Call to Arms - Gates of Hell: Ostfront
Call to Arms - Gates of Hell: Ostfront 1.050.0
Version Date
April 25, 2025
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