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Update 23: V 1.020



Change Log


  • Added destruction physics to numerous game objects: Buildings, pipes, concrete blocks, etc.
  • Added 100% chance of spawning with satchel charges to engineers of both nations in multiplayer
  • Added tank crew squads to conquest
  • Added improved sdkfz250a boarding animations.
  • Added the domination gamemode to some 4v4 maps
  • Added define for construction objects with a HE surivability threshold of a 75mm HE
  • Added missing particles to entitymanager
  • Added some new interaction code for different destruction types
  • Added when humans are hit with large construction debris they get knocked unconscious temporarily
  • Added new squad icons for different AT/AP miners, pilots.

  • Updated broken medium parts impulse values for more natural and realistic physics
  • Updated CP value of 1 to tank and cannon crew in conquest (due to tank crew squads being added)
  • Updated active weapon ui background
  • Updated Italian localization for new conquest command squads
  • Updated AT weapon icons so they always show in singleplayer easy/normal
  • Updated splash screens and copyright strings
  • Updated lighting on dynamic campaign maps for better look and readability
  • Updated third person veterancy icons

  • Fixed "waiting for server" online freeze bug
  • Fixed AI can now effectively use AT grenades against moving vehicles
  • Fixed satchel charges to properly appear in inventory of the opel blitz engineering truck
  • Fixed rare case when human throwing a grenade, that the grenade would collide with arm during the animation and cause grenade to fall at soldiers feet
  • Fixed resupply of Stuh 42's 105mm HE shell
  • Fixed cannons using up sandbags that have "no_sandbag" prop
  • Fixed cannons using up more than one "sandbag item" in inventory at a time when building sandbags
  • Fixed FSM state for humans in watch tower. Should allow MG's to fire from inside now.
  • Fixed sandbags on wooden watch towers to break/fall when watch tower does
  • Fixed crew count for Sdkfz 250/11 in Multiplayer
  • Fixed issue with Stuh42 not loading new HE shells
  • Fixed 3rd Person view for Sdfkz 251/1
  • Fixed unit vision through openings in several factory buildings
  • Fixed Minor pathing issues in 2v2_industry and dcg_f_lazurnyi maps
  • Fixed unit vision through openings in several factory buildings
  • Fixed issue with 105mm LEFH 18 not using HE against long range targets (issue only in beta build)
  • Fixed 2v2_courtyard water issues where in some spots of standing shallow water vehicles would sink.
  • Fixed 3rd and 1st person views for Blitz 3.6 2cm Flak 30

  • Increased officer limit from 1 to 2, cost was reduced from 250 to 125MP, and grants -25CP bonus
  • Increased limit of domination victory points from 500 to 750
  • Increased CP of tank crew and artillerymen from 0 to 2CP
  • Increased CP of tier 1 infantry from 1CP to 2CP (except doctrine tier 1 squads)
  • Increased CP of non-riflemen tier 2 infantry from 2CP to 3CP (tier 2 squads take as much CP as tier3 or 4 infantry, to not discriminate advanced infantry by CP)
  • Increased CP evolution throughout the game from 100,125,150 to 100,150,200 to account for higher CPs of infantry.
  • Increased cost of light MG emplacements by 10MP
  • Increased CP of artillery to reflect it's potential effectiveness, especially in Domination gamemode
  • Increased directional momentum inherited by falling pieces
  • Increased resupply cost of 203mm and 210mm artillery HE shells from 50 to 75
  • Increased damage done by MG's at and closer than ~30 meters distance for increased realism
  • Increased ballistic curvature of grazing howitzers to differentiate them more from direct-fire AT weapons
  • Increased resupply cost of indirect-fire HE shells, to increase the long-term ongoing cost of utilising artillery
  • Increased human rotation speed so they are snappier at intercepting moving targets

  • Reduced reload time for 203mm B4 and 210mm Morser from 90s to 70s.
  • Reduced HE ammo of mortars by half to fall in line with previous artillery changes and rely more on ammo logistics.
  • Reduced CP values of cannons and vehicles in conquest to balance out the addition of crew CP.
  • Reduced range of medium mortars from 170 to 160m
  • Reduced range of medium-heavy mortars from 200 to 180m
  • Reduced range of heavy mortars from 250m to 230m
  • Reduced range of anti-personnel grenade to reduce the grenade rush.
  • Reduced damage done to humans by Anti-Tank rifles from 4.6 times a standard rifle to 2.2 (avoid AT unhistorically used as anti-infantry sniper)
  • Reduced CP of vehicles to account for the higher CP of crew
  • Reduced tank gun accuracy slightly at 100m distance to help reduce effectiveness of sniping infantry with AP shells

  • Removed sandbags from 28mm PzB41 cannon (barrel is to low to ground for sandbags to be useful)
  • Removed construction x models that cause pathing issues from 3v3_barrikady


Note for modders


If you require technical assistance to make your mods work, write us in the Workshop Discussions

We also have the previous game version in the beta options in the game, for players to revert temporarily if they wish to play their mods until the authors update them.
Call to Arms - Gates of Hell Content Depot 400751
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French French Depot 400752
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Italian Italian Depot 400753
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German German Depot 400754
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Spanish - Spain Spanish Depot 400755
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Russian Russian Depot 400756
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Simplified Chinese Chinese Depot 400757
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