an unusual angle

    SME

    [Fixed] Stone wall assets have a large seam between each wall


    [Fixed] Sandbag and ground clipping can be observed in a trench

    Purple Heart Lane

    [Fixed] There is a very low quality LoD transition issue with house assets

    Known Issues

    The below represents a list of key known issues related to the Patch that are currently being worked on:


    Receiving an invite\request while on the deploy screen will block a player from leaving the loadout menu once it accessed


    The text prompt that appears after a player is kicked appears in German


    Throwing grenades with poor network conditions can cause the player to become unable to throw that type of grenade


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    Chrysallia Van Cheems - Staging Area

  • Hey everyone,


    Welcome to this week's developer briefing where we discuss our plans moving forward as well as a detailed look at a brand new map coming in Update 12!


    With the release of Patch 17 behind us and the team hard at work developing new and exciting content for future updates, we think now is a great opportunity to take a step back and look at developer briefing timelines and how we release information moving forward. We have heard many suggestions from the community as to what they would prefer to see with these briefings and after a lot of internal discussion on the topic have elected to try a few ideas over the short term.


    The first decision we have made will involve shifting the focus of developer briefings to contain more details on game related developments. To implement this type of information flow we have to be more timely with what and how we present it in the briefings, so initially as we look to roll this out we have made the decision to move the weekly developer briefings to a less frequent interval. In doing so grants us the flexibility to structure these briefings around new content when we’re ready to do so and allows us the time to give them the showcase they really deserve.


    a375df8da5e994a5885869baca03544855c63f64.png



    New Map - Remagen!

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    In light of the above and us moving forward to more content oriented briefings we thought it only fitting to highlight a new map coming to the Hell Let Loose theaters in the future.


    The battle of ‘Remagen’ was part of the Allied invasion of Germany that took place during the 7th-25th March 1945. The Remagen map focuses on the iconic arena where the Ludendorff Railroad Bridge was central to the Allied advance of armor and troops across the Rhine river.


    Ludendorff bridge was one of the last standing bridges over the Rhine and fierce fighting took place between both Axis and Allied forces in order to capture or destroy this vital supply route. Axis forces threw everything they had to try and destroy the Ludendorff bridge, artillery, railway guns, air strikes, mortars, mines and even a covert team of frogmen/saboteurs all to no avail.


    The Lodendorff bridge stood (although some portions were damaged) well enough to allow 5 divisions of allied troops to spearhead across the river Rhine and into Germany's industrial heartland. The battle of Remagen and the following capture of the bridgehead across the Rhine river was credited with shortening the duration of WW2.


    In Update 12 Hell Let Loose, players will be battling during the period shortly before the US successfully captures the bridge, prior to its capture and prominent collapse 10 days later.


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    Content Creator Resources

    With the influx of a lot of great content creators covering Hell Let Loose we thought it would be of benefit to remind those in the field of our support programs. There are two programs we are running in conjunction with Team 17, they are Rainmaker and Keymailer.


    If you are a content creator that has a focus on Hell Let Loose then we recommend you check out both the Rainmaker and Keymailer options listed below. These platforms are a great resource for information, press kits and for eligible content creators HLL gamekeys.


    You can find more information on Rainmaker and Keymailer using the below links:


    8ada01ce2ac804e1ec5b0a318c39cd2b67abafde.jpg


    https://www.keymailer.co/g/games/72821



    War Correspondent, Content Creator and Community HLL Videos

    Time for some more community highlights from the below creators. We highly recommend giving them a watch.

    If you see a Video you like make sure to post in the Discord #hll-videos channel.


    Hell Let Loose / Where we all fight WWII 4K - Major Helmet

    0.jpgYouTube™-Video: Hell Let Loose / Where we all fight WWII 4K
    Aufrufe: 311
    Welcome to the battle soldiers ! Subscribe, Like, and Comment Hit that bell to receive notifications! Ejoy the gamplay. Make love not war :) #HellLetLooseNederlandBelgie #HellLetLoose #MajorHelmet...


    Hell Let Loose - Quick Killstreak with M1 Garand - Sasky

    0.jpgYouTube™-Video: Hell Let Loose - Quick Killstreak with M1 Garand
    Aufrufe: 299
    Easy victory when you have such a great squad, especially with one and only HarryB as a leader! Legendary quotes from Harry: "I can't keep dying before I put the OP, it should be mathematically...


    Unleash The Skills #1 - Hell Let Loose - Hell Let Loose Clips

    0.jpgYouTube™-Video: Unleash The Skills #1 - Hell Let Loose
    Aufrufe: 410
    LIKE AND SUBSCRIBE ! 👍‍ 👉‍ Did you enjoyed the video? Subscribe! https://bit.ly/3Js6DFr 👈‍ 👉‍ Your clip here? Submission link: https://bit.ly/3FMNv49 👈‍ ------------------- Hell Let Loose - a...



    Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.


    7aae70615e8569646f030608dc844f43c1b11eac.png

    Join the Discord here
    https://discord.gg/hellletloose


    Our other social platforms can be found here:


    Facebook
    https://www.facebook.com/HellLetLoose/

    Twitter

    @hell_let_loose

    Youtube
    https://www.youtube.com/c/HellLetLoose

    Reddit
    https://www.reddit.com/r/HellLetLoose/

    Instagram
    https://www.instagram.com/hellletlooseofficial/

    Steam
    http://steamcommunity.com/groups/HellLetLoose


    Well, it's time to map up today's Dev Brief. See you soon on the frontline!

  • Hi everyone,


    Welcome to Developer Briefing 170, today we thought it time to have a look at how not every day in WW2 was sunny and bright, likewise not every battle waged between morning and evening hours. In the interest of additional realism to the frontline we have been working on Night Maps for Update 12 and they are looking very promising. Our timeline focus for the “night/low light moodset” is between 6pm and 6am. Initially our thoughts were to trial the early and later ends of the aforementioned spectrum. Some maps will definitely ‘feel lighter’ than others as the timeline we have allocated may be closer to the morning or early evening. Other maps definitely will feel like the dead of night. We believe it important to spread the mood of the lighting variations across the maps involved for greater variety and in some cases enhanced playability and atmosphere.


    Night Maps

    The inclusion of new and existing maps with a ‘night’ or low light mood variation will provide even more diversity for the players on the battlefields. Tactics will change from day to night as previously precarious areas for infantry or vehicles to traverse may now seem a more viable option. As per any map in Hell Let Loose communicating and coordinating will remain the paramount assets a team needs to utilize in order to garner a win of the round.


    The following maps are to have the low lighting mood effects applied to them in U12. We have included a few screenshots with them for context.


    Remagen

    6704ed698147c3b288091b11ac2088670778c405.png


    49c3efe2c7f21c0a6a055f147dbaebc9cc4e7c88.png


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    Foy

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    7a11cc91b0d9ff2076b859ca77f9679221905e1d.png


    Hurtgen Forest

    16403519f7d09b78dd22352a53fd9754e9b572f4.png


    e15a194eb1d4103ce35bce17b42fbbeda1d56fdd.png


    d5b1dc835cc5d2faa44181a7e16fcd3f898517a2.png


    Purple Heart Lane

    91ac7cf756ed1cbf7433eb7496ace96d416f62a4.png


    7161a673d27b3ed6136d56477bda0f8fa2c45efd.png


    c55b469dc4d317263cedf92be4e14fb550e1c390.png


    Kursk

    4f4d1b083ee71c1d0b1a902ca1d057b6f33454d4.png


    8bd5e98e62f5357e5caf39465442f002ce9284cb.png


    23d4384a9455c85675863dd1646bb3238d8462af.png


    To create these new mood settings the decision was made to focus on low lighting in a ‘fog of war type scenario’ as having an environment where just the lighting itself was turned extremely dark would not be conducive to enjoyable gameplay. The fog effects have been carefully crafted to facilitate the low light environment mood scheme we are wanting. A more up close and personal approach to combat should be prominent in these maps with new lighting variants. This should create a greater atmosphere for all players and may even have the hairs on the back of your neck standing on end as you listen for sounds of the enemy. We urge you to note that the night maps we have created for U12 are the first iteration of the concept and subject to change if we feel it is required.


    Flare Guns

    To accompany the night maps we are in the process of working on animations, texturing and coding for flare guns.


    36e8785d5449b2eb57aba48803aca4092a767865.gif


    Flare guns were used during WWII in situations where radio silence was important, often used by people to send signals or reveal their position, usually when they were in distress and in need of assistance. For Hell Let Loose the flare gun will primarily be of use to aid in spotting or highlighting of enemy positions. This will be particularly helpful in low light or night operations.


    The 3 flare guns to be featured in Update 12 include the German Leuchtpistole 42, the Soviet SPSh-42 and the American AN-M8 which will initially be delegated to the Spotter role of each faction with only a single flare, so it will pay to use this tool wisely. The decision to assign the flare gun to the Spotter role was an important one to us as we feel that access to the weapon greatly increases the attraction of the role, something that Spotter has struggled with in the past. The addition of the flare gun will be a permanent tool for the spotter to use during both daylight and night maps accordingly. Ultimately this decision is not final and will be subject to change pending a number of PTE sessions where we will be discussing the potential for certain design choices.


    Along with their ability to visually signal areas of enemy presence to surrounding allies, flares once active will also act as a reconnaissance tool, marking enemy positions within a 50 meter radius over a period of 30 seconds. This action will be similar to the current commander ability of the recon plane in daylight maps.


    171c5586028e361ebf82b534bf21be808c1be9ab.gif


    Players will need to be skillful in their ability to judge distances when using a flare gun as firing angles will play an important role in the weapon’s effectiveness. If a flare happens to collide with an object such as a building or terrain then the flare will promptly fizzle out and becomes inactive, this means that firing too low may result in the flare having insufficient flight time to activate or remain active while firing high will limit the distance at which it becomes active.


    d4a4a061f960bb04aedce0b6968cbfd8f56b68f3.gif


    The shooter of a flare will also need to be aware that using one will deploy a trail of smoke and light allowing for all within visual range to see the approximate location of its origin. The tactics for successful use of the flare guns will be a skill that is learnt over time.


    To assist in identifying an active flare, Allies and Axis flares are colored differently, being green for Allies and red for Axis.


    The German Leuchtpistole 42 or flare gun in English was introduced into service for the axis forces in 1943 and served throughout the rest of World War II.


    d504a1ade4424729ef1969f05649244bf381439b.png


    After many trials and tests the soviet flare gun SPSh-42 was officially adopted as the new standard Red Army signal pistol.


    0d056b7ca3f673c69ba912f5dc1aad3f2c90ddf9.png


    The Type AN-M8 flare pistol was the standard issue signal gun for the American military during World War II.


    3ac339d08749988908150ddb473c8a9eb5152569.png


    A Few Words From Max About Remagen

    Hi all,


    We thought we’d swing back to address some initial thoughts on Remagen.


    Fundamentally, the interesting and key aspect of Remagen is the bridge dynamic. In World War Two, bridges were a key point of contention, with the entire war revolving around the capture and retention of territory. Bridges like the Ludendorff Bridge (the name of the bridge central to our Remagen map) were seen as extremely favorable strategic positions to either capture or destroy, as they offered the fastest possible way forward for forces of either side. For a bridge to be destroyed could mean the rerouting of an entire army - often through far better defended and dangerous territory - sometimes a 100 mile diversion.


    Currently in Hell Let Loose, we have some smaller bridge dynamics at play (mostly in Purple Heart Lane, Hill 400 and Hurtgen Forest), but we felt that focusing the gameplay in the center of the battlefield around a single huge bridge would be a new and distinct experience amongst our current map rotation - certainly something players haven’t tried before.


    da118a334253974e4c673519dbedcb79537441c2.png

    We also want to say that we’re aware of the immediate ways that will change combat. Artillery will be extremely powerful, and by virtue of that so will Munitions for the Commander (these will need careful management). We expect a dash for the bridge at game open, and while the US have an almost direct drive to the bridge down the railway line, the German forces historically occupied the high cliffs and bluffs above the bridge itself, which offer perfect view over that straight line approach.


    In terms of map balance, we always have to tread a fine line of recreating the battlefield as accurately as possible, while also trying to balance for gameplay. In our closed testing, the high ground is very useful for Germany infantry, but armored vehicles struggle to get the required depression to level their guns on targets easily. Conversely, US vehicles are able to easily lift their guns against the high ground, but struggle against lateral attacks from the lower land on the German side of the bridge.


    50d97e3042d9fb904c53fb6eb48d8e31b0ee5549.jpg


    Infantry are able to defend the key towers on either side of the bridge and we expect a huge rolling battle of extreme brutality over the bridge itself. There are gangways beneath the bridge that allow for a different method of traversal, but we expect this to be a very difficult battle in which Machine Guns and Snipers rule.


    Many of you will already have realized that there is one tool in the arsenal that will allow for a break to the stalemate. The Airhead was designed specifically for this event (and we would not have introduced this map without this feature) - a way of deploying men behind enemy lines in order to establish Garrisons and OPs to allow the attacking team to move up behind the defenders in order to disrupt their lines and unblock the bridge.


    a1894ed232505c50b4e16a4dfd22fa5199ce2318.jpg


    In our testing, a well placed early Airhead can immediately establish the main force on the opposite side of the river, allowing for the continued harassment of the artillery by Recon units and the establishment of Garrisons to enable large troop presence on the other side of the bridge. If these things are able to be accomplished, your armor will be able to disengage from firing across the river and move up across the bridge, causing huge issues for the enemy.


    Lastly, in the coming PTEs we’ll be testing whether or not it’s more decisive to allow or disallow the building of spawn points on the bridge (OP and Garrison). We currently feel that the best option will be the one that makes the bridge battles faster, more decisive and less grindy.


    1a22e13e152ebbcb02292cb3f9384ab0ef48470a.jpg

  • 1a22e13e152ebbcb02292cb3f9384ab0ef48470a.jpg


    On a final note, we’ve read many of the comments pointing out many of the things described above. We want to reiterate that our approach to designing Hell Let Loose is to try to offer maps that demand a different way to be played - that require the use of many different tools in the toolbox in an effort to keep each experience challenging and different. While we could have added aspects to the map that would make it easier (ie. multiple points to cross the river or a river that was shallow enough to be forded), we felt that this would detract from the new experience we’re keen to offer and would have become another version of Hurtgen Forest or our other maps. We also felt it was critical to offer a key “bridge” style experience (in the same way we wanted to do urban combat, forest combat, beach landings etc) that was so iconic to World War Two. We’re very excited to see the creative ways in which each force tries to overcome this, as well as the way new tools will be used to forge a path to victory. As usual, we’ll be right there on the battlefield with you in the coming PTEs and will be listening to feedback and making any changes that could improve the gameplay experience.


    The team and I look forward to seeing you in our upcoming PTE on Remagen soon.


    Max


    Remagen PTE coming soon!

    With some final polishing nearing a release state and progress coming along nicely we are excited to announce our first U12 PTE for all players to sample Remagen. We are aiming for the first PTE session to kick off within the next two weeks subject to confirmation. We are looking to have both day and low light (night) variations of the map in this initial test with the primary focus being on how the map plays. Other items like bug fixing and polish are still ongoing, but we are confident that the PTE build will be very engaging to play.


    As always we greatly appreciate all who participate, whether it’s to provide valuable feedback and bug reports, or simply help out with the numbers to test server loads and other items. We’ll also be jumping into battle amongst the ranks on the day so if you have the time or are just curious, we would love to hear from you!


    How To Join The PTE

    If this is your first time wanting to participate in a PTE you’ll need to head over to the Discord
    where you can find information on how to join and get notifications on when a testing period is live. A full changelog can be viewed in the HLL official discord in the #pte-Info channel on the day.


    War Correspondent, Content Creator and Community HLL Videos

    Time for some more community highlights from the below creators. We highly recommend giving them a watch.

    If you see a Video you like make sure to post in the Discord #hll-videos channel.


    Blown Away By Hell Let Loose - Morphologis

    0.jpgYouTube™-Video: Blown Away by Hell Let Loose
    Aufrufe: 31.509
    I drive a Tiger I tank and become an ace, plus lots of explosions! Also, check me out on twitch!

    Externer Inhalt www.twitch.tv
    Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
    Durch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt.
    https://www.hellletloose.com/ Want to get in on the next video?


    Hell Let Loose Brutal Kill Compilation 15 - AT Shovelist

    0.jpgYouTube™-Video: Hell Let Loose Brutal Kill Compilation 15
    Aufrufe: 6.232
    #hellletloose


    This One Is For the History Books - HELL LET LOOSE - Warfrags FPS

    0.jpgYouTube™-Video: This One Is For the History Books - HELL LET LOOSE
    Aufrufe: 6.868
    🎬 More Hell Let Lose content coming every other day ! 🔔 Like and Subscribe if you enjoy these videos, it helps me a lot ! ➡️ Thank you for watching, stay safe !


    Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.


    7aae70615e8569646f030608dc844f43c1b11eac.png

    Join the Discord here
    https://discord.gg/hellletloose


    Our other social platforms can be found here:


    Facebook
    https://www.facebook.com/HellLetLoose/

    Twitter

    @hell_let_loose

    Youtube
    https://www.youtube.com/c/HellLetLoose

    Reddit
    https://www.reddit.com/r/HellLetLoose/

    Instagram
    https://www.instagram.com/hellletlooseofficial/

    Steam
    http://steamcommunity.com/groups/HellLetLoose


    Well, it's time for the flare to burn out on today's Dev Brief. See you all on the frontline!

  • NEUIGKEITENVERÖFFENTLICHT
    Mi., 8. Juni

    Developer Briefing #171 - New Commander Abilities, Tanks, PTE #2 and More!

    Hey everyone,

    Welcome to yet another Developer Briefing. Today we’re excited to showcase an abundance of new content coming in Update 12, featuring new Commander Abilities, additional Omaha Beach map variants (with reworked areas to suit their respective gamemodes) and the new US “Sherman M4A3 75w” medium tank along with the return of the beloved German “Panther” medium tank.

    Without further ado, let’s dig right in!

    New Commander Abilities

    This first feature has been one of the more difficult surprises to keep, and after seeing the countless requests across the Reddit, Steam forums and Discord channels over the past few weeks, we’re very excited to finally be pulling the curtains. Scheduled for implementation in Update 12 is the addition of 2 new Commander Abilities - the ‘Ammo Drop’ and ‘Precision Strike’, featuring the infamous Ju-87 ‘Stuka’!

    As always, please note that the following content is in a state of ‘work in progress’ and has yet to receive final adjustments and polish.



    youtube_16x9_placeholder.gif

    Precision Strike

    ‘Precision Strike’ calls upon the support of deadly fighter plane(s) to execute a devastating single blow to a specific target defined by the Commander. This new ability will prove as an effective solution to tightly knit infantry positions, stationary vehicles unaware of their senses or exposed garrisons who’s position can be pinpointed on a map.

    Though with great power comes even greater responsibility, as a high cost and cooldown rate means that such a request must be radioed in with full confidence, as while the effective radius of the precision strike is small, its power is absolute.

    Each faction has their own unique twist on the ability, sporting the very planes used historically to deliver such devastating blows on the battlefield.

    c309aa9461cd82374cef23c38228827922574e52.jpg

    German Ju-87 ‘Stuka’

    ce14474f421c522b3ac53731b8fa569b75872f82.jpg

    US P47 ‘Thunderbolt’

    533145b2dab0992bb6dbfbd2649b2447d1a729d9.jpg

    Soviet Ilyushin IL-2

    Ammo Drop

    The second commander ability included in Update 12 is the ‘Ammo Drop’. Similar to the existing ‘Supply Drop’, the ‘Ammo Drop’ parachutes in an emergency stock of assorted medical, firearms and explosive ammunition for soldiers on the ground. The ammo crate from this ability is unique in the sense that rearming from one will restock all types of ammo carried by a soldier and will initially allow soldiers to rearm a total of 12 times (ie. 12 soldiers each rearming once)

    f19bb3641b5e115af38f1d46497a4bdbbf1b17ff.gif

    The ‘Ammo Drop’ will be especially handy if you run out of rifle ammunition and grenades or even bandages as they’ll all be replaced during the one rearming cycle. The rearming of a soldier can only be done once per life until the 12 re-arm slots in the crate have been exhausted or the crate itself is destroyed.

    Commanders who like to plan ahead should find this new ability particularly useful when preparing for an upcoming firefight, as any advantage can turn the tide of battle.

    b7d719ed7c4cf262b10125d6b1b554cd207eb676.png

    New and Improved Vehicles

    New Sherman M4A3 75w

    Along with new Commander Abilities comes a new addition to the vehicle lineup for the US forces - the Sherman ‘M4A3 75w’.

    Similar to when the Panzer IV was introduced, this new addition will replace the existing Sherman M4A1. Those of you who have been with us over the years will know that the Sherman M4A1 was one of the very first vehicles added to the game, and we feel that over the course of time the asset has begun to show it's age.

    The name “Sherman” comes from the British tradition of naming its American produced tanks after American Civil War Generals. Named after General William Tecumseh Sherman, the name quickly caught on and led to the adopted practice of the US Army naming all its tanks after Generals.

    Some of the first M4A3 (75w)s were shipped to Europe in the weeks and months following the Normandy Invasion on June 6, 1944. It was the goal of US Army to place the Ford engined Shermans with their updated Second Generation features into the hands of combat troops as quickly as possible.

    The M4 Sherman was uncomplicated, reliable, and mechanically well constructed. Working in tandem with well-coordinated Allied infantry, artillery, and air forces, the plentiful and trusty Shermans were able to vanquish most German armoured formations simply by ganging up on them in overwhelming numbers when all else failed. Often considered one of the great additions to allied forces during the entirety of WW2. The trusty Sherman holds a place in any WW2 gamer or history buffs heart.

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    Sherman “M4A3 75w”

    12bae9f2ad879e54f43c59a4d510a27fbd34fcf5.png

    Return of the Panther and Smart Materials

    As many of you who have been following our previous Developer Briefings know, it has been our goal to continuously raise the bar when it comes to the visual fidelity of both past and future content in Hell Let Loose and how Smart Materials play a large role in those efforts.

    In addition to the new US Sherman M4A3, players will have the pleasure of seeing the reintroduction of the German Panther tank in its up classed ‘Heavy’ configuration, showcasing its fresh coat of Smart Materials alongside the Tiger I.

    For anyone left wondering what a ‘Smart Material’ is, we highly recommend reading back on one of our past Briefs - Developer Briefing 130 where we explain their benefits in detail, but to give a quick TL;DR, Smart Materials provide a:

    Higher texture fidelity


    Lower cost on performance


    Versatile workflow allowing for new features unachievable using previous methods


    1841ff31cc8ee52da2a030d479a6435b5a587f06_400x225.pngAnkündigung zu Hell Let LooseFr., 4. Juni 2021
    Developer Briefing #130 - Vehicle Smart Materials & Kursk PTE Next Week!

    Giving your tanks a makeover...

    63e62bfb6bc182a972b61cb03de18440117e4a6c.png

    German “Panther ausf.G” heavy tank

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    German “Tiger I” heavy tank

    6d100797ee1275ce2dd83d5a908c8bd2f9120b44.png

    As we move forward with a wider implementation of smart materials in later updates we intend to also apply them to other items, allowing us the ability to do new things such as adding variety to models, giving a more realistic and authentic feel to the game. All new content moving forward will be using Smart Materials as a new baseline standard in model texturing.

    02571e781d93b0239f9d040316267722e0bbed06.gif

    Omaha Warfare and German Offensive

    Players who are seasoned to the brutality of storming the famous Omaha Beach landings will be pleased to see that amongst the additional maps of Update 12, two new modes have been added, now rounding out the map to include all available gamemodes.

    The Landing craft pictured below allow players to spawn and mount up from within, providing additional cover over the existing boats used in the Offensive US gamemode. We are very excited to see what players think of the new beachfront and how it plays during the new Warfare and German Offensive gamemode.

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    feec87446889e4583e1ff15799e3d123fc42c4c6.png

    d70ad28a29a513338b91ebc607cea2670b646c66.png

    U12 PTE #02

    For anyone interested in getting an early hands-on with new content such as the Stuka, we are excited to announce that the 2nd PTE for Update 12 will commence on Thursday June 9th at 2pm BST
    .

    Unfortunately due to some server maintenance being performed by a GSP at conflicting times, this session will be starting roughly 3 hours later than the usual 11am BST. To make up for this we will be looking to run an extended PTE during the next session before the release of the update.

    e4199221c8ce27f3a105a74a6b4a5fd5f3b57ffc.gif

    After the influx of player feedback we received during the 1st PTE, we look forward to your thoughts on what’s new this time round. For those who require a refresher on what to expect, check out the list below which highlights many of the new features coming in Update 12 that will be available to test during these sessions.

    New Weapon - Flare Guns


    New Commander Abilities - Precision Strike and Ammo Drop


    New Vehicle - US "M4A3 75w" Medium Tank


    Reintroduced - German Panther Tank


    New Camo - German Tiger Tank


    Half-track MGs


    New Map - Remagen Map


    Night Maps (Foy, Purple Heart Lane, Hurtgen Forest, Kursk)


    Improvements to existing maps (Kursk, Omaha Beach)


    New FX (Blood hits, Artillery explosion and more)


    Additional improvements (Reload Interrupts, Fortification Snapping, Smoother Vaulting, MG Deployment and more)


    A detailed list of changes will be available in the Discord PTE channel once servers are live.

    How To Join The PTE

    If this is your first time wanting to participate in a PTE you’ll need to head over to the Discord
    where you can find information on how to join and get notifications on when a testing period is live. A full changelog can be viewed in the HLL official discord in the #pte-Info channel on the day.

    As always we greatly appreciate all who participate, whether it’s to provide valuable feedback and bug reports, or simply help out with the numbers to test server loads and other items. We’ll also be jumping into battle amongst the ranks on the day so if you have the time or are just curious, we would love to hear from you!

    War Correspondent, Content Creator and Community HLL Videos

    Time for some more community highlights from the below creators. We highly recommend giving them a watch.

    If you see a Video you like make sure to post in the Discord #hll-videos channel.

  • GROSSES UPDATVERÖFFENTLICHT
    Di., 19. Juli

    Update 12 ‘Falling Dark’ Is Now Live!

    Hey everyone,

    At last it's here. The team is excited to announce that Update 12 ‘Falling Dark’ is upon us. As we have mentioned in our developer briefings this update brings to all the ‘Low Light’/‘Night’ mood settings for some popular and new maps, Vehicle Updates, New Commander Abilities, Flare Guns and so much more.

    We have all been working hard over the last few months to ensure that this update has been well worth the wait. Without further ado let's crunch the info on Update 12 via the full changelog.

    Update 12 Changelog

    Vehicles
    Added new US “M4A3 75w” medium tank

    Added Machine guns to Half-tracks (M2 Browning, MG42)

    Reimplemented the German “Panther” as a heavy tank with updated Smart Materials

    Updated Tiger with new camo pattern

    Updated Panzer IV with new camo pattern

    Updated Luchs with new camo pattern

    Weapons
    Added Flare Guns (LP-42, SPSh-42, AN-M8)

    Loadouts
    Added Flare Gun to Spotter lvl 3 “Scout” loadout

    Moved Ammo Crate from Spotter lvl 3 “Scout” to Spotter lvl 1 “Standard Issue” loadout

    Cosmetics
    Added 2 new DLC uniforms for the Commander role



    Hell Let Loose – Upper Echelon


    Hell Let Loose – Upper Echelon

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    19. Juli 2022

    In den Warenkorb
    4,99€

    Hell Let Loose – Upper Echelon




    Hell Let Loose – Red Marshall


    Hell Let Loose – Red Marshall

    ActionIndieSimulationStrategieGewalt
    19. Juli 2022

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    Hell Let Loose – Red Marshall

    Gameplay/Features
    Added the following new Commander Abilities:

    Precision Strike

    GER: Stuka Dive Bomb

    US: x2 P-47 Bombs

    SOV: IL-2 Rocket Strafe

    Ammo Drop

    Improved animations for the strafing run Commander Ability

    Added separate volume controls for Proximity, Unit and Leadership VOIP channels

    Added gore models for the Soviet faction (previously used US models)

    Primary Weapons are now displayed on the player’s back while not equipped

    Added the ability to interrupt weapon reloads

    Fortifications can now be snapped together using the default “LEFT ALT” keybinding

    Adjusted MG deployment logic to prevent players from hiding their model inside objects

    Updated Personal Stats screen with new stats and an organized layout

    Tank crews are now notified when the gunner destroys an OP

    Vehicle wrecks can now be destroyed using tank shells, AT-guns, rockets and satchels

    Increased AT-Gun deploy timer from 3 to 8 seconds

    Reduced AT-Gun damage from 600 to 350

    Added the following new Achievements:

    Not a bridge too far!

    MG goes BRRRR!

    You can run, but you can't hide!

    I don't need no Nightvision Goggles!

    Soldier of the Month

    Commend and Conquer!

    War Hero

    Deputy of Death

    Do Svidaniya!

    I spy, I spy, with my little eye...

    Cleanup down isle 3

    Geneva Genocide!

    There can only be one!

    One with the shadow...

    Spot On!

    Medal of Honor

    Iron Cross

    Hero of the Soviet Union

    Breaking the Geneva Convention

    Its over two thousand!

    Humble lifestyle

    Its like fashion week!

    Rock, Paper, Tank!

    And so it begins...

    Rain Hell

    Beat the DEV (Medic)

    Maps
    Added new Remagen map:

    Remagen Warfare

    Remagen Warfare Night

    Remagen Offensive GER

    Remagen Offensive US

    Added Night maps:

    Foy Warfare Night

    Purple Heart Lane Warfare Night

    Hurtgen Forest Warfare Night

    Kursk Warfare Warfare Night

    Added additional Omaha map variants:

    Omaha Warfare

    Omaha Offensive GER

    Reworked HQs on Kursk to provide additional cover for each faction

    HUD/UI
    Improved legibility of Enemy Recon Markings on the Tactical Map

    Audio Effects
    Shortened incoming Artillery whistle SFX

    Adjusted bullet crack SFX for the MG42

    Adjusted Foy map ambience

    Balanced volume of grenade throw SFX

    Added sound occlusion to explosion SFX

    Balanced end of round music volume

    Adjusted flesh impact SFX

    Adjusted wood impact SFX

    Adjusted smoke grenade SFX

    Additional minor sound tweaks and improvements

    Visual Effects
    Updated TPP Blood Hit FX

    Added lighting to the following in-game FX for better visuals on night maps:

    Muzzle Flashes

    Artillery cannons

    Tank cannons

    Panzerschreck/Bazooka rockets

    Adjusted artillery impact and vehicle explosion FXs

    Server Administration
    Added ‘Aim Laser’ to indicate where a player is aiming

    [Fixed] The prompt displayed when the player is banned via Votekick mentions that the ban is from the administrator

    Bug Fixes
    [Fixed] Unusual camera stuttering when vaulting over an object while the server/player has a high ping

    [Fixed] Disconnecting and Reconnecting from VoIP while making Microphone check will cause VoIP to permanently stop working.

    [Fixed] Soviet Recon Tank doesn't trigger any SFX when entering the vehicle or switching positions.

    [Fixed] Panzer IV has incorrect armour collision

    [Fixed] The player cannot be heard if they switch very fast between the VOIP channels

    [Fixed] Players are unable to hear enemy Half-track SFX

    [Fixed] M97 Trench Gun cannot penetrate any materials.

    [Fixed] Outpost can be placed next to downed enemy but is instantly destroyed.

    [Fixed] Bullet Crack Sound Plays when leaving Mounted Prone with PTRS-41.

    [Fixed] Typing Y/N in chat will accept or deny UI requests

    [Fixed] Deployable explosives can't be placed in an area around garrisons and airheads.

    [Fixed] The player model can clip through certain building roofs by deploying LMG’s.

    [Fixed] LMGs camera will lose its input when being deployed in another player

    [Fixed] Some Personal Stats are not saved when the player exits and reenters a server

    [Fixed] Offensive mode initial Deploy Timer counts down before any players have joined the server

    [Fixed] VOIP may not work immediately after creating a unit for 20-30 seconds

    [Fixed] Career and Role EXP may not correctly display in change role menu if gained just before a match ends.

    [Fixed] Two players can trigger the bandaging animation if the bandage is used at the same time

    [Fixed] Players do not get suppressed from bombing run fire when in artillery reload seat

    [Fixed] Players do not get suppressed from strafing run fire when in artillery reload seat

    [Fixed] Deploying an LMG on a wooden beam of a specific barn causes graphical issue and un-deploys the LMG.

    [Fixed] Half-Track spawn icon appears when the engine is on in Locked enemy territory

    [Fixed] During idle animation the left hand is misaligned and clips through the weapon while holding any Rifle or Sniper Rifle

    [Fixed] The player is unable to deploy or to enter the Change Role menu in certain scenarios after they've been switched to the other team via RCon during the last 3 seconds of deployment

    [Fixed] The Anti-Tank gun turret will collide with vehicles, potentially causing collision/physics issues

    [Fixed] Missing glass in Opel Blitz asset

    [Fixed] Eastern Wood Peewee can be heard in Hürtgen Forest Map

    [Fixed] Rebinding W A S or D in Infantry, Driver and Admin tabs will allow two bindings on one key.

    [Fixed] Rebinding W A S or D to common and relaunching the title will rebind in Infantry, Driver and Admin Tabs.

    [Fixed] Garrisons and Outposts render distances vary based on map

    [Fixed] Airhead is destroyed by friendly grenades

    [Fixed] The Damaged Engine Fire PFX always face directly toward the player

    [Fixed] When a player quickly switches between VOIP channels, the nametag of the player will not show up or will show up for a brief period of time

    [Fixed] Gear change animation plays twice in Soviet vehicles

    [Fixed] Occasions where nametags appeared in Streamer Mode

    [Fixed] Poor network conditions will cause bolt action rifles to not fire when inputting.

    [Fixed] FG42 bullets land higher than the crosshair

    [Fixed] Soviet Half-Track have no SFX while being repaired at a repair station

    [Fixed] The map images on the 'Maps' section of the Field Manual are low resolution

    [Fixed] There is a corrupted texture in the viewports of certain tanks

    [Fixed] Outside parts of the Panzer IV is present in the viewport at FoV higher than 90

    [Fixed] Airheads will deploy faster than the icon indicates

    [Fixed] The prompt that appears after a player is kicked appears in German

    [Fixed] Steam invites will bring a player into the last server the inviter was in if they're on the Front End

    Kursk
    [Fixed] Increased height of certain foxholes to provide improved cover

    [Fixed] Multiple instances of floating or misaligned assets

    [Fixed] Adjustments to player collision across a number of assets

    [Fixed] Adjustments to LoD settings across a number of assets

    Stalingrad
    [Fixed] Adjustments to player collision across a number of assets

    [Fixed] Adjustments to LoD settings across a number of assets

    Foy
    [Fixed] Adjustments to player collision across a number of assets

    [Fixed] Adjustments to LoD settings across a number of assets

    Hill 400
    [Fixed] Visual issue with some riverbanks

    [Fixed] Multiple instances of floating or misaligned assets

    [Fixed] Adjustments to player collision across a number of assets

    [Fixed] Adjustments to LoD settings across a number of assets

    Hurtgen Forest
    [Fixed] Adjustments to player collision across a number of assets

    [Fixed] Adjustments to LoD settings across a number of assets

    SME
    [Fixed] Some instances where the player could not deploy their MG on an asset

    [Fixed] Multiple instances of floating or misaligned assets

    [Fixed] Adjustments to player collision across a number of assets

    [Fixed] Adjustments to LoD settings across a number of assets

    Purple Heart Lane
    [Fixed] Multiple instances of floating or misaligned assets

    [Fixed] Adjustments to player collision across a number of assets

    [Fixed] Adjustments to LoD settings across a number of assets

    Omaha Beach
    [Fixed] Multiple instances of floating or misaligned assets

    [Fixed] Adjustments to player collision across a number of assets

    [Fixed] Adjustments to LoD settings across a number of assets

    Remagen
    [Fixed] Adjustments to player collision across a number of assets

    [Fixed] Adjustments to LoD settings across a number of assets

    Carentan
    [Fixed] Adjustments to player collision across a number of assets

    [Fixed] Adjustments to LoD settings across a number of assets

    Known Key Issues

    Ammo Drop ability description mentions x5 rearms instead of x12

    Specific assets appear to LoD aggressively on some maps (notably Omaha)

    Don’t forget that if you haven’t checked out the other Hell Let Loose socials you should do so. Like our discord you will find them great places for information and community interaction.