Update 51: V 1.046.0

Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell is a realistic RTS/ RTT game that offers endless replay value. Command all types of troops in historical singleplayer, dynamic campaign, PvP and PvE battles. Are you ready for some serious immersion in World War 2?

[h1]Update 51: V 1.046.0[/h1] [h1]Change Log[/h1] [h2]Highlights[/h2] [list] [*] 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) [/list] [h2]Conquest[/h2] [list] [*] 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 [/list] [h2]Multiplayer[/h2] [list] [*] 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 [/list] [h2]Single Player[/h2] [list] [*] 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. [/list] [h2]Everything Else[/h2] [list] [*] 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 [/list] r17588-18631