- [p]The first is a refreshed version of Remagen, aimed at improving gameplay flow across the map while preserving the unique identity of the Ludendorff Bridge and its role as the centrepiece of the battlefield.[/p][/*]
- [p]The second continues our work on artillery following the changes introduced in Update 19. Based on community feedback, this patch introduces a number of improvements to the artillery gameplay experience, including updates to static artillery, Self-Propelled Artillery (SPA) vehicles, and adjustments to the artillery squad itself.[/p][/*]
Remagen Refresh
[p]Remagen has long been one of the most unique and challenging battlefields in Hell Let Loose. The Ludendorff Bridge provides an iconic setting, but the map has also generated a significant amount of feedback over time, particularly around the intense bottleneck that often forms around the bridge.[/p][p][/p][p]With this refresh, the development team has focused on improving gameplay flow across the map while preserving the core identity of Remagen as a tense and contested river crossing.[/p][p][/p][p]The aim is not to remove the challenge of attacking across the Rhine, but to give players more strategic options when pushing across the river and contesting objectives.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34012997/1f6ed2be3c115828bd03f5a8938d0b75684f70c3.png"][/img]US Forces push to take the Ludendorff Bridge on 7th March 1945[/p][p][/p]Historical Update to Remagen
[p]One of the most common questions following the refresh has been around the introduction of pontoon bridges and their historical context.[/p][p][/p][p]Set during the final months of World War II, Remagen has always aimed to recreate the Allied effort to capture the Ludendorff Bridge and establish their first major crossing across the Rhine River.[/p][p][/p][p]In the previous version of the map, we saw the events of 7th March 1945, when American forces captured the bridge before German troops could destroy it. In the days that followed, US engineers began constructing pontoon bridges nearby to reinforce the crossing and support the continued Allied advance into Germany.[/p][p][/p][p]With the Remagen refresh in Patch 19.1, the map’s historical setting has been moved forward to 12th March 1945, representing a later stage of the battle.[/p][p][/p][p][img src="https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose/Dev%20Brief%20215/Screenshot%202026-03-12%20123226.png"][/img][/p][p]By this point, US engineers had completed multiple pontoon bridges across the Rhine, allowing Allied troops and armored vehicles to continue crossing the river while German forces attempted to destroy the growing bridgehead.[/p][p][/p][p]The Ludendorff Bridge itself would eventually collapse from the damage it sustained on 17th March 1945.[/p][p][/p][p]This refreshed version of the battlefield represents the moment when Allied forces had expanded their foothold across the Rhine, establishing a critical route deeper into Germany while still facing heavy resistance.[/p][p][/p][p][img src="https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose/Dev%20Brief%20215/image-20260310-161628.png"][/img]A U.S. antiaircraft battery guards a pontoon bridge built by the 291st Engineer Combat Battalion. \[Source: The Bridge at Remagen by Victor Kamenir of Warfare History Network] [/p][p][/p]Additional River Crossings
[p]A consistent piece of feedback surrounding Remagen has been the heavy reliance on the Ludendorff Bridge as the only viable crossing point.[/p][p][/p][p]To help reduce this bottleneck and introduce more tactical variety, additional crossing points have been added along the river.[/p][p][/p][p]These crossings provide both infantry and vehicles with alternative routes across the Rhine, opening up new flanking opportunities and reducing the likelihood of prolonged stalemates focused solely around the bridge.[/p][p][/p][p]The Ludendorff Bridge will still remain a key focal point of the map, but teams now have more options when planning their approach across the river.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34012997/0bec6995a60a7b8d7d72afe7231d758422fae0bd.png"][/img][/p][p][/p]Ludendorff Bridge Improvements
[p]While additional crossings have been introduced, improvements have also been made directly to the Ludendorff Bridge itself.[/p][p][/p][p]The bridge has been widened and redesigned to improve player movement and combat flow during engagements across it. The gangway beneath the bridge has also been reworked, making it more accessible from both the bridge deck and the riverbanks.[/p][p][/p][p]These changes create more movement options around the bridge itself, allowing players to manoeuvre, flank, and reposition during battles around this key landmark.[/p][p][/p][p][img src="https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose/Changelog%20P19.1/Remagen%20Bridge%20German%20Defense.png"][/img][/p]Capture Point Improvements
[p]We have also seen a lot of feedback from players requesting that the Ludendorff Bridge consistently appear as the central capture point on Remagen.[/p][p][/p][p]With this refresh we are testing a system where the bridge will be selected as the middle capture point by default.[/p][p][/p][p]This change ensures that the map’s most iconic location remains central to the battle while still allowing server owners to customise capture point selections if desired.[/p][p][/p][p][img src="https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose/Changelog%20P19.1/Remagen%20Bridge%20Arti%20Strike.png"][/img][/p]Improved Airhead Opportunities
[p]Another challenge on Remagen has been the limited number of locations where commanders can successfully deploy airheads.[/p][p][/p][p]As part of this refresh, adjustments have been made to the surrounding terrain and river areas to create more viable airhead placement opportunities.[/p][p][/p][p]This introduces additional pressure points across the battlefield and requires defending teams to cover a wider area, helping to reduce the stalemates that can form when all fighting becomes concentrated around a single crossing.[/p][p][/p][p][img src="https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose/Changelog%20P19.1/Remagen%20Airhead.png"][/img][/p]Artillery Changes
[p]Following the first wave of artillery changes introduced in Update 19, Patch 19.1 continues to expand on the artillery gameplay experience.[/p][p][/p][p]These updates aim to improve coordination within artillery squads, address frustrations around artillery placement and survivability, and introduce additional resource interactions with the wider team.[/p][p][/p]Artillery Squad Adjustments
[p]Several updates have been made to the artillery squad itself to better define its role on the battlefield.[/p]- [p]The Artillery Engineer role has been renamed to Operator, while Artillery Support has been renamed to Gunner. These changes reflect how their responsibilities have evolved with the addition of buildable artillery and expanded squad functionality.[/p][/*]
- [p]The Artillery Observer loadout has also been adjusted. The sidearm has been removed from the first loadout and the AP mine has been moved to the second loadout. In addition, the Soviet artillery squad now uses the Mosin Nagant M38 for improved historical accuracy.[/p][/*]
- [p]To better recognise the contributions of the Artillery Observer and the rest of the squad, artillery squads will now receive shared credit for kills achieved using primary artillery weapons. This applies regardless of if squad members are crewing the same vehicle/gun or are outside it.[/p][list]
- [p]This includes both static artillery guns and the main guns of SPA vehicles. Infantry weapons and the machine guns on SPAs will not count towards this.[/p][/*]
- [p]This change ensures that players contributing through spotting, coordination, and squad leadership receive recognition for the role they play in artillery operations.[/p][/*]
Artillery Gameplay Changes
[p]Several changes have been made to how artillery interacts with the wider resource and support systems.[/p]- [p]Artillery guns positioned within the radius of a munitions node will now slowly generate ammunition. This applies to both shell types simultaneously but cannot go above the maximum capacity of 50 HE and 35 Smoke.[/p][list]
- [p]While the regeneration rate is intentionally small at one shell every 30 seconds, it should help the Artillery gun not be completely reliant on the Commander to resupply, while rewarding actions that benefit the entire team.[/p][/*]
Static Artillery
[p]One of the key goals of the artillery rework has been addressing the long-standing dynamic between recon squads and artillery players. Previously, artillery guns were locked to HQ locations, which often resulted in recon players repeatedly camping artillery positions while artillery players had little flexibility to respond.[/p]- [p]With Patch 19.1, artillery squads can now build a static artillery gun anywhere within the first two sectors of their territory. This change allows artillery crews to reposition their guns and introduces more uncertainty for enemy squads attempting to locate them.[/p][/*]
- [p]The gun is built by the Operator using 50 supplies, and only one artillery gun can exist per team at a time.[/p][/*]
- [p]The cooldown between artillery guns remains shared between HQ artillery and player-built variants. If a gun is destroyed or dismantled by enemy forces, the same cooldown will apply before another gun can be deployed.[/p][/*]
- [p]Friendly artillery squad members can dismantle their own gun using a hammer without triggering this cooldown.[/p][/*]
- [p]To prevent exploitative placement, artillery guns will not fire if their barrel’s line of sight is blocked by nearby objects and they cannot be built on highly uneven terrain.[/p][/*]
Self-Propelled Artillery (SPA) Updates
[p]Self-Propelled Artillery vehicles have received several gameplay improvements aimed at making them feel more flexible and distinct.[/p]- [p]The operational range limit for SPAs has been removed, allowing them to move freely across the battlefield without triggering an out-of-bounds timer.[/p][/*]
- [p]SPAs can now also fire while moving at first gear speeds or slower, allowing crews to reposition more dynamically during combat.[/p][list]
- [p]This is determined by the current velocity of the vehicle meaning that if you came to a stop while in fourth gear, you would still be able to fire without having to drop gears.[/p][/*]
SPA Vehicle Balance Changes
[p]All SPA vehicles have received individual stat adjustments to better differentiate their battlefield roles.[/p][p][/p][p]SPAs were designed to focus on a hybrid playstyle between longer range indirect fire and close-range high explosives. With these new changes, while all SPA units will still be capable of both the above-mentioned playstyles, some will perform better at one or the other.[/p][p][/p][p]As a small additional element, the AP rounds of SPAs have been replaced with HEAT rounds (High-explosive Anti-Tank) as these were the AT rounds most of these units would have used due to their slower projectile velocity. The exceptions to this are the KV-2, the Bishop and the Churchill A.V.R.E.[/p][p][/p][p]Currently this is just a name change (aside from the already existing unique proprieties that SPA shells have). This is likely to change with future updates.[/p][p][/p][p]As many players have correctly pointed out, several of these units were historically labelled as assault guns. Whilst assault guns are often classified as a type of Self-Propelled Artillery, these new changes aim to better represent this aspect of their design. [/p][p][/p][p][img src="https://26630753.fs1.hubspotusercontent-eu1.net/hubfs/26630753/Hell%20Let%20Loose/Changelog%20P19.1/SPA%20Table.png"][/img][/p]- [p]The Sherman 105 remains one of the most well-rounded SPAs, receiving a turret speed increase and a HE radius decrease, while maintaining most of its original characteristics.[/p][/*]
- [p]The KV-2 now has a slightly increased explosion radius and slower reload but keeps its previous weapon range.[/p][/*]
- [p]The Sturmpanzer (Brummbär) now features improved frontal armour and an increased blast radius, at the cost of a slight range decrease and reload speed, making it particularly strong in direct assaults.[/p][list]
- [p]The front hull armour has been upgraded from heavy to very heavy. This only affects the front plate section and not the corners, sides and rear of the superstructure which can still be penetrated by medium tanks.[/p][/*]
- [p]This projectile is unique in that, other than its listed stats shown above, like satchel charges, the contact damage is applied directly to the hull health of a tank, meaning a direct hit from this projectile will be fatal to any enemy vehicle in the game.[/p][/*]
- [p]Similar to the HE shells fired by other SPAs, the explosion created by the shell has armour penetrating properties, meaning even a near miss can be damaging to enemy armour. The damage has high range fall-off, so it won’t one shot armour outside of a direct hit.[/p][/*]
- [p]The cost to spawn the A.V.R.E has been increased to 360 munitions to reflect its explosive power and its nature as a heavy tank.[/p][/*]
- [p]Much like its real-life counterpart, due to its low barrel height, this maximum range can be exceeded by placing the unit facing up a slope or hill and using the terrain to further increase the turret elevation, although an Observer would likely be required to accurately hit targets using this method.[/p][/*]
Other Changes
[p][/p]Flare Gun Rework
[p]The flare gun has also been reworked.[/p][p][/p][p]Previously, players could repeatedly redeploy in order to bypass the weapon’s intended downtime, allowing for nearly constant flare coverage.[/p][p][/p][p]Flare guns now operate on a standardised cooldown per individual player. This works similarly to how supply box cooldowns currently operate, where once a flare is fired, a five-minute cooldown begins before another can be used. This cooldown persists even if the player dies, redeploys, or changes roles. This change applies to both Recon and Artillery roles.[/p][p][/p][p]We are interested to hear your feedback on these changes, and whether you would like to see any changes to how this works such as cooldowns by using nodes, etc. Let us know in the comments and feedback![/p][p][/p]Console Quick Play Update
[p align="start"]The Find Match option on PS5 & Xbox Series X|S is now the fastest way for you and your party to jump into our Official Hell Let Loose servers[/p][p][/p][p align="start"]The Enlist screen is still available for community servers or servers hosting a specific map and/or game mode.[/p][p][/p][p align="start"]This change lays the foundation for more filters and search options in future updates. We’d love to hear your feedback on this so we can continue to make improvements[/p][p][/p]Bug Fixes & QOL Improvements
Bipod
- [p]\[BIPOD] No third person perspective SFX is present for partial and full reloads of the BAR when deployed on a bipod[/p][/*]
- [p]\[BIPOD] FG42 bipod will clip through the player character hand when deploying[/p][/*]
Death Screen
- [p]\[Death Screen] Cause of death is empty when dying due to bleeding out[/p][/*]
- [p]\[Death Screen] Cause of death string is empty when dying due to drowning[/p][/*]
- [p]\[Death Screen] Cause of death string is empty when dying due to fall damage[/p][/*]
- [p]\[Death Screen] UI string missing for melee kills[/p][/*]
Kharkov
- [p]\[Kharkov]\
Piles of snow has no collision with the player[/p][/*]
- [p]\[PHL] Multiple assets are misaligned with the environment on sector G4[/p][/*]
RCON
- [p]\[RCON] Conquest mode incorrectly appearing in RCON entries on Release branch[/p][/*]
- [p]\[RCON] V2 Client gets progressively laggy and stops working after some time[/p][/*]
- [p]\[RCON] Being punished by the admin will not display the cause of death or the admin message[/p][/*]
Remagen
- [p]Multiple visual and performance improvements made across the Remagen map[/p][/*]
Sainte-Marie-du-Mont
- [p]\[SMDM] \[H8] A puddle's texture looks unnatural[/p][/*]
Sainte-Mère-Église
- [p]\[SME] Outposts can be built inside a specific building asset[/p][/*]
Smolensk
- [p]\[SMO] \[E6] Player can spawn inside an inaccessible building using an outpost[/p][/*]
- [p]\[SMO] \[C6] Trench area presents with multiple asset misalignments[/p][/*]
- [p]\[SMO] \[H4] Small world seam visible near destroyed buildings in numpad 1[/p][/*]
- [p]\[SMO] \[E6] Two wall assets present an observable gap that players can shoot through in numpad 1[/p][/*]
- [p]\[SMO] \[E3] Crater by the edge of the road presents edges that are misaligned with the ground in numpad 4[/p][/*]
- [p]\[SMO] \[H5] Rubble pile asset missing both bullet and player collision[/p][/*]
- [p]\[SMO] \[A5] Entire trench area presents multiple assets with misalignment issues[/p][/*]
- [p]\[SMO]\[F5] A world seam is present between sectors[/p][/*]
- [p]\[SMO] \[G4] Multiple assets are misaligned with the environment[/p][/*]
- [p]\[SMO]\[H6] The rubble pile is misaligned with the environment[/p][/*]
- [p]\[SMO]\[I7] A mud pile is misaligned with the ground in sector I7[/p][/*]
- [p]\[SMO] \[G8-H8] Fortress wall has extended player and bullet collision near crumbled areas[/p][/*]
- [p]\[SMO] \[G5] Players can enter blocked off building using another building's window[/p][/*]
- [p]\[SMO] Player can spawn inside inaccessible buildings using an outpost[/p][/*]
- [p]\[SMO] Katyusha strikes will only spawn from the Axis side on second usage of the ability[/p][/*]
- [p]\[SMO] The German Offensive-Smolensk Dusk shows Night instead of Dusk during loading screen[/p][/*]
- [p]\[SMO] \[Skirmish] Players deploying at the Soviet HQ2 can be spawned with the Out of Bounds timer active[/p][/*]
- [p]\[SMO]\[A5] Trench is missing from the Tac Map[/p][/*]
Stalingrad
- [p]\[Stalingrad] \[B6] Steel pillar looks to be levitating instead of touching the ground on a conveyor belt[/p][/*]
- [p]\[Stalingrad] The player can clip through multiple surfaces while deploying the MG while prone[/p][/*]
