Call to Arms - Gates of Hell: Ostfront
Call to Arms - Gates of Hell: Ostfront 1.027.0
Version Date
Dec. 27, 2022
Patch Notes
Update 32: V 1.027.0
Update 32: V 1.027.0
Change Log
Highlights
- Added option to game options tab to enable/disable screen shake from explosions
- Added Added Surrender and Restart Buttons to the In-game Escape Button menu in Conquest
- Added 4 New MP maps
Conquest
- Removed "lose battle on exit" option on conquest creation screen
- Changed conquest so that crashing or ALT+F4 exiting cannot result in a loss, and allows players to replay battle.
- Added Surrender and Restart Buttons to the In-game Escape Button menu. Players can now decide in each battle, instead of at the campaign creation level, if they want to loose and progress or replay the same battle on early exit.
- Added Soviet KhT-130 and T28 M1938 to conquest
- Fixed soviet conquest research tree where some units were locked at start that should not have been.
- Fixed bug with missing enemy airstrikes when player is Finland
- Fixed spawns dcg_lakhta_winter map
- Fixed dcg_Vainikalan_winter map preview
- Fixed CP size of the Finnish KhT-130 in conquest
- Fixed CP size of BT42 and 75mm itk37 in conquest to be 20 each
- Fixed incorrect crew count for 122mm A19 in conquest
- Fixed cost of Sdkfz 234 Series of vehicles in conquest
- Increased cost of 60cm Karl Thor in conquest by 100
- Increased cost and CP size of Grille Ausf.K in conquest to be inline with other SPG of its size/caliber
- Increased ammo points gain slightly in conquest for both winning and losing across all difficulties.
Multiplayer
- Added 4 New MP maps
- 1v1 Ladoga
- 2v2 Urban Hell
- 3v3 Radusha Airfield
- 4v4 Olkhovatka
- Added T28 M1938 to soviet Early War Irregular doctrine
- Added T28 M1938 to soviet Mid War standard buy menu
- Added KhT 130 to soviet Mid War Irregular doctrine (replaces 2x KhT-26 with 2x KhT-130)
- Reduced DP cost of KV-2 in Early war doctrine from 60 to 50
- Reduced DP cost of KV-2 in Mid War doctrine from 50 to 45
- Fixed crew leaving planes on MP Map: 4v4_vitebsk
- Fixed Soviet Doctrine Cossack squad missing description, CP and score
- Fixed 4v4_swamp var3 environment to not be night
- Fixed Finnish Mid and Late war where the 21cm Nebelwerfer and the Landsverk 182 shared the same unit limit group
- Fixed many smaller issues with several MP maps
Single Player
- Fixed problem with loading some save files and units could not move
- Fixed SVT ammo in singleplayer breeds so it will resupply properly
- Fixed Voice lines for Finnish Campaign missions not playing
- Fixed enemy AI accuracy on hard difficulty as it was worse than on normal
- Increased bleedout time for revivable soldiers on hard and heroic difficulties to be the same and normal difficulty (120 - 180s)
- Fixes for German Mission: The Big Prize
- Fixed player/soldier/officer narrator talks appearing as enemy.
- Fixed intro
- Fixes for Soviet Mission: The Cold Supper
- Intro fixes
- All scenarios stop using event/trigger ON NEXT(bad).
- Fixed intro issues with sled vehicle never reaching intended start location. This resulted in issues with starting stealth.
- Intro scenario proper overlap.
- Fixes for Soviet Mission: Operation Bustard Hunt
- Intro cleanup and fixes.
- Scenario fixes.
- Fixed player reinforcement crew/passengers set to proper states for assignment.
- Re-aligned some grass entities
- intro scenario
- SINGLEPLAYER: skippable after intro/2_camera in single player / COOP: Auto skipped after intro/2_camera.
- fixes related to evacuation trucks task, their fixing, crewing and driving via ai related to evacuation task(always use selector tag/mid if called on waypoint for impregnability and not waypoint selector itself).
- drivers board trucks for evacuation remove inhabited requirement as it would prevent their command.
- intro fixes.
- fixed "Take back control of the position and protect the trucks with the wounded" showing as completed at start.
- Fixes for German Mission: Siege of Sevastopol
- Tasks 3/4/5 add more pointers as areas are big.
- Globally set all possible user humans as user tag and proper move modes
- Fixed trench hole under the map.
- Fixed task 3 completion.
- Fixed iron beams causing vehicle pathing issues
- Changed damaged 305mm_mb_2_12 to be player 3 (allied to rus)
- Removed autosave that was done right at start of the mission
- Cleaned up task 2(clearing mines).
- Fixes for German Mission: Among the heavens
- Fixed intro
- Fixes for Soviet Mission: Pavlovs House
- Fixed some map entities what were floating
- Pavlov carries rdg1_smoke_supplies.
- Enemy tanks near Pavlov house improved behavior.
- Various broken polygons on map fixed.
- Intro and sniper name fixed.
- Fixes for Soviet Mission: Unbroken
- Fade from black intro.
- Fixed spotters to have ability to fight once attack given but not until player is in the village and before officer tries to escape(added weapons for spotters once it happens).
- Intro coop compatibility for fx explosions on german convoy.
- Remove autosave at intro end.
- Spotters have small stealth mask bonus upon attack command and once action really heats up(if they still alive).
- Fixes for Soviet Mission: Winter Storm
- Fixed intro
- Fixed scenario issues with being stuck possibility.
- Fixed many starting units including at gun being not assigned and under proper control.
- Scenario usage fixes.
- Fixed pl_squad engineers bailing from the truck at start not always assigned properly.
- Fixed crash when pz3j drove onto prescripted mine area, it was trying to spawn fx entity that no longer exists(ex_arm_size1_snow)
- Enemy part1 vehicle spawn and movement fixes.
- 88mm_flak18_towed does not need to be inactive as its parent linked controls the state.
- T34_town harmless and off via tag on same waypoint with delay to avoid situation where it would remain in that state by never reaching next waypoint.
- intro scenario - SINGLEPLAYER: skippable part by part in single player / COOP: Auto skipped after first scenario.
- Fixes to assignment.
- Fixes for German Mission: Legend of Krasny Bor
- Fixed intro
- Send_veh/inf logic added for soldiers left abandoned from attacking vehicles far on the map so that they dont act dumb standing around
- Add emit ables added(enemy) based on conditions.
- Skip preparation stage button show on top of reinfs.
- Fixes to flareguy
- Intro scenario - SINGLEPLAYER: skippable part by part in single player / COOP: Auto skipped after first scenario.
- Use flare service instead of flare soldier for flare effect of incoming tank groups.
- Flare script cleanup.
- Switch from night to morning to day begins later and not instant attack starts.
- Reduced light brightness night environment
- Removed sandbags blocking Pak 40 from shooting left and right
- Fixes for Soviet Mission: The Citadel
- Fixed add_emitinf logic for tanks
- Fixed at gun positions
- Fixes for German Mission: Ace of Swords
- Fixed players artillery guns moving into rear position and looping back and forth between move/set states(part1/ally/mortar/to_pos1)
- Fixed issue where to_pos0/1/2_fire could call allied arty to fire even though order to move forward was called thus breaking scripted movement.
- Fixed intro if skipped before t0 tank hits mines the ai crew were never killed.
- Fixed tiger filled starting rounds.
- Fixed minor intro issue (sp) when tank hits mines if scenario not skipped.
- Fixed intro bug (intr/cam8)
- Intro scenario - SINGLEPLAYER: skippable part by part in single player / COOP: Auto skipped after first scenario.
- Fixed various enemy *_c zones which were calling for clone reinforcements instantly due to wrong conditions.
- Fixed russian pilot in a plane which was inactive and tagged for cloning reinforcements(possible crash source).
- Fixes for Soviet Mission: Street to Street
- Fixed "ghost evil clones of starting player tanks" coop issue *properly*. (caused by scenario bad settings for coop)
- Improved intro.
- Start tanks assign of operations clean up
- Fixed bug with doubled start tanks "ghosts"
- Start user zone tad bigger to make sure all reinf vehicles are in it.
- intro scenarios dont jump view when skipped
- intro german running squad that dies in artillery, fix lowering health to ensure they die in coop, as sometimes they just come back to life due to diff not adjusting health down.
- intro - COOP: Auto skipped after start/01. / SP: improved intro scenes joined better.
- map pathing fixes.
- intro from black.
- Fixes for German Mission: In Spite of Everything
- Fixed intro
- Ontroductory scene skippable properly(single player) at any subpart of the scenes(skips instantly to assignment not to next movie).
- Fixed assignment of the 2 engineer trucks driving during intro.
- Fixed certain inf not assigned in coop(sniper and 2 medics).
- Fixed unit not assigned.
- Fixes for German Mission: Clash at Narva
- Fixed fallback timer from being hidden when player completes task4 as there is still total of 300 sec before attack continues, so without the timer showing this it was confusing.
- Fixed deletion of vehicles in rare instance. (tag deletion not removal).
- 4 fails only if player is dead to make it feasible for aggressive player who dominated first part not fail because he did not retreat fully.
- Implemented add_emitinf_ables logic for enemy tanks.
- Difficulty deletions fix.
- Major clean up of task 3/4 scripts.
- Fixed pathing for ammo boxes in specific location.
- Enemy wave attacks improved (timings and intial traffic paths) + small balancing.
- Fixed add_emitinf logic for tanks
- Complete defense task(3) upon all timers completion and player still alive in task3 zone, this way he gets reinforcements available even if enemy forces are within task 3. This is much more rewarding for holding on the area even with few men at last moment.
- Initial reinf shows up as task 5 is shown, global/lose only loses before attack begins if player dies, later it varies based if player has reinforcements available or lost defense forward.
- Increased cost of Grille Ausf. K reinforcement in Narva mission now that it can fire indirectly
- Fixes for Soviet Mission: Closing the Pocket
- Added voice lines for officer and mission tasks
- intro fixes
- Fixes for Soviet Mission: Koenigsberg Cauldron
- Fixed towed cannons/mortars for doctrine vehicles to receive its own assign even if they are still attached, as this is the proper way(fixed autoassign issues).
- Fixes for Skirmish Mission: Mamayev Kurgan
- Fixed sniper purchase bug(defensive doctrine).
Everything Else
- Added option to game options tab to enable/disable screen shake from explosions
- Added feature to allow torn off wheels to be replaced with new wheel when repaired (torn wheel is no longer a permanent vehicle death)
- Added new weapon views for Flame Throwers:KS-24 KS-25, ATO-42, Panzer3 14mm Flammenwerfer
- Added new chances for wheels can be torn off (HE blast damage or Pierced by 75mm+ projectiles, AT mines)
- Added halftracks and 8 Wheeled vehicles can still move (at slow speed) if 1 wheel is torn. 2 torn wheels = immobilization
- Added or improved all low to medium height fences to be climbable by infantry
- Added new vehicle_views (damage schematic) to many vehicles. (Eventually all will be done.)
- Added double drum SmK and SmK(H) rounds
- Added rear AA gunner position and MG to Jagtiger (with animation for MG mount)
- Added missing icons for Finnish heavy engineer and Ger/Sov Miners
- Fixed issue where vehicles with torn off wheels could still move if still crewed
- Fixed graphical glitch when sdkfz 7 windshield was broken
- Fixed Ostwind's max gun elevation so it should not turn backwards
- Fixed Stug 3 Ausf.B smoke launcher missing polygons
- Fixed Karl Thor from being able to be crushed by vehicles and tanks
- Fixed Turret ring armor thickness for pz38h_735 and pz38h_w40
- Fixed Mantlet armor for SU100
- Fixed incorrect shell texture inside the Grille Ausf.K
- Fixed grille_k, bison and sig33 to not eject shell casings after shooting
- Fixed small weak point on the front of the T34 Shielded
- Fixed inside of FT-17 gun/mantlet area from being see through
- Fixed 57mm_zis2 from showing in library twice
- Fixed is2 versions enumerator and turret mgun problems
- Fixed coax MG on Sdkfz. 234/2 to align with mantlet
- Fixed rotation limits of Finnish Panzer 4 J's AA MG
- Fixed MG ammo for Sdkfz 221 to match the MG (Double Drum Mags)
- Fixed English vehicle description for Pz.Kpfw B2 740(f)
- Fixed localization for German early war doctrines
- Fixed missing localization for Soviet Single-player Summer 1943 breeds
- Fixed localization for rus_cossack_hat
- Fixed syntax of Sd.Kfz to be consistent in localization/description files
- Fixed vehicle view for Sdkfz250's (broken tracks were reversed)
- Fixed typos of finnish engineer squad icons
- Fixed texture inside of German M42 Winter Cover helmet
- Fixed mass of shovels
- Fixed being able to walk through barbed_wire_finland while in direct control
- Fixed barbed_wire_finland and barbedwire to be cutable with wirecutters
- Fixed buildable barbedwire to able to overlap itself and other entities
- Fixed volumes on barbedwire destroyed models
- Fixed issue with some windows on sov_2st_build1 not being destructible
- Fixed issue with generic ruin 7 sometimes not allowing units to enter inside
- Fixed industrial awning metal parts from exploding when crushed by vehicle
- Fixed pathing around red_beam_medium for carried cannons like Maxim MG
- Fixed colliders for fence_stone_destr2
- Fixed wall volumes in Pavlovs house so units cannot be shot through the house
- Fixed brandenburger sometimes spawning without a helmet
- Fixed infantry not wanting to go near crashed aircraft
- Fixed 20mm lahti L39 to spawn gun fully loaded
- Fixed 122mm APHE didn't have filler stats
- Updated textures to take up less harddrive space
- Updated all land textures from Ostfront to 4x the resolution to match the quality of Talvisota and future theatres/locations
- Updated vehicle schematic overlay to give more strength to the damage colour layer to improve readibility.
- Updated portraits for some Soviet and Finnish breeds
- Updated Grille Ausf.K to be able to fire indirectly (longer range with arc)
- Updated Grille Ausf.K 1st person view to be like other indirect artillery views
- Updated player given move orders to update without giving an order to stop/start the unit
- Updated .50 cal MG on Sherman tanks to be not removable, so that is the same as Dshk's on Soviet vehicles. Also stops exploit in MP.
- Updated Ampulomet M1941 3rd/1st Person camera to be the same as other arc firing field guns
- Updated the Sdkfz 222, Sdkfz 250/9, and the Sdkfz 234/1 (2cm guns) to spawn with hatches open, have increased vertical rotation limits and allow them to target aircraft.
- Increased blast resistance of barbed wire so personnel grenades cannot break it
- Increased turret armor of KV1 M1942 from 100mm to 105mm
- Increased speed of KV1 M1942 from 28 to 35kph
- Reduced 20mm lahti L39 accuracy to be more inline with other 20mm cannons and reduced rate of fire slightly
- Removed Ampulomet M1941 unlimited fire range while in 1st/3rd person
- Removed code that throws humans when hit with a specific amount of grenade energy. Had side effect of humans living at 0 health.
- Removed smoke launchers in Finnish Panzer 4 J. Sources say they were not delivered and holes plugged.
r10846-11188