Call to Arms

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A place to talk about Call to Arms, an RTS video game

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Developer Blog #143 (steamcommunity.com)
submitted 8 months ago* (last edited 8 months ago) by Ukuri@lemmy.world to c/calltoarms@lemmy.world
 
 

The new Dev Diary #143

Highlights:

  • The next community update for Call to Arms-Gates of Hell will feature a full rework of the German faction’s models to the same, if not better, standard as the U.S. models which will also be receiving an improvement to their RAM and VRAM usage.

  • Besides human models, there will be more in the next community update. Release has yet to be scheduled; we’ll tell you more about it in future blogs. In the meantime, as we have mentioned before, work on the next DLC has already started. We’re not ready to announce it yet, but we will tell you as soon as possible. So far, we are full speed ahead to fulfill our plans for 2024 and 2025. Stay tuned!

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Development update #136 (store.steampowered.com)
submitted 11 months ago by Ukuri@lemmy.world to c/calltoarms@lemmy.world
 
 

Some Highlights:

Content Update 5 will be the largest free update we have introduced so far, giving every Ostfront player a reason to come back and play. It will not only add to the original “Ostfront” package, but to “Talvisota” as well!

You will have noticed that in multiplayer, when vehicles get stopped or destroyed, it could take a second before these units would be shifted to the correct position, due to what is called “position lag”. We have Improved the netcode to address this. Another important issue that has been improved on is the so called “inventory desync” that would sometimes occur.

Content Update 5 will go live around the time when we’re ready to publish the Liberation DLC, which (currently) means this will happen before the end of the year. The exact moment will be announced at some point, together with a detailed list of contents in the shape of a change log.

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Another dev update, and rough release date below which is pretty soon

We are going flat out at the moment and progress is very good. The release of Liberation gets closer every day! As we have stated before, and as you can see on the Liberation store page, we will release the Liberation DLC before 2023 ends. The roadmap on our website used to mention that we planned to release in Q3 of 2023, and this has gotten many people excited assuming it would be coming in September. It also contains a statement which tells you it’s subject to change. It is our tool to let you know our broad plans. We have updated the roadmap to reflect the reality we are predicting for release in 2023. If anyone asks you, tell them to follow our development updates for official predictions.

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  • Fixed timing issue with ejected shells on automatic small arms (new tag added to semi_auto rifle weapon preset)

  • Fixed issue with some trees not having obstacles thus causing vehicles to path into them when they should go around

  • Updated volumes on trees to extend slightly through ground so they fall more consistently on contact

  • Updated CH localization

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submitted 1 year ago* (last edited 1 year ago) by Ukuri@lemmy.world to c/calltoarms@lemmy.world
 
 

Devs just posted info about a new update, its about 67 MB

Change Log

  • Fixed rocket launcher ammo desync when unit gets killed while reloading

  • Fixed human unit state desync after unsuccessful boarding of vehicle

  • Fixed Mosin M39 normals

  • Fixed Sdkfz250a_11 missing 1st person view

  • Fixed ables for vehicle windows

  • Fixed damage_process_pierce for AT Rifles (order listed is important)

  • Fixed randomized crew_shock time so that it would not add a small amount of time when shock time should be 0

  • Fixed a couple of fallen_tree entities to break when contacted by cars and armored cars

  • Fixed some normal map issues with the tiles ground texture

  • Fixed wood_bridge_205 material

  • Fixed localization redefinitions

  • Fixed total tank crew count for T50_fin in MP

  • Fixed T50 and T50_fin having 1 crewmen leave when spotting enemy

  • Fixed obstacles class for several _industry/environment entities

  • Fixed crash related to test mission file in 2v2_tikhvin map folder

  • Fixed pathing around cliffs on MP Jarven, Reka and Karvola

  • Updated overhead squad icons for vehicles

  • Updated log bridge textures and added winter texmod

  • Updated yellow band to icon above humans carrying Soviet HE rifle grenade (Same icon as AT rifles)

  • Updated flag_stick to be destructible

  • Updated crew of cars/trucks to be targetable test before only gunners were targetable

  • Updated german soldiers with k98_grenade_launcher to have it in hand and spawn and it comes preloaded with HEAT shell instead of HE

  • Updated conquest scripts to use bot spawn points for logics

  • Increased accuracy for light mortars

  • Increased zeroing accuracy for all mortars by ~%10 after multiple shots

  • Reduced turn radius for tanks so AI will stop and neutral turn less often

  • Reduced cost of terrain type in pathing formula so units can leave roads more often

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Devs just released update 36. I've posted the highlights below which aren't even half the patch notes, its huge. The update is 276MB.

View Patch Notes


Highlights

  • Added new 'Region' option to Conquest creation screen that will choose map pool selection. Ex. Osftront Maps only, Osftront + Finnish Maps etc. Feature is moddable.

  • Added new prop 'engine' to vehicles with engines so only they have the engine button on the right control panel

  • Moved Engine button in right control panel to same location as cannon switch stance button

  • Moved Ammo Switching Lock button in right control panel to where engine button use to be

  • Added experimental pathing settings for vehicles and cannons to not get stuck on cliff edges and trenches as often

  • Added "Kick" button for MP and CooP hosts to use during loading screen

  • Added new pathing settings for vehicles and cannons to not get stuck on cliff edges and trenches as often and work on bridges and tight spaces better

  • Fixed several memory leak related crashes

  • Fixed several Conquest related crashes

  • Fixed several online sync issues

  • Fixed several cases of humans not shooting at other humans due to skeleton limits and alignment

  • Fixed humans being able to walk through windows/walls of buildings when ordered to garrison/crew a window

  • Fixed human continuing previous move order, when new move order was to garrison/crew a window. New order should override old order now, as it should

  • Fixed canceling a squad formation move order so that whole squad stops instead of just squad leader

  • Fixed crash on MP server on airstrike, if airstrike can't happen (cooldown)

  • Fixed sync issue with cannon when link/unlink using quick command

  • Fixed inventory sometimes weapon stayed locked ("flashing") after failed boarding attempt

  • Rebalanced spawns and capture point positions for Domination and Battlezone maps

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[NEWS] Development update #132 (store.steampowered.com)
submitted 1 year ago* (last edited 1 year ago) by Ukuri@lemmy.world to c/calltoarms@lemmy.world
 
 

The devs posted Dev update #132

There's lots of cool screenshots and it looks like there will be an open beta before before Liberation launches.


https://store.steampowered.com/news/app/400750/view/3668798644189379664


Some Highlights:

SP campaign The SP campaign has a different approach than usual in two ways. First of all, we have focused on particular fighting units, with 2 units in each campaign. The second difference is the fact that we have integrated the skirmishes in the US SP campaign storyline. As our Store page mentions, the US campaign focuses on the 2nd Rangers and the 3rd armored division. As you may know, the 2nd Rangers did much more than take Pointe du Hoc on D-Day; they fought in Belgium and Germany as well. The 3rd armored division arrived in France a few weeks after D-DAY, and started making history immediately.

On the German side, the SP campaign follows the 3rd Fallschirmjäger division, which arrived in Normandy 4 days after D- Day, and 116th Panzer division. Both of these units were in the thick of it after D-Day and both fought until the end. The 4 skirmishes for the US faction will be integrated in the SP campaign, filling in the spaces in the linear storytelling. Basically this will give the player a 10 mission storyline.

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The devs posted a huge dev diary a few days ago. I took a screenshot of just a small part of the dev diary below, to see it in full follow the link.

https://steamcommunity.com/games/400750/announcements/detail/3657539010844237399

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Information:

The Liberation DLC contains:

  • 10 US single player missions, including 4 US skirmishes
  • 6 German single player missions
  • 150+ new US and German vehicles, cannon, ships, aircraft and tanks
  • 50 new small arms
  • 500+ new humanskins
  • 20 new MP maps
  • 25 new DCG (Conquest) maps
  • 500+ new editor assets for the western European theater.

“Soldiers, Sailors, and Airmen of the Allied Expeditionary Force: you are about to embark upon the Great Crusade!” This DLC introduces the western front action in 1944, featuring the US faction, as well as German western front content.

Call to Arms - Gates of Hell: Liberation will take you through the most immersive depiction ever made for a RTS game. The single player campaigns focus on four legendary western front units: the “Liberation” campaign has the 2nd Rangers and the 3rd Armored Division on the US side, and “Festung Europa” has 3rd Fallschirmjäger division and 116th Panzer division on the German side. From scaling the steep cliff at Pointe du Hoc to the armored clash at Cologne cathedral, every detail has been thoroughly recreated.

The single player campaigns focus on four legendary western front units: the “Liberation” campaign has the 2nd Rangers and the 3rd Armored Division on the US side. Beside 6 single player missions, this DLC also offers 4 skirmishes for the US faction, which are part of the campaign storyline. In all of the missions, you will find yourself in intense battles on iconic battlegrounds, recreated to the last detail; get a taste of the bitter fighting against fanatical opposition, liberating western Europe step by hellish step. The action will be intense and the immersion will be up there!