Update log
Full Call to Arms - Gates of Hell: Ostfront update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Performance
- Fixes
- Maps
- Balance
Change Log
Highlights
Added separate pathing profile for prone/crawling humans so they do not vault over objects. Kneeling and standing humans will continue to use vault-able objects automatically.
Added per shell penetration and max range data to the weapon sections in the unit info window of Multiplayer modes and to the Library/Conquest viewer
Added ability for host to spawn and transfer of entire unit 'stage' to fellow players in Co-op Conquest with one action
Optimized supply zones (supply trucks and crates) so they do not cause a reduction in performance when units are inside the supply zones
Fixed vehicles with damaged wheels being able to drive too quickly in reverse. It should now be properly limited.
Conquest
Added ability for host to spawn and transfer of entire unit 'stage' to fellow players in Co-op Conquest with one action
Fixed name of next map in Conquest not being updated after completing an Operation
Fixed incorrect grass data being loaded onto maps in Conquest after completing an Operation
Fixed CP cost for USA support trucks in Conquest
Fixed Finest Hour conquest maps missing includes
Fixed some map issues on dcg_radekhiv
Fixed some map issues on dcg_Hilltop
Fixed terrian polygons on dcg_kymhi_airfield
Fixed air/flag waypoints on dcg_olkhovatka
Single Player
- CosmeticAmong the Heavens(1942_09_elbrus)Fixed if players skipped intro in coop very fast leaving fade on black screen, removed old coop skip script now that coop skipping works as it should. - Fixes some floating rocks
- CosmeticIn Spite of Everything(1943_11_wotan)Updated coop scenario setup to prevent overlap issues.
Lair of the Beast(1945_03_cologne) - Replaced Panther G with Panther A Armor version, per historical data. - Fixed various soldiers not being in proper building windows for defense due to building entity changes(bcorn_part01).
Back to Square One(1942_01_vyazma) - All players resupply boxes and trucks are inactive until all intro cutscenes are over. This way in single player at very high fps there is no noticeable small regular fps dips. - Fixed some cannon inventories, replaced some ammo resupply boxes with trucks and this seems to help with minor performance jumps from automatic resupply checks.
- CosmeticThe Siege of Sevastopol(1942_06_sevastopol)Added fuel truck at start and 2 arriving fuel trucks during phase2(not destructible at initial move in) so help player manage fuel issues in this mission.
Multiplayer
- CosmeticFrontlines2v2_bastogne improved spawns for both teams at f21_1. - 2v2_blitzkrieg fixed a22, pos3 spawn as it was inside large building.
Fix attempt for cars/trucks crew stun desync when shot by piercing ammo types
Fixed houses on 4v4_fields
Fixed flag placement on 1v1 balzerweg for AI bot move orders
Everything Else
Optimized supply zones (supply trucks and crates) so they do not cause a reduction in performance when units are inside said zones
Fixed mission properties/modifiers/accuracy to work again (editor/mission scripting feature)
Fixed crash related to amphibious vehicles using reverse only move button and changing chassis from water to land
Fixed wrong texture prefix for bf109_f4_xx#winter
Fixed props for heavy_mg_vickers_mg
Fixed x model for heavy_mg_m1917_30cal
Fixed certain planes made from "wood" material from being able to be shot down by "bazooka" class weapons
Fixed accuracy of 47mm pak(t) and 47mm pstk 39 guns (their accuracies were somewhat out of scale with other weapons)
Fixed Finnish ISU-152 icons to reflect current 3d model
Fixed target class/selector for 105mm_k13 and 107mm_k10
Fixed staghound_mkaa having incorrect target selector. Should target aircraft
Source
