Update log
Full Hell Let Loose update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Maps
Conquest Testing #2
Hello everyone, and welcome back to Conquest.
Since our last test in February, we have been hard at work iterating on the mode based on your feedback, and we are excited to bring you the latest version in our Conquest v2 test.
Your feedback has been essential in shaping this iteration, and we want to continue building the mode alongside you. This test is another opportunity for you to jump in, experience the latest changes, and help guide the future of Conquest.
Conquest is also one of the brand new modes coming to Hell Let Loose: Vietnam later this year. If you want to help shape the experience across both titles, now is the perfect time to get involved.
Let us know your Conquest feedback here
As a reminder, this test will be available on the Steam Experimental Branch and will run throughout the weekend.
TDLR: What is Conquest Mode?
For those who missed our previous Conquest test, here is a quick overview of how the mode works and what sets it apart from Warfare and Offensive.
In Conquest, victory is determined by a resource called Morale. Both teams start with 1000 Morale, and the first team to reach 0 loses. If the match timer runs out, the team with the higher remaining Morale wins.
The mode features five active objectives, all of which can be captured at any time.
Teams lose Morale in two main ways:
Player Losses
Each time a player respawns, their team loses 1 Morale
This makes medics more valuable, as reviving players prevents Morale loss
Objective Control
Teams holding fewer objectives will suffer a Morale bleed over time
The rate of bleed increases depending on the objective difference:
1 objective disadvantage = 2 Morale lost every 10 seconds
2 objective disadvantage = 4 Morale lost every 10 seconds
3 objective disadvantage = 6 Morale lost every 10 seconds
Conquest rewards consistent pressure, teamwork, and map control, rather than a single decisive push.
Check out our February Dev Diary where Matt and Xander from our dev team introduced us to the Conquest game mode.
[dynamiclink href="https://www.youtube.com/watch?v=f_-FOECeB_o&t=1s"]
Now, onto the updates and new additions coming in this V2 test.
Updated: Capture point layout
Much like previous version of Conquest, there are five objectives arranged in a cross pattern. Each team has one objective positioned closer to their respective HQ, with the remaining three located centrally.
The key difference in this latest iteration is that the two side objectives are now controlled by their respective teams at the start of the match. This gives players time to establish garrisons and set up defences without needing to capture the territory first.
V2 Conquest Starting Map
V2 Conquest Side Objective Captured
Another key difference from the first Conquest test is how the side objectives affect territory control.
Previously, capturing a side objective would flip entire rows of territory. In this latest iteration, capturing a side objective will now only secure the four grid squares surrounding that objective, as shown in the image above.
This means the sectors above and below these objectives will remain permanently under the control of their respective teams. As a result, players will have more reliable areas to establish garrisons that cannot be lost when objectives change hands.
Similar to the Offensive game mode, players must be within the strongpoint to contribute towards capturing an objective.
Capture time remains at two minutes, though this may be adjusted based on player feedback.
New: “Rally the
Source
