Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront 1.050.0

Version
1.050.0
Version Date
April 25, 2025
Links

Patch Notes

Update 55: V 1.050.0



Update 55: V 1.050.0



Change Log



Highlights


  • Added Medic Auto-revive action to heal soldiers close to the medic (radius value moddable)
  • Added Medic Auto-revive action that can be placed by player as a fixed point on ground with scalable radius via mouse click and drag (100m max)
  • Added key assignment options for many existing actions: engine toggle, suppression fire, mines, de-mining, plant explosives, medic tent, various emplacements, fortifications, and foxholes
  • Added damage reports for vehicles to show in UI (left side of screen) when unit is selected or in direct control
  • Added new weapon parameter (FiringTimeoutDistanceFactor) for small arms that modifies firing timeout based on distance (humans only)
  • Updated small arms with new weapon parameter and their burst amounts/timings
  • Updated model and design of soldier foxhole so only provide cover points inside the hole, and have better hit boxes to provide more consistency when attempting to destroy the foxhole
  • Updated / heavily reworked USA Liberation Campaign missions: "Day of Days" and "Hedgerow Hell"

Conquest


  • Updated conquest with a new system for music:
  • - Music is based on the player's nation and to some extent the enemy nation - Improved system to determine if action music should play (more dynamic) - Increased the number of possible music tracks that can be played - Added rare/special event for heroic music to play
  • Added Bot difficulty parameter data into/used by mission scripts
  • Added randomized deletion of enemy flag defenders is now based on bot difficulty setting[User is attacking]. On normal and easy are unchanged. Hard and heroic fewer enemy defenders are removed at random
  • Added option of lower altitude air attack if the map landscape/buildings allow it
  • Fixed enemy airstrike where the plane would not attack after making an initial fly by. (large altitude differences & landscape below z)
  • Fixed missing heightmap polygons and broken ground textures on DCG Dubovka
  • Fixed broken textures on DCG Puhoksen
  • Fixed house textures on DCG Ranes
  • Fixed MGs in tobruk_mgun entities on DCG Crisbecq Battery map being unable to reload
  • Fixed missing "no_scavenge" tag to mgun_ring and h39_turret so map entities cannot be captured in Conquest
  • Fixed soviet pilot (blue man)

Single Player


  • Updated / heavily reworked USA Liberation Campaign missions: "Day of Days" and "Hedgerow Hell"
  • Fixed in RUS mission: Winter Storm - all pz3 & pz4 that have passengers to disembark in action
  • Fixed in GER mission: The Ace of Swords - intro if player doesn't skip before pz3 hits mines
  • Fixed in GER mission: Among the Heavens - 2nd part, reinf elite sniper to use early breed as to have kar98 instead of gwr43scoped
  • Fixed in GER mission: The Siege of Sevastopol - default doctrine(all around) not working for users in coop.[bad mission_option name as the default]
  • Fixed in GER mission: Downfall [Skirmish] - purchased vehicles having the wrong 'fire mode'
  • Fixed in GER mission: Berlin [Skirmish] - icon used for volkssturm infantry buy units
  • Fixed in GER mission: Kharkov [Skirmish] - MG and MG assistant having mismatched ammo for MG weapon
  • Fixed in USA mission: Crimson Ridge - convoy vehicles so that if the player repairs/mans them, their movement is not limited to slow speed and no reverse
  • Fixed in USA mission: Battle of the Bulge [Skirmish] - arriving intro troops missing winter clothes
  • The Cold Supper (rus 02)
  • - Fixed bug where in coop, the soldier who "poisons" the German barracks kitchen is never returned to the user/autoassign properly, thus if it's a commissar, the mission was not possible to complete in coop at that point[mission breaker in coop] - Same fix as above for "sabotage fuel with sugar" task - Fixed one mortar having German humans as inactive - Fixed another mortar missing tags for when it's meant to be operational - poisoning kitchen/sabotage fuel with sugar makes sure the player user is not linked or inactive(in vehicles) for when taking control of the scenario - Fixed coop crash if the player doing kitchen "poisoning" was in direct control.[actor state ai and able select off before changing player# !] - Fixed map broken polygons.
  • Operation Bustard Hunt (rus 03)
  • - Fixed various issues with part 2 tasks and trucks that can result in being unable to progress - Fixed part2 enemy inf reinforcements loop, which worked if enemy tanks were operable, even if it was by the player - Fixed various enemy planes in part 1, resulting in circling forever - Fixed case where it was impossible to capture part2/tasks/task06/capture_line - Fixed soldier inventory miss-tagged as entities meant for cloning - Fixed f-22 at gun being blocked in part2 by obstacles - Fixed order of operations, resulting in some part2_hidden allied units not becoming active - Fixed so that automatic miners are using placement with only inactive mines as a source when cloning - Fixed convoys to only attempt to clone proper and inactive trucks - Fixed some map bugs
  • Unbroken (rus 05)
  • - Fixed spotters are assigned to the player upon completion of task 4 if any are still alive - Fixed map issues
  • Closing the Pocket (rus 09)
  • - Enabled entity_manager right away to prevent issues in coop, as it has a large amount of units present on the map. - Removed outdated(old!!) AI logics that had a chance to cause serious issues. - Deleted obsolete entries.
  • The Koenigsberg Cauldron (rus 10)
  • - Fixed assignment issues during task3 & part3 allied/player units and their assignments - Fixed coop issue related to part3_# scenarios, avoid using trigger on next, use event and both next/skip - Fixed various enemy soldiers being in bad building positions(possibly due to building entities changes)
  • Carpathian Turmoil (ger 09)
  • - Added autosaves - Fixed the wrong game loss message used - Fixed extra supply truck cloned and saved on the map - Fixed officer often not looking through binoculars at the area discussed in the intro - Fixed russian assault reinforcements calls, further, no need to use shuffle when selecting 1 out of the pool - Fixed northmost assault area spawn for russian units, as they would telefrag/stuck - Fixed pathing near bridgethe that often gets damaged by allied bombing, thus making supply trucks flip
  • Through Ice and Fire (fin 01)
  • - Fixed and cleaned up all 3 parts where units are set and assigned to the player(was possible to have squads of soldiers from all over the place) - Fixed missing texmods for russian vehicles for winter - map fixes(bunker being mid air up close)
  • Escaping the Pocket (ger west 03)
  • - Fixed usa mortars in part 3 of the mission looking at the player but never firing - Fixed hidden tags on weapons of some part3 soldiers who were also linked to cannons - map fixes
  • Wacht Am Rhein (ger west 04)
  • - Changed to call Usa counter 2[timer itself] *early* instead of 10 minutes delay IF player somehow managed to accomplish task 03 or 04 before timer showing counter 2 arrival(prevent player from not knowing what's going on) - Prevent game fail possibility after task4 completion is triggered but not yet shown(due to scenario/talks) - Clean up of task 03 & 04 completion conditions to prevent inactive units from blocking(progress block) - Clean up of both usa counterattacks on how tanks and units are spawned - Use seconds values in timers as minutes entries do not show up in certain cases(counter attack timers) - Use non safe teleport(waypoint) for reinforcements of usa counters as the hybrid stamp snow_embankment* entities completely mess up "safe" teleport - Map fixes for both usa and germany reinforcements spawns

Multiplayer


  • Updated Bot "ai/ai_untow" logic script so that the Bot vehicle that is towing cannons will additionally unlink the towed vehicle if all the crew on the towed vehicle died
  • Updated command point cost consistency of mid and late usa cav crews
  • Updated Fronlines game mode so that if defending team recaptures the sub-flags (not main frontline flag) that spawns will shift back for both teams to position before the flag was captured by the Attacker
  • Increased sdkfz251d "wurfrahmen" doctrine point cost from 105 to 110
  • Increased reload time for 280mm BR-5 from 120s to 150s
  • Decreased Jagpanther doctrine point cost from 100 to 95
  • Decreased reload time of Soviet 100mm guns by 1s - 1.5s
  • Decreased magazine capacity for Finnish DS-39/VTK from 250 to 200 and updated its name/description
  • Decreased usa cav_driver and cav_gunner CP cost to be like artillerymen and mg crew in other vehicles
  • Decreased reload time for the following rocket artillery:
  • - 15cm Nebelwerfer 41 from 140s to 120s - 82mm BM-8-24 from 140s to 120s - 15cm Panzerwerfer 42 from 180s to 170s - 21cm Nebelwerfer 42 from 220s to 200s
  • Fixed Soviet Earlier war 45mm AT gun DP buy having 2 tankman crewing tow truck instead of 1 rifleman
  • Fixed Finnish MG assistant in late war sometimes not spawning with helmet
  • Fixed USA Mid war 155mm Schneider crew count
  • Fixed 1v1 Holzbach terrain types
  • Fixed 1v1 Valley broken polygon on
  • Fixed 3v3 Voronezh battlezone flagpole placement
  • Fixed 3v3 Voronezh floating rubbles
  • Fixed 4v4 Dubovka broken landscape polygons & missing road terrain
  • Fixed 4v4 Olkhovatkaone house floating and pathing issue
  • Fixed reported issues on Frontlines maps
  • Fixed missing small icons in multiplayer after-action report

Everything Else


  • Added key assignment options for many existing actions: engine toggle, suppression fire, mines, de-mining, plant explosives, medic tent, various emplacements, fortification,s and foxholes
  • Added 'Key' keyword to interface actions, updates when the corresponding key is set in /profiles/, and changed in-game options. Allows for key assignments to be created for custom actions
  • Added Medic Auto-revive action to heal soldiers close to the medic (radius value moddable)
  • Added Medic Auto-revive action that can be placed by player as a fixed point on ground with scalable radius via mouse click and drag (100m max)
  • Added scope view to fg42_scope and stg44_scope weapons
  • Added new K98k bolting sounds
  • Added new grasses and flower bushes
  • Added some balcan ground textures
  • Added double precision skeleton matrices and IK, primarily useful for aiming and shooting
  • Added volumes to snow_embankment3 series so that they generate cover for infantry while still allowing pathing over/through (Liberation winter maps)
  • Added damage reports for vehicles to show in UI (left side of screen) when unit is selected or in direct control
  • Added new weapon parameter (FiringTimeoutDistanceFactor) for small arms that modifies firing timeout based on distance (humans only)
  • Updated small arms with new weapon parameters and their burst amounts/timings:
  • SMGs - Bursts at short range now have fewer shots (from +10 to 4-8) - The time between bursts is now reduced as enemies get closer Rifles - no longer fires "double shots" at shorter ranges - The time between bursts is now reduced as enemies get closer Semi-auto rifles - no longer fires "double shots" at shorter ranges - The time between bursts is now reduced as enemies get closer Battle rifles (BAR,FG42,AVT40) - Bursts at short range now have fewer shots - The time between bursts is now reduced as enemies get closer - FG42 will now fire rapid single-fire shots at longer ranges - AVT40 will now shoot single-fire shots at longer ranges, similar to SVT40, and bursts at short range Assault rifles (STG44) - Bursts at short range now have fewer shots - The time between bursts is now reduced as enemies get closer - will now fire rapid single-fire shots at longer ranges AT Rifles - Bursts at short range now have fewer shots - The time between bursts is now reduced as enemies get closer MGs - slightly longer time between bursts at long range - Bursts at short range now have fewer shots - more shots per burst at long range for fast-firing MGs - The time between bursts is now reduced as enemies get closer Pistols - Bursts at short range now have fewer shots - The time between bursts is now reduced as enemies get closer
  • Updated model and design of soldier foxhole so only provide cover points inside the hole, and have better hit boxes to provide more consistency when attempting to destroy the foxhole
  • Updated demine decal around minesweeper to show only for allies and not enemy players
  • Updated LVT-4 with 4 additional passenger seats, 12 in total
  • Updated rock_group01-04 entities to be destructible by "crushing". They are the same as buildings and only crushable by medium and heavy tanks
  • Updated some ostfront ground textures
  • Updated vehicle view for universal carrier mk2
  • Updated vehicle views for USA vehicles
  • Updated Panther series tanks by increasing off-road speed slightly and max speed in turn
  • Updated soviet marines human model with more ammo belts
  • Updated Heer Artillerymen to have tunics instead of shirts
  • Updated some AT-Grenade sizes in inventory to be more in line with other grenade sizes
  • - Reduced size of RPG40 from 3x2 to 2x1 - Reduced size of No73 from 3x2 to 3x1 - Extended the length of molotovs and pwm_l by 1 cell
  • Removed weapon burst modifier for MP and Heroic difficulties
  • Removed DSHK mount/weapon from Finnish captured ISU152 (seems it did not have it historically)
  • Removed Jumpsuits from Midwar Paratroopers, as they did not use jumpsuits at that point, and randomized paratrooper headwear
  • Fixed [inventory] exchange getting bugged when doing fast rifle transfers in both directions
  • Fixed crash: remove assert, just close dlg instead (users are reaching unreachable states)
  • Fixed a server crash
  • Fixed suspension, animations, wrong x and xx (being completely different models), and various other aspects for panzer3e and panzer3f
  • Fixed suspension and missing track break animation for panzer2c
  • Fixed missing track break animation for panzer35t
  • Fixed track break animations for panzer3m
  • Fixed track break animation for panzer2l
  • Fixed Soviet BT-7A wheelr2 and wheell2
  • Fixed Finnish BT-42 wheelr2 and wheell2
  • Fixed obsolete winter texmod names used in missions/maps for t26_33 & stalinetz60 (w -> winter and winter1 where applicable)
  • Fixed USA 105mm M2A1 sometimes not aiming properly
  • Fixed missing animation track break for bison (Sturmpanzer I)
  • Fixed suspension for bison (Sturmpanzer I)
  • Fixed wrong track texture on bison_x (Sturmpanzer I)
  • Fixed incorrect gun file being used for Jagdtiger
  • Fixed and added the suspension system to opel blitz
  • Fixed m3 lee wrong tracks skin modifier setting
  • Fixed super pershing hole volume on spaced armor extending too far into the armor plate
  • Fixed "RAM" Volumes for isu152, isu152_fin, citroen_7_civ, citroen_7_ger, schwimmwagen, ford_gpa, m6_gmc, gaz67, gaz67b
  • Fixed angle of the lower hull plate of Tiger 2H
  • Fixed ammo volume locations in Sherman5c (Firefly)
  • Fixed dshk normal textures
  • Fixed 15cm SiG 33 cannon having the incorrect detect settings, causing it to not appear in fog of war correctly
  • Fixed the towing link bone position for 40mm ITK38b
  • Fixed timing of breach closing on 5cm Pak 38 cannons during reload
  • Fixed M13 and M16 MGMC halftracks turret component hitboxes
  • Fixed missing "volume" tag for hole volumes on several vehicles
  • Fixed tiger2h righttrack animation skin problem
  • Fixed t26_33_fin and vickers6t mantlet x texture swapping problem at breaking
  • Fixed bt5 tracks break animation problem
  • Fixed missing winter textures for t27 and bt2 variants and their tracks
  • Fixed naming of winter textures for T-26 M1933
  • Fixed volume on 50mm_kwk39_platform
  • Fixed Finnish 5cm Pstk38 to use the same vehicle view as German 5cm Pak38
  • Fixed halftracks with mortars to be able to shoot better when the vehicle is on uneven terrain
  • Fixed T-60 missing break animations, replaced existing animations, improved suspension, and updated x models
  • Fixed missing x texture on broken wheels and missing back polygons on wheels and fenders of 20mm flak30
  • Fixed building_part_wood from generating wood fx on contact by light vehicles that couldn't crush it
  • Fixed sandbag_heap_straight and sandbag_structured_straight volumes and fixed them being slightly crooked when placed
  • Fixed texture references for dutch_house01 and large_store01
  • Fixed missing x model (destruction) to finnish_storage_shed1
  • Fixed foundation volumes of sov_2st_build1 to provide cover points for infantry
  • Fixed obstacleID (pathing profile) for sj4_fort_poppius and sj5_millionaire bunkers (4v4 Mannerheim Line)
  • Fixed some walls missing obstacles and parts of 2nd floor not hiding when inside for germany_house_02
  • Fixed roof not hiding properly for french_house_07
  • Fixed euro_plank1-5 causing mortars not to shoot when set on top of them
  • Fixed anm8 smoke grenade missing smoke fx bone
  • Fixed Bren gun and mag now only takes 28 bullets
  • Fixed 280mm and 300mm rockets from not exploding when hitting thin objects like wood fences by removing {detonationThickness 0.5} from the respective ammo files
  • Fixed artillery flare from disappearing when hitting specific locations of 2 trench models
  • Fixed weighting issues on Soviet pants
  • Fixed several soldiers that could spawn without a helmet due to too much other gear in their inventory
  • Fixed human models for German Late war volksg_sl and volksg_sl_asst
  • Fixed the bolt sound playing when bolt-action rifles reload
  • Fixed mismatch for 1st person Shot sounds and reloads in several tank gun files
  • Fixed some voice lines for soviet actor 8 being in the incorrect folder/directory
  • Fixed more situations where sound fx would be cut unintendedly by making adjustments to fade distances, volumes, priorities, and buffer allocations
  • Fixed able "emit_passengers_on_enemy" to "emit_passangers_on_enemy" in vehicle files and script command calls
  • Fixed various localization issues

Changes from Open Beta


  • Added in options/controls a key assignment for action "collect"
  • Fixed crash on result button in MP lobby
  • Fixed base fortifications on 3v3 trenches
  • Fixed in Conquest, music randomization, required missing event that's currently not in includes.
  • Fixed carried humans to be marked as unrevivable until dropped back on ground
  • Reduced weapon spread for Finnish DS-39
  • Day of Days (usa 01)
  • - Fixed German infantry cover angle in a village building window - Fixed terrain near building which caused issues for mortar movement - Removed player mortars in part2
  • Closing the Pocket (rus 09)
  • - Keep entity manager off at start as by design there is a lot of dead bodies in task area where germans "attacked". Enable it once enough tasks or dead bodies accumulate. - Added proper enemy logics to replace the old ones

r792-1655