Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

Conquest Rebalanced v2.3 - AI Rebalance + New Units
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Update: 24 Nov, 2024 @ 7:25am

Fixing localisation file issues

Update: 22 Nov, 2024 @ 7:39am

StuG III F MG animation fix
Note: main gun reload is still broken when the hatch is closed -- this is not a mod issue but a problem with GoH itself.

Update: 21 Nov, 2024 @ 4:19am

Minor update 2.24

  • Fixing an MP/CP cost issue with US glider troops
  • New vehicles: 3,7cm Pak36(p), 7,62cm FK296(r), 15,5cm FH414(f)
  • Adjusting GER tech tree to accommodate these new weapons

Update: 21 Nov, 2024 @ 4:14am

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Update: 5 Nov, 2024 @ 12:42pm

Bugfix
  • Fixed missing sounds for some Airborne DLC vehicles
  • Further localisation bugfixes

Update: 30 Oct, 2024 @ 12:04pm

Update: 30 Oct, 2024 @ 8:54am

Minor update 2.23

  • Fixing numerous localisation issues (squads, breeds, weapons, vehicles). Thank you to all of you who reported these!
  • New vehicles: Sdkfz.222 B (20mm KwK38 + MG42) and Kfz.13 Early (MG13)
  • New squads: Motorised medical detachments (GER + USSR)
  • Sdkfz.222B has a smoke ability - the crew will throw a smoke grenade out of the turret when you need to conceal the vehicle!
  • Small price/balancing changes for the AI + Adding new vehicles from 2.2 to the AI roster

Update: 26 Oct, 2024 @ 10:04am

Hotfix 2.2a

  • Fixed US M1941 LMG ammo issue -- the LMG will now use magazines and M1903 rifles have their ball ammo again.

  • Minor tweaks to AI balancing: the AI should have a slightly smaller force for the first 2-3 battles

  • US tech tree: I have added some halftrack variants from within the game files. These halftracks have mines and/or anti-tank weapons on board that you can take out and use.

  • US tech tree: Jeep/Truck/Armoured car branch has been reworked to be balanced vs. the German tree. You can now spend 6RP to rush the Greyhound from day 1, just like how you can spend 6RP to rush the Sdkfz.234/2.

Update: 24 Oct, 2024 @ 6:27am

Minor(ish) Update 2.22


  • Changed preparation time for missions: AI will now deploy reinforcements after 2-3 minutes on attack missions, and 10-13 minutes on defense missions. If you want to change this, use the instructions on the workshop page.

  • Added US infantry to the tech tree (finally!). I have tried to make the tree less messy than the original. Hopefully you will find it straightforward and fairly logical.

  • Added some new weapons to the game (ported from MOWAS2): M50 Reising SMG, M1941 Johnson LMG, Luger (non-artillery version), Lewis Gun

  • Changed certain loadouts:

    1. 1st Special Service Force (USA) LMG op now has a M1941 Johnson LMG
    2. Northern Fleet Marines (USSR): SMG soldiers now have M50 Reising SMG
    3. Cavalry MG Operator (USSR, Earlywar): DP-27 replaced with a Lewis Gun

  • Added British Shermans to the US tech tree with US crews (I will probably remove these when Britain is added to the game, whenever that happens)

Update: 18 Oct, 2024 @ 12:25pm

Minor Update 2.21

  • Adds new German units to conquest (player tech tree + AI): Flakvierling, Sdkfz7/1, LeFH18/40

  • Adds new Soviet squads to the conquest AI (NKVD, Glider troops, Cavalry, etc.)

  • Minor balancing changes to AI defender infantry (PTRS&PTRD will take 1-2 battles more to appear at the start of a campaign)

  • Fortification/Engineer changes: Engineers of all nations can now build concrete pillboxes (used to be FIN only). All soldiers with a shovel can now build small sandbag piles to take cover behind. All soldiers with shovels can build TWO foxholes.

    WARNING: FIN Defender AI still isn't spawning any infantry for me. I don't know why this is happening on my system but will release an update when I fix this.