Updates

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    Neues Update heute von Hell let Loose, ein paar Sachen gefixed etc, klingt gut :thumps:


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    Patch #4 - Live Now!

    1. Aug. um 12:01 Uhr - Jonno


    Hey everyone,

    Welcome to Patch 4! In this patch we’ve got quality of life fixes, new sounds for the Panther Sherman and Pak 40 as well as a number of bug fixes.

    If you don’t see a bug you’ve wanted squished in the list below, be sure to check out an update from Max after the change list!


    UPDATE: We regret that our patch went live with some incorrect scaling of player icons on the map. We will be working to apply a patch for these as soon as possible and apologise for the reduced legibility in the meantime.

    Gameplay

    • Players can now shoot through the open areas on top of hedges
    • Added an exact bearing in compass box
    • Added tank radial dials
    • Improved player icons on map
    • Adjusted the sensitivity of the aim when magnifying with main cannons and heavy weapons to allow for finer precision aim at the highest levels of magnification, and increased responsiveness when at the lowest levels of magnification.

    Performance

    • Added graphical autodetect for low spec machines. This will profile your machine and apply the most performant settings (as opposed to loading low-end machines in on Epic quality and tanking performance).

    SFX:

    • Added new cannon fire sound for Panther
    • Added new cannon fire sound for Sherman
    • Added new cannon fire sound for Pak 40

    Visual Improvements

    • Improved map icons for engineer resource nodes
    • Fixed various visual issues on the Utah map

    Bug Fixes

    • Fixed an issue where the Sherman tank’s cannon fire SFX looped endlessly after firing
    • Fixed an issue where players could see enemy resource nodes on maps
    • Fixed an issue where Strongpoints appeared larger on the map than they are in-game
    • Fixed an issue where newly placed outposts didn’t pulsate
    • Fixed an issue where weapons would shoot without input after reloading
    • Fixed various config file exploits
    • Players can now deploy LMG in shallow puddles
    • Fixed an issue where sometimes user could experience a crash after firing an artillery shell
    • Fixed an issue where Spotters could build garrisons in locked enemy sectors
    • Fixed an issue where occasionally a player’s resource node could be invisible in-game when constructed
    • Fixed an issue where the initial gear change required multiple gear shifts in tanks
    • Fixed an issue where players could sometimes become stuck on the deployment screen while attempting to deploy
    • Fixed an issue where players could sometimes be invisible in TPP after deploying
    • Improved collision on various items
    • Fixed a bug where deployables couldn’t be constructed on certain types of terrain on the Utah map

    Known Issues:

    • Proximity and Leadership VOIP drops out. We have applied several fixes to this in our closed build and are awaiting sign off for release for this fix as soon as possible.
    • Server browser does not show all servers or appropriate servers for the user. We have applied several fixes to this in our closed build and are awaiting sign off for release for this fix as soon as possible.

    Bug squishing update from Max

    We’ve been working hard on both the VOIP issues that have been recurring, as well as issues around the server browser not displaying or showing appropriate servers - or sometimes showing an empty server browser. In the last two days we have internally applied many fixes to these and will hope to roll out significant fixes as soon as possible.

    Thanks so much for your patience - we know how irritating and frustrating these specific bugs are.

    We'll see you on the Frontline!




    Gruß


    Meyer :tiger1:

    frunds1.jpg Wir Deutschen fürchten nur Gott sonst nichts auf der Welt!

  • Hofix zum Patch ist raus:

    Patch #4 Hotfix - Live Now!

    5. Aug. um 15:02 Uhr - Jonno


    Hey everyone,

    We've just deployed a small hotfix following the launch of Patch #4.

    Thanks to your feedback we were able to identify and fix the following issues:


    • Fixed player icon legibility issues on the map.
    • Fixed a bug where supplies built by the Support role aren’t shown on the map.

    We really appreciate you making us aware of things like this, nice one community!

    See you on the Frontline!



    Gruß


    Meyer :tiger1:




    frunds1.jpg Wir Deutschen fürchten nur Gott sonst nichts auf der Welt!

  • Patch#5 Release!



    Hey everyone!

    We’re currently hard at work on all the content coming in Update 2. However, there are some core issues that we want to finalise and fix before we start pushing out more new features. We’re attempting to balance fixes to critical issues in Patches while still being able to focus on a huge game-changing bulk of work that’ll come in the next Update.

    VOIP

    Applied several changes to the Vivox code and then changed the way channel switching and channel muting is handled. This should fix many cases of the proximity and leadership VOIP breaking.

    YOUR HELP: VOIP bugs have been difficult to reproduce and fix as they often occur on high population servers and can be difficult to intentionally trigger. If - after this patch - you are still experiencing any issues with VOIP, we would greatly appreciate it if you would report the issue in our special VOIP feedback Discord channel: https://discord.gg/beJj8Rv

    This will allow us to follow up with you to get exact specifics and discover if your issue is bug related or hardware related.

    We understand that VOIP is a critical part of the Hell Let Loose experience and we will be working until all issues are eradicated.

    Functionality

    Reworked the server search code. The outcome of this is a more methodical but accurate server listing. You should now be able to see all current servers as opposed to having several missing (often your own regional servers) or having different outcomes every time you refresh.

    PLEASE NOTE: Many reports of issues with the server browser have resulted from user-side settings. We recommend making sure that your firewall is not blocking the application and your ISP is allowing port forwarding. If you still cannot see servers, please drop us a line in the feedback channel on our Discord and we’ll follow up with you.

    SFX

    • A scream sound effect no longer plays when a player dies due to drowning.
    • New US AT 57mm cannon fire sound

    HUD/UI

    • On the map key, Unit and Team Member icons appear stretched vertically
    • Fixed compass bearing showing 0° and 360°.
    • The top German HQ spawn overlaps into the out-of-bounds area on the Utah map.

    Visual Improvements

    • German LMG tracer rounds are of a higher light intensity than its muzzle flash.
    • Fixed waves being visible inside the beach puddles on Utah.
    • Fixed windows overlapping walls in numerous maps.
    • Fixed tanks being able to drive up specific small hedges.
    • Fixed bullet collision on multiple tree assets.
    • Fixed tanks from floating above bomb craters.
    • Fixed German Munitions node producing feathers FX when the sheet metal is shot.

    Currently working on (non-exhaustive list, we just want to give you some idea)

    • Additional RCON commands.
    • Making vaulting more responsive, fluid and polished.
    • Continuing HUD and UI updates.
    • Making MG deployment more responsive, fluid and polished.
    • Implementing mocap and making large changes to our TPP animation systems. These will result in a much more natural look and feel.
    • Our FPP experience - with a focus on gunplay - is being overhauled in a separate branch. This is to both match our new TPP look, but also to greatly increase the fluidity of the FPP experience.
    • Unit management functions (kick/invite and lock).
    • Vehicle locking system.
    • Anti-griefing mechanics.
    • Progression system: We will be unveiling how this will work before release.
    • This ties to a cosmetic system.
    • Optimisations.
    • Diving (performed by proning while sprinting). This is wrapped up with our FPP overhaul currently.
    • Bullet penetration.
    • Map balancing (addition of cover and other features in locations that are either boring or creating a tedious gameplay experience).
    • Vehicles.
    • New gamemode.
    • Three new maps are currently at different stages of development.
    • Updating all audio and SFX. Specifically, vehicle engines, tracks and other aspects are being overhauled at the moment. We’ve also been testing reflections and different reverb volumes alongside all new weapon fire and reload sounds.

    We’re currently finalising the contents of Update 2 and will shortly release a revised roadmap.

    If you’re enjoying Hell Let Loose, you can help us by leaving us a review on Steam.

    See you on the frontline!



    Einiges passiert, ich bin gespannt!



    Gruß


    Meyer :tiger1:

    frunds1.jpg Wir Deutschen fürchten nur Gott sonst nichts auf der Welt!

  • PATCH # 6 Release



    Patch #6 - Live Now!

    22. Aug. um 15:06 Uhr - Jonno


    Hey everyone!

    We’re currently hard at work on all the content for Update 2. However, there are some core issues that we want to address first before we start pushing out planned new features.

    This means attempting to balance fixes to critical issues in patches while still being able to focus on a huge game-changing bulk of work that’ll come in the next update - so we appreciate your patience and understanding with this.

    Patch #6 Notes

    VOIP

    • Applied several final changes to Vivox protocol that fix some servers never having VOIP.
    • Applied fix for Vivox breaking after the map changes.

    Functionality

    • White gates are now passable by all vehicles.

    SFX

    • New US victory song has been applied and credited.

    Visual Improvements

    • Fixed the pixelation of the Luchs gunner’s optic.

    Coming Soon!

    Finished for Update 2

    • Tiger Tank
    • Full sound overhaul for all vehicles (including systems established for all coming vehicles).
    • Unit kicking.
    • Unit locking.
    • Two-way Unit inviting system.
    • A large suite of RCON commands for community server hosts.
    • A forgive and punish system for teamkilling that also punishes concerted griefing.
    • Rework of Armor units - doubled number of Armor units and reduced their size to 3 men.
    • Vehicle locking system - you cannot enter a crewman position in a vehicle if it is already occupied by another Unit. We will be working with the community to refine this per feedback.
    • Vaulting and mantling is now more responsive, fluid and polished.
    • New rig stance changes and general systems upgrade for the FPP experience.
    • First pass of cosmetic system. We will then be fleshing this out and tying it into the progression system which will be released shortly after.

    Currently working on (non-exhaustive list, we just want to give you some idea)

    • Continuing HUD and UI updates.
    • Making MG deployment more responsive, fluid and polished.
    • Implementing mocap and making large changes to our TPP animation systems. These will result in a much more natural look and feel.
    • Our FPP experience - with a focus on gunplay - is being overhauled in a separate branch. This is to both match our new TPP look, but also to greatly increase the fluidity of the FPP experience.
    • Progression system: We will be unveiling how this will work before release. This ties to a cosmetic system.
    • Continued optimisations.
    • Diving (performed by proning while sprinting). This is wrapped up with our FPP overhaul currently.
    • Bullet penetration.
    • Map balancing (addition of cover and other features in locations that are either boring or creating a tedious gameplay experience).
    • Vehicles.
    • New gamemode.
    • Three new maps are currently at different stages of development.
    • Updating all audio and SFX. We’ve been testing reflections and different reverb volumes alongside all new weapon fire and reload sounds.

    We’ll be releasing a revised roadmap shortly, so watch this space!

    Oh and you didn't think we'd leave you wondering what the vehicle SFX overhaul sounds like did you?

    We'll let the Tiger do the talking here...


    0.jpg

    YouTube™-Video: Tiger Tank SFX & First Look!

    Aufrufe: 495

    If you're viewing this the chances are you came from Hell Let Loose's Patch Notes! As part of the notes we're sharing a first look at our new vehicle SFX, showcased by the upcoming Tiger.

    If you’re enjoying Hell Let Loose, you can help us by leaving us a review on Steam.



    See you on the frontline!

    frunds1.jpg Wir Deutschen fürchten nur Gott sonst nichts auf der Welt!

  • PATCH #7


    EA Update 2 - Tiger Tank - Live Now

    Hi everyone!

    Update 2 is here and while it’s a big one, much of the work has been done behind the scenes. We struggled to think of a proper name for it, as it’s an implementation of key features that the game is currently missing.

    0.jpgYouTube™-Video: Hell Let Loose - EA Update 2 - The Tiger Tank!
    Aufrufe: 1.717
    Hell Let Loose - Update 2 Trailer

    Update 2

    7bbe0db4e6a2355f806cbaad7d465c862545487a.gif

    Unit Management

    Out of the gate, the first large scale implementation is our unit management mechanics. You can now lock your Unit - both as you make it and after it’s already been made. This will enable you to curate who’s in your unit. On top of this, we’ve also introduced the ability for Officers to invite players to their unit, as well as kick players. In addition to this, if players attempt to join a locked unit this will send a request to the Officer of the Unit, allowing for reciprocal inviting. In addition to this, when kicking a player from your unit you’ll be asked to give them a reason. We know that managing a Unit can be a stressful and difficult affair, or perhaps you’re keen to play only with friends or your Clan. This update is designed to give you the ability to decide.


    • Locking
    • Inviting
    • Kicking

    The Tiger 1

    The second component of the update is the new German beast - the Tiger 1. We’ve approached the Tiger with care. What it makes up in heavy armor and it’s powerful 88, it loses in speed and it’s relatively high profile. The Germans are able to field a single Tiger 1 and we encourage allied armor crews to take it on in groups, or wait in ambush and hit it from a hull-down, defillade position. While lesser forms of anti-tank measures (such as the Bazooka) will struggle to penetrate the body, aiming for the barrel or tracks will allow you to seriously wound the lumbering giant - making it vulnerable to the faster Allied armor.

    Vehicle Audio Assets and Systems

    The third component of Update 2 is the overhaul of all vehicle sounds - the cannon, engine and track sounds. We’ve finalised the way the sound behaves, as well as invested in high quality recordings of each of the tanks and vehicles in-game - now and coming. Each tank has its own distinct audio signature, allowing you to tell Allied from Axis at range, as well as the nature of its speed and size. The final cherry on top will be the implementation of a ducking system for vehicle occupants in the coming weeks - this will create a proper audio dynamic between the interior and exterior of closed vehicles.


    • Luchs: new engine start, idle, rev and track sounds.
    • Stuart: new engine start, idle, rev, track and cannon sounds.
    • Sherman: new engine start, idle, rev, track and cannon sounds.
    • Panther: new engine start, idle, rev, track and cannon sounds.

    Barracks Customisation System

    The fourth component of Update 2 is the first foundation of our customisation system - the Barracks. The Barracks will serve as a location to view your player level progress, your role progress and all the customisation components you’ve unlocked for each. You’ll be able to equip different helmets, uniforms and change characters for each role - per each force.

    c17e18217b30f39dfc9d7c8cd4821121fabe8a00.gif

    Coming hot on the heels of Update 2 will be the introduction of our progression system. This will complete the Barracks functionality. Included in this will be the ability to change your customisation as you select your role in-game, as well as the ability to select a different primary weapon or loadout.

    Finally, we’ve used the opportunity to roll out much-needed community management tools to help administer community servers. This will assist the fantastic server admins in curating their environment to provide a far better experience.

    Alongside these significant points, we’ve done a lot of work on smaller bugs and issues that we’ve been keen to iron out. We know that this is all good and well, but that the community will be most excited to know about new maps.

    We’ll be releasing an updated roadmap to explain the coming weeks before we drop Update 3.

    As a heads up, Update 3 is going to be HUGE - with Omaha Beach dropping at the same time as our second gamemode - Offensive.

    Major Additions


    • Unit Management
    • Tiger 1 Tank -This rounds out the top end of the German armor until we introduce the Tiger 2 and other surprises.
    • Significant audio upgrade for all vehicles in the game
    • Introduction of the Barracks customisation system
    • Significant RCON administration tools

    Gameplay


    • Smoothing out mantling and vaulting from FPP perspective by unlocking the camera and allowing higher tolerances for what could be vaulted.
    • Added several ambient tilts and momentum changes to the FPP rig in order to demonstrate your stance, speed and movement - resulting in a more fluid FPP experience.

    Performance


    • Changed mip streaming levels for more than 600 textures to lower burden on low-end GPUs.
    • Added proper skeletal mesh LODs for all skeletal meshes (all characters, vehicles, statics).

    SFX


    • New engine & firing sounds for Sherman tank
    • New engine & firing sounds for Panther tank
    • New engine & firing sounds for Luchs tank
    • New engine & firing sounds for Stuart tank

    Maps


    • Fixed various small visual issues in each map (floating props etc).

    VOIP


    • Fixed an issue where players have experienced their proximity VOIP channel stop working after loading into a new game from one that's just finished.
    • Fixed an issue where players have experienced the leadership VoIP channel not functioning when creating their first unit after joining a server or swapping from being in a unit to creating one.

    Visual Improvements


    • Altered muzzle blast on tanks to include more drifting smoke.
    • Vehicle dirt trails are now more performant, larger and better looking.

    HUD/UI


    • Redeploy counter to be made larger and more visible.
    • HUD VoIP notifications are now more legible.
    • Server message and server broadcast have been redesigned to be much less obnoxious and obtrusive.
    • The server browser now has a more obvious scroll bar.

    RCON


    • Setup admin permission levels and allow Server Owner to add new admins with specific abilities. (Owner/Senior Admin/Junior Admin)
    • Setup ability for admins to force team switch particular players with the choice to do now, or when the player dies.
    • Exposed all auto-balance variables to the server admin (including time and player threshold - as well as ability to disable it).
    • Added ability to give a reason for a server kick or ban.
    • Enabled ability for admins to punish players alongside a reason.
    • Introduced ability for Admins to create a server broadcast message.
    • Created a server log for Admins to view - including all significant 2D information (connects, disconnects, teamkills etc).

    Bug Fixes


    • On the main menu 'Enlist' will appear to overlap and touch the title of the game.
    • Fixed graphical issue with Utah load screen.
    • Fixed low FPS lock caused just after spawn (caused by crashing audio thread).
    • Fixed an issue where players can become stuck on a defunct "Selecting Role" screen when selecting the Leadership role from the "Select Your Role" screen
    • Fixed an issue where the main menu will remain in a faded state after pressing NO on the Quit window.
    • Fixed an issue where the ADS sensitivity option affects multiple pieces of equipment that do not have any ADS functionality.
    • Fixed an issue where after taking damage for the first time during a life, the bandage icon will appear smaller than normal.
    • Fixed an issue where tanks are instantly destroyed when an AT mine is placed next to them. They must now move over them in order to trigger the mine.
    • Fixed an issue where the camera will point upwards or downwards when the player, from a prone position forces collision with another prone player.
    • Fixed multiple graphical issues observed when a player dies or is placed in the critically injured sate on-top of specific tanks.
    • Fixed an issue where Outposts placed in-game are not destroyed in-game or on the map when the unit that created them is disbanded.
    • Fixed an issue when 'ADS Toggle' is set to off, the machine gun ADS animation jitters when tapped compared to being held down.

    Currently Working On


    • Continued overhaul of stock UI and HUD features to make them better looking and better functioning - including pinging, marks, Commander screen, role selection screens, vehicle HUDs, artillery HUDs, heavy weapons HUDs.
    • Flamethrower FPP setup.
    • Progression system.
    • Stats system.
    • Polishing FPP experience to make it more fluid
    • Re-assessing MG deployment mechanic in order to increase functionality and fluidity.
    • Replacing current fat FPP hands with photoreal hands and integrating new sleeves to reflect new uniforms.
    • Currently beginning work on full mocap overhaul of all TPP animations.
    • Working on Western Front backer map #1 (a very iconic map).
    • Working on Western Front urban map (also an iconic location).
    • Testing network load from wheeled vehicles.
    • Scoping out scope polish and visual enhancements.
    • Addition of ambient audio to all maps in line with Utah Beach.
    • Continued audio work in investigating new audio engine implementation.
    • Continued overhaul of audio assets within the game.
    • Re-assessing supply boxes and ammo boxes to remove ugly “redeploy” gameplay loop.
    • Continued visual upgrades and optimisations on all maps and fx.
    • Continued bug fixes across the entire spectrum.
    • Various bug fixes

    Thanks - we’ll see you on the battlefield!



    EINFACH NUR GEIL!!!



    Meyer

    frunds1.jpg Wir Deutschen fürchten nur Gott sonst nichts auf der Welt!