Call to Arms - Gates of Hell: Ostfront
Call to Arms - Gates of Hell: Ostfront 1.046.0
Version Date
Oct. 17, 2024
Patch Notes
Update 51: V 1.046.0
Update 51: V 1.046.0
Change Log
Highlights
- Optimized performance of construction entities and buildings ensuring only specific building pieces that need to hide a roof or upper story floor have {extender "edifice"} (point to new properties .inc file)
- Optimized Liberation buildings (22 total) that had greater than 20 sub-pieces / bones. We merged these pieces so that the total per building is ~20 or less.
- Updated all Liberation and Airborne maps due to building optimizations causing minor issues (extra objects at 0 0 0 map position, building tex mod changes, etc)
- Added ui_armorDisplay console command to editor
- Added mortar trench to fortification list that engineers can build
- Added {TPC_ZClip 1} to bush and tree properties files to "hide" these entities when camera is close to them and player is in 3rd person control
- Fixed weapons with minimum bursts (ex. rocket artillery) to not auto shoot when recrewing after barrage was interrupted and reload weapon instead
- Fixed selection circle to units auto-assigned players during mission (UpdateSelection wasn't called)
- Fixed giving a human with a panzerfaust an attack order on a vehicle that its not currently facing can cause AI to sometimes fire early or off axis
- Fixed telling a human to throw a grenade over an object that is too tall to throw over, causes endless movement loop
- Fixed Grenades thrown over objects often collide with objects and bounce back (not 100% fixed by should happen much less often)
Conquest
- Fixed Coop Conquest unit transfer causing units to not be able to follow move orders properly
- Fixed house on DCG Karvola winter
- Fixed 150cm Searchlight light fx showing in the center of maps for conquest by code change to no longer send environment change event to inactive actors
- Fixed some German soldiers missing defines for Conquest squads
- Fixed planes crashing into environment on dcg_atzerath_valley
- Fixed barrels overlapping with a truck on dcg_gullheim_airfield
- Changed panzerfaust, t4+ and mg costs for conquest
- Updated conquest script with case for high altitude air attack for ai(enemy) planes when map altitude have very high areas, this requires planes saved with tags of altitude_high and set altitude of planes at least 58+
- Reworked dcg_dubovka map
Multiplayer
- Added Panther Ausf.D to midwar GER Support doctrine for 120 DP
- Added teamsize_cp_factor to Multiplayer games (does not affect CooP or Conquest)
- teamsize_cp_factor multiplies the base CP values chosen in the lobby / game files
- The CP factor applies equally to the starting CP and the increases applied at the 15min and 25min intervals
- Factor used is determined by max number of players on either team. 1v4 game will use factor for the 4v4 game size. 2v1 will use factor for 2v2 size, etc.
- Initial settings are as follow:
- 1v1 game size factor is 1.3 (+30% more CP)
- 2v2 game size factor is 1.2 (+20% more CP)
- 3v3 game size factor is 1.1 (+10% more CP)
- 4v4 game size factor is 1.0 (0% more CP)
- This means a standard setting 1v1 match, players with start with 100 * 1.3 = 130CP. At 15min 150 * 1.3 = 195CP. At 25min 200 * 1.3 = 260CP
- Factor applies to custom game CP settings as well
- Updated the multiplayer game list screen to remove the global chat, as this feature has been discontinued by Valve.
- Changed flame tanks doctrine_ot130_early and doctrine_kht26_early from doctrine Tier 2 to Tier 1
- Changed doctrine_150mm_sw34_early from doctrine Tier 1 to Tier 2
- Changed fin midwar captured vehicles sequence to be T-26, BT-5 and T-34/76
- Changed fin tank commander cost from 10 to 5 due to pistol
- Changed sov tank commander cost to be consisted with their weapon
- Changed crew of gaz_aaa_maximx4 and zis5_dshk from artillerymen to mg crew
- Changed command vehicles to have 4CP instead of -12, to be same as other halftracks
- Changed limit of support doctrine supply officers to be limit2, independent from manpower officer limit
- Changed 3v3_ranes to have more opening/pathing options through walls, fences and hedgerows
- Changed volkssturm from tier 0 to tier 1
- Changed score gained/lost for killing officer to 25
- Changed capture zones on:
- 1v1 farmstead
- 1v1 isigny ruins
- 2v2 mortain
- 2v2 stalingrad
- 2v2 suburbs
- 3v3 voronezh
- Increased cost of drum mag SMGs by +1MP
- Increased command vehicle capture weight from 2 to 10
- Increased DP officer cooldown from 90 to 240 to be 2x of command halftrack cooldown
- Increased default CP in Last stand for defender (player) team by 20 to offset change in Officer CP stats
- Removed officer CP buff and reduced penalty for its death
- Removed additional cost to infantry carrying panzerfausts
- Reduced cost of all medium size MG's (DT, DP, MG34, MG42, Browning, etc) by 5MP
- Reduced cost of T4+ price modifier by 1MP (excluding MG's)
- Reduced cost of gaz_aaa_maximx4 from 145 to 125 MP
- Reduced cost of fin DP officer command squads from 25 to 10 to be same as supply officer cost
- Reduced command vehicle doctrine cost from 10 to 5 to be half of DP officer cost
- Reduced chances of German bots buying 2cm Opel truck in MP
- Reduced capture weight of officer from 20 to 15
- Fixed various pricing inconsistencies for individual soldiers based on tier and weapon
- Fixed 2v2_tikhvin from having crew-able vehicles as part of the map
- Fixed unit order of midwar doctrine_squad_vetsniper(ger) to be consistent with cost
- Fixed crew of doctrine_20mm_itk40_towed to use tankmen for t20
- Fixed missing small icon for doctrine_bt7a_late
- Fixed various missing icons in after action report of MP games
- Fixed missing small icon for latewar irregular jager squad
- Fixed building floating on 2v2_olshanka
- Fixed flying fences on 1v1_Balzerweg
Single Player
- Added campaign army selection in main menu
- Added custom button up/down skins in main menu UI
- Add separate loading screen for multiplayer coop of missions (blends elements SP loading screen and MP progress bars)
- Fixes for German Mission: "Among the Heavens"
- fixed optional generator repair case in which 2 possible cases where repair kit maybe would execute same time.
- fixed optional generator tasks randomization issue.
- rewritten generator repair task script, as original would cause coop crash(DO NOT USE manual lock command!, remember to actor state ai, ables off BEFORE switching player #. Remember if you returning unit to player always execute autoassign and make it last after ables/actor state/player switch.
- fixed the fact repair animations would not play as they called squat_repair# names, actual names are squat_repair_#.
- fixed part3/tasks/opt_02/reinf so that it works and not cause crash in coop.
- Completed coop pass.
- Fixes for German Mission: "Escaping the Pocket"
- increased wounded fallschirmjager health after medkit truck opt task (10% was way too low).
- coop check.
- Battle of Moscow(1941_11-ger_moscow) - fixed sdkfz221 fire mode on purchase.
- Mamayev Kurgan(1942_11-ger_mamayev_kurgan) - fixed both player airstrikes being too low for the heightmap in middle of the map.
- Fixed surrender/fight script logic fixes on German Mission: "Fight to the death"
- Fixed ba10fin open fire on player reinforcement on Finnish Skirmish: "Arctic Fox"
- Fixed mission scripts for Coop compatability for German Mission: "Clash at Narva"
- Fixed stug3f(hero) not having tags removed properly leaving possibility to crash in coop if any player in direct control during buy of another stug3f for German Skirmish mission: "Karkov"
- Fixed skirmish missions from Talvisota DLC, certain buys not having tags removed once active leading to possibility of coop crash.
- Fixed factory buildings not aligned on ground on SP Petrozavodsk
- Fixed player reinforcements arriving through "part3/tasks/opt_02/reinf" from resulting in 128 soldiers! (=> 32) on German Mission: "Among the Heavens"
- Improved on all Skirmishes, player reinforcement airstrikes(strafe&bomber) scripts to prevent edge cases related to player clicking away map or plane crashing early or never reaching target but still flying.
Everything Else
- Optimized performance of construction entities and buildings ensuring only specific building pieces that need to hide a roof or upper story floor have {extender "edifice"} (point to new properties .inc file)
- Optimized Liberation buildings (22 total) that had greater than 20 sub-pieces / bones. We merged these pieces so that the total per building is ~20 or less.
- Updated all Liberation and Airborne maps due to building optimizations causing minor issues (extra objects at 0 0 0 map position, building tex mod changes, etc)
- Added 3DS Max plugins for versions 2024 and 2025 to mods/tools folder
- Added new stationary cannon German 210mm_k39 to Liberation DLC
- Added new bunker Regelbau_683 to Liberation DLC
- Added the new historically accurate bunker and cannon to Crisbecq Battery DCG map
- Added ui_armorDisplay console command to editor
- Added mortar trench to fortification list that engineers can build
- Added support to visualize the path for more than one unit (vehicles only)
- Added new battle environment sound assets specific to Normandy
- Added new idle animations for cinematics
- Added new human animations when being paradropped
- Added LW flak crew, NCO, and rifleman skins
- Added open/close animations for Soviet rocket trucks windshield armor and support legs when they stop or move
- Added climbable tree_euro/tree_euro2_attach
- Added {TPC_ZClip 1} to bush and tree properties files to "hide" these entities when camera is close to them and player is in 3rd person control
- Added mappoint zone painting in singleplayer & editor
- Added X models for euro town walls
- Added MG gunner position to StuG 3 Ausf. F
- Added blastwave to be generated when bazooka class weapons hit humans
- Fixed crash when actor with playerId 0 is in manual and gets assigned to different player. Add warning instead
- Fixed crash when saving while following an entity that is not in manual control
- Fixed crash when minimap attempts to draw deleted entities.
- Fixed performance drop with preview of buildable entities that had TargetDecalDynamic property (would invalidate all nearby decals, every frame)
- Fixed weapons with minimum bursts (ex. rocket artillery) to not auto shoot when recrewing after barrage was interrupted and reload weapon instead
- Fixed issue where squad would have no leader if squad leader and squad member that would become next leader were killed in same blast
- Fixed humans to leave parachute when landing inside an obstacle instead of remaining linked and being deleted
- Fixed selection circle to units auto-assigned players during mission (UpdateSelection wasn't called)
- Fixed giving a human with a panzerfaust an attack order on a vehicle that its not currently facing can cause AI to sometimes fire early or off axis
- Fixed aiming with mg-like bullet weapons (most noticeable in "classical" direct control on closer ranges).
- Fixed telling a human to throw a grenade over an object that is too tall to throw over, causes endless movement loop
- Fixed Grenades thrown over objects often collide with objects and bounce back (not 100% fixed by should happen much less often)
- Fixed Jagdtiger armor 12 not following off when destroyed
- Fixed track shield on Panther Ausf. A not falling off when broken
- Fixed shield1 volume for panzer4/70V
- Fixed volumes on 150cm searchlight
- Fixed 3rd person view for LCA marine vehicles
- Fixed BT-5 tracks break animation
- Fixed gun barrel scale of BR-5 Howitzer
- Fixed transparency of gun on Panzer 3 Ausf.N
- Fixed T34E headlight fx position
- Fixed t26e4's gun balance spring x texture problem
- Fixed vision not working properly for sdkfz7_2 and sdkfz8_flak18
- Fixed code so that AT grenades that hit the shields of cannons will also break the body component. If body already broken, cannon will be destroyed.
- Fixed fade distance for wheel overlay sounds (wheeled vehicles) to be heard at shorter distances
- Fixed yag10_29k from getting stuck in terrain due to front wheels not working properly
- Fixed gunner2 and charger2 positions to be considered crew for Karl Thor
- Fixed is1_43 and kv85 to use 85mm_d5t instead of 85mm_zis53. (No stat difference)
- Fixed KV8 crew count from 5 to 4 and ammo counts
- Fixed animation for bmw_r71
- Fixed basis bone position for BF109's so they don't clip into the ground when landing/taking off
- Fixed IL-2 and YaK1 landing gear support bones causing the to sink into ground on landing
- Fixed missing gun break animation for M16 Halftrack
- Fixed sdkfz8 flak18 track breaking animation error
- Fixed sdkfz7/2 track break animation error
- Fixed issues with marine interaction and armor code
- Fixed LCA boats not having vision property to they could be spotted at correct distance
- Fixed sdkfz7_2 missing fire fx when body component is destroyed
- Fixed cannons from playing "grenade" talk more than once per grenade
- Fixed civilian foord_b3000 vehicle icons to not have Finnish icon in them
- Fixed volumes on euro_barbed_fence series that generate obstacles so that pathing will work better when they are covered by snow mounds on winter maps.
- Fixed targetclass type for M7 HMC variants
- Fixed bren magazine inventory texture
- Fixed boys_mk1 AT Rifle to eject magazine on reload
- Fixed selected volumes for knives to be consistent size
- Fixed bounding style mines (USA and GER AP Mines) not giving kill credits
- Fixed some tunic clipping issues
- Fixed German Luftwaffe unbuttoned rank models
- Fixed missing patches to U.S. humanskins
- Fixed humans able to stay prone in a trench when trench is destroyed
- Fixed ger_helm_camo_lw_2 to use camo_3
- Fixed Missing bailey bridge Lightmaps
- Fixed Bailey bridge textures
- Fixed belgian_gate from being destroyed by small blasts
- Fixed finnish_rural_house2 sometimes not generating obstacles when terrain is sloped
- Fixed volumes for euro_town_walls
- Fixed wired_obstacle7 playing wood instead of metal sounds when destroyed
- Fixed vision, obstacle and garrison issues with building e_farm002
- Fixed volume thickness for fences_fin_rural series
- Fixed some missing building volume names to construction armor settings
- Fixed French shop roof not hiding
- Fixed winter texture on sack04 entity
- Fixed hay stacks not being destroyed when hit directly by small caliber HE shells
- Fixed most trenches from trying to switch to X model when they have none
- Fixed several trenches to render human selection circle on top of the custom terrain instead of underneath the entities
- Fixed bushes and trees from playing "stir" animation when thrown objects go through them
- Fixed to french house 01 volumes
- Fixed to french house 06 smoothing groups
- Fixed outhouse from spawning unlimited number of fly entities when map/mission is saved and reloaded
- Fixed obstacles and materials for e_farm004 building (should fix units getting stuck on pillars)
- Fixed volumes on flak_ring entity. should also help with pathing on Pointe du Hoc mission
- Fixed euro_ruins set of buildings to have correct pathing type
- Fixed awning_wood_samll to hide roof when units move underneath
- Fixed sand-shuttering-box series of entities for better vehicle pathing
- Fixed smoothing groups fix on roman statue
- Fixed euro_town_wall_destroyed so that I can be pathed through
- Fixed to windows for euro ruin 03
- Fixed xml error for singleplayer main menu pages
- Fixed missing small icon for doctrine_105mm_k34_mid
- Fixed tank HEAT shells playing the wrong explosion vfx
- Fixed issue in main menu where scrolling through list of missions would not work sometimes
- Fixed one cause/case of humans reloading when ordered to move out of cover
- Fixed missing alpha channel on USA squad icon in after action screen
- Fixed bump map for b33r
- Fixes for ua/ru localisation fixes
- Fixed bottom floor windows to be functional for euro_ruins_03
- Increased armor of the drivers hatch to 75mm thickness on SU85, SU85M, SU100, and T3476_41e
- Increased slightly the accuracy of HE rifle grenades. HEAT not changed and remains more accurate
- Increased repair time for heavy tank tracks from 30s to 40s
- Increased accuracy of 128mm gun (Jagdtiger) to offset the reduced range
- Increased Panther family hull traverse speed and off road speed modifier to be similar to T34/Shermans
- Increased slightly for high ROF SMG's (PPSH, Suomi) the maximum bullet spread when firing a long burst
- Increased slightly the blast energy and radius of 600mm HE shells
- Increased vision distance for Command vehicles (BA20_command, Sdkf250a_3, etc) from 200m to 220m
- Increased supply regeneration for supply trucks from 0.1/s to 0.2/s
- Increased damage and accuracy of shotgun class weapons
- Increased damage done to human health when hit directly with bazooka class weapons
- Increased general APDS accuracy (6pdr)
- Increased accuracy slightly of US 76mm gun
- Updated camera settings for a more immersive, higher performance setup
- Updated and optimized mission scripts related to parachutes in all game modes
- Updated hafthohlladung AT magnetic mine throw range to be same as other AT grenades
- Updated hafthohlladung AT magnetic mine to explode on contact with a vehicle since the game engine cannot support mine's sticking to vehicles
- Updated ISU152 and SU152_late with APHEBC shells instead of early type APHE shells (has slightly lower penetration on flat armor but better pen on angled armor)
- Updated "flare" vfx used in mission scripts
- Updated open/close animations on flak18 and 36 so crew don't float above ground
- Updated USA Bazooka soldiers that had a chance to have 1 WP rocket now is guaranteed to have 1 WP rocket so it can be resupplied
- Updated human selection circle graphics to be easier to see, especially on snow/winter maps
- Updated Walk_Empty_Up with a placeholder until animation overhaul
- Updated units contributing to Fog of War uncovering from "not-enemy" to "ally" so civilians don't reveal FOW
- Updated crash_brick2 stamp with higher quality one
- Updated texture saturation for some ostfront building textures
- Updated poplar trees 3d models
- Updated construction series named "buildingruins" for ostfront
- Updated Panzerwerfer42 texture and model
- Updated penetration and slope curves for British 40,57 and 76mm guns
- Updated APDS accuracy to 17pdr (bad accuracy)
- Updated inventory view of mk2 grenade
- Updated inventory view of F1 grenade
- Updated SU152 late to have 2 APHEBC shells and 4 APHE
- Reduced range of Jagdtiger gun from 230m to 220m
- Reduced accuracy nerf to Machine Guns when humans are standing and squatting (not in cover)
- Reduced chance of crew death from pentation body by small arms bullets for light, medium and heavy tanks
- Reduced spreading of throwing knives
- Reduced accuracy of sdkfz234/3 gun to match stats of the same gun mounted in the early Panzer 4 Ausf.D/F's
- Removed duplicate fly entities from maps and missions related to outhouse bug
- Removed passenger seat from Sdkfz 7/1 and 7/2 (game considers it a crew position even though it's not)
- Disabled human talks on mg cannon event since its a duplicate of other cannon event
- Disabled aircraft bombs from being able to be shot/exploded while falling from air
r17588-18631