Hell Let Loose April 30update is now rolling out for PC players. According to the official Hell Let Loose patch notes, the latest patch added various bug fixes. Apart from this, there is also stability and performance improvements.
Recently, a minor update was released with minor gameplay changes. Unfortunately, many players are still experiencing several issues while playing the game. Today’s Secret Neighbor update is expected to fix a few of these issues. Check out more details below.
Hell Let Loose Update Patch Notes (April 30, 2020)
Gameplay
- Updated AT gun loader rotation speed to 3x.
- Updated many vehicle icons on the tactical map to reflect their historical icons.
- Started individuating turret turn speeds based on vehicle – lighter vehicles are now able to turn their turrets more nimbly. This is a balance between the real-life values and the inherent power of the weapon in the game (essentially, most vehicles now turn their turrets faster).
Performance
- Continual performance updates across all aspects of the title. We’ve been setting up a huge number of tools and workflows that we’ll be using for our optimisation update (which will be shortly after U7).
SFX
- Engines now have a wind down sound if the process of turning on has been halted.
- Fixed: No click SFX when hovering over the keybindings within the ’Keybindings’ sub-menu.
- Audio menu volume slider “UI Volume (3D)” has been renamed to “Ping Marker Volume”.
- Large across-title background work for coming audio.
HUD/UI
- Fixed: [HUD] Sector icons can overlap with the player’s iron sights making it difficult to see enemies.
- Give players 5 seconds to decide on a resolution change.
- The map now responds to zooming in and out when hovering over an interactable icon.
- Fixed: The “Not placed any Outposts or Garrisons” Hint does not appear.
- Fixed: Tank UI turret direction indicator not updating to correspond with the gun turret position.
- Fixed: The Radial Menu becomes unresponsive if the Map is closed while LMB is pressed when the cursor is off the map.
- Fixed: The Radial Menu becomes unresponsive if it is closed while LMB is pressed.
- Fixed: The radial menu can be opened while the player is bandaging.
- Applied the same treatment as the options menu to the main escape menu.
- Fixed: The colours of the capture point from the battle map are flipped when the player respawns.
- Fixed: The ’Personal/Team Stats’ button will remain highlighted if the user closes the scoreboard while the cursor was positioned over the button.
- Fixed: When inviting a user to the unit, the ’Cancel’ button and ’Invite’ button have partial functionality in certain areas.
- Fixed: Opening up the ’Field Manual’ from the in-game menu results in the ’Field Manual’ screen to abruptly shift to the center.
- Fixed: The Artillery icon has a grey background that is not visible when hovered over.
- Fixed: Pulse animation missing from the punish team killer notification.
- Fixed: The player’s current weapon is shown while in the critical state.
- Fixed: The scaling of the ’Barracks’ menu will alter in regards to what role is currently selected.
- Fixed: Loadout weapon tooltips can be easily misinterpreted.
- Fixed: No audio cue present when switching between tabs or changing roles.
- Fixed: The blur effect is missing from the ’Options’ sub-menu.
- Fixed: On the Deployment Screen, the selection ring on Outpost Icons remains red after an enemy moves further than 50m from it.
- Fixed: Commander abilities are cut off and cannot be used when the game is running in certain resolutions.
- Fixed: The ’M1A1 Carbine’ weapon icon is smaller in regards to the other weapon icons.
- Fixed: The buttons for ’View Personal Stats’ and ’View Team Stats’ both have areas that do not correlate with where the user can click on.
- Fixed: When viewing the front end menu in 1024×768 Windowed mode, the title text can become illegible due to its size.
- Fixed: Map key text displays incorrect instructions upon first entering a server.
- Fixed: The player progress bar on the barracks overlaps the characters head on certain resolutions.
- Fixed: Some of German uniforms do not match their respective thumbnails.
- Fixed: Within the ’Barracks’, the orange glow effect present on the cosmetic icons are not present on the loadout icons.
Visual Improvements
- Fixed: Placed barbed wire fences have low LOD distances.
- Fixed: German Resupply Stations have a noticeable LoD issue.
- Fixed: The Winter Smock encounters an LOD issue when observing at roughly 6m.
- Fixed: The water bottle is misaligned with the Melton Winter Coat uniform.
- Fixed: Rotating a character that is wearing the ’Heer Winter’ or ’Motorcycle’ coat will result in multiple clipping issues.
- Fixed: In the Barracks, the Allies Support has inconsistent textures on its radio between the Summer, Assault Vest and Winter uniforms.
Customisation
- Re-ordered and applied a new series of force-specific heads. The idea here is that over time you’ll ascend in veterancy.
- We’ll have new historically authentic facial accessories to come, as well as multiple new uniforms in the next patch and update.
Bug Fixes
- Fixed: Vaulting/Climbing just as a grenade explodes will lock the player camera to a 180 degree rotation on re-deploy.
- Fixed: Being kicked while in the deploy menu and joining a new unit will cause the player to be kicked from the new Unit after redeploying.
- Fixed: The player cannot create a new unit after being kicked from an existing unit in the deployment menu.
- Fixed: The player will fail to deploy onto the battlefield if they opt to spawn in as the ’Deploy’ timer is about to deplete.
- Fixed: A message displaying “MMB has been unbound from Marking” is shown on the first boot.
- Fixed: After being killed by a grenade the player’s head camera can clip into the terrain and show out of gameworld.
- Fixed: Explosion decals and PFX spin when shooting the treads of the US Heavy Tanks.
- Fixed: While observing the cooldowns for the Commander’s abilities, they will commence when the server timer begins. This results in a discrepancy between the Warfare and Offensive game modes. In Warfare, the cooldowns can be seen just starting as the players only had to wait 10 seconds to deploy onto an HQ. Whereas in Offensive, all players must wait 2 minutes and in doing so results in the Commander’s abilities to be ready or nearly ready to use.
- Fixed: Player will not receive ’Can’t deploy at that location’ message if the Outpost/Garrison is destroyed while they are in the deploy wave.
- Fixed: The US 75mm heavy tank will explode if it is shot specifically in the lower front part by a Heavy German tank.
- Fixed: Inconsistent ranges for destroying AP Mines for Ballistic weapons.
- Fixed: German Engineer’s Summer Smock and Winter Smock Uniform icons are missing their tooltips.
- Fixed: The Commander is missing a role description in the Loadout section.
- Fixed: Explosives that affect players in Critical State often cause their player camera to fall under the map.
- Fixed: The ’White Painted M1/M42’ helmet does not have a tooltip.
- Fixed: After a map change, opting to ’Switch Teams’ and returning to the previous team initiates the Team Switch Cooldown.
- Fixed: Multiple AP weapons deal no damage but cause the “damage” PFX to a specific section the turret of US Heavy Tanks.
- Fixed: The map marker list will be visible if the previous match ended while the map marker list was open.
- Fixed: Driving tanks at an angle different to flat terrain causes the Compass Sector Icons to skip past the the Compass Angle Indicator.
- Fixed: [Barracks] The M1938 Tanker Helmet has clipping issues on multiple heads.
- Fixed: The radial menu will become unresponsive if the player has the menu open before attempting to aim down the sights of their weapon.
- Fixed: Scrolling credits clip through the Title Banner on some resolutions.
- Fixed: Outpost and Garrison Icons display the “Enemy Near” icon when enemies in critical state are within 50m.
- Fixed: Players can be observed to float from FPP in the second seat of the artillery when entering prone or crouched.
- Fixed: The Map Marker List cannot be opened on Icons that have tooltips.
- Fixed: Pressing [Esc] while connecting to a match removes the ’Enlist’ screen in the background.
- Fixed: Closing the ’Options’ menu with the [Esc] key does not play the click audio cue.
- Fixed: Pressing the [Ecs] button on the frontend with none of the sub-menus up results in an audio cue to play.
- Fixed: Vehicles destroyed by shot anti-tank mines are not being credited as kills.
- Fixed: Closing the in-game map results in the grid references to flash black before eventually being removed from view.
- Fixed: The Springfield sniper rifle will not produce bullet decals when shooting the Higgins boat ramp when it is not deployed in the water.
- Fixed: Scarecrow models produce dirt PFX when shot in areas that have hay.
- Fixed: Players have been seen inside of Repair Station mesh.
- Fixed: Dismantling an enemy Anti-Tank Gun awards no score.
- Fixed: Players can experience a soft lock if they enter a tank as it explodes.
- Fixed: The Commander’s ’Reinforce’ ability can be placed in a sector that is currently in ’Sector cooldown’.
- Fixed: AT gun not taking damage from Artillery.
- Fixed: Outposts cannot be selected if an enemy is within 50m of it.
- Fixed: Headshot hit registration issues are present when the player is shot while walking backwards.
- Fixed: The Commander can place ’Reinforce’ in a sector that has recently been lost.
- Fixed: The ’You killed yourself’ message is not shown if the player bleeds out from their own explosion.
- Fixed: The ’UI Volume (3D)’ will reset to 0% when returning to gameplay.
- Fixed: “Encouraged” ability will only last 4 minutes and 48 seconds.
- Fixed: Posters have been seen to change depending on the distance between it and the player.
RCON
- Fixed: External RCon Client does not recognize spaces within login credentials.
Purple Heart Lane
- Fixed: [PHL] Missing collision for the horizontal roof girders inside the barn in sector H10.
- Fixed: [PHL] Floating fence outside the combat area is visible from combat sectors C9 and C10.
- Fixed: [PHL] Spawn point is not highlighted for players on the deploy screen after an enemy enters and exits a HQ sector.
- Fixed: [PHL] No collision for the room walls on the 1st floor of a building in sector F6.
- Fixed: [PHL] Large sections of elevated terrain have noticeable texture issues.
- Fixed: [PHL] There is a German Soldier model at the bottom of the river in D8.
- Fixed: [PHL][D10] 0 supplies node outside of left German HQ spawn.
- Fixed: [PHL] Black textures present on the windows from the building at the top edge of the D4 sector.
- Fixed: [PHL] Missing collision for part of the walls of a destroyed building in sector G7.
- Fixed: [PHL] Misaligned foliage texture present in sector C8.
- Fixed: [PHL] No collision with the corners of a half destroyed building in sector E8.
- Fixed: [PHL] Vote for map image is incorrect.
- Fixed: [PHL] Player has no collision with the roof of the greenhouse in sector F2.
- Fixed: [PHL] Misaligned grass texture in sector D8.
- Fixed: [PHL] Player has collision with an invisible wall in sector D8.
- Fixed: [PHL] Misaligned terrain at the bottom edge of the F3 sector.
- Fixed: [PHL] Floating wire fence pole is present in sector G2.
- Fixed: [PHL] Missing collision for the roof of a destroyed building in sector G2.
- Fixed: [PHL] Extended collision present on a truck wreck from sector E2.
- Fixed: [PHL] Sections of grass on the outskirts of the map periodically glow yellow.
- Fixed: Purple-Heart-Lane – missing textures – Madeleine Farm (D7).
- Fixed: [PHL] Rain droplet PFX is missing.
- Fixed: [PHL][C10] Missing textures from ends of the dirt mounds.
- Fixed: [PHL][H8] Stone bunker model is culled too early – at roughly 80m.
- Fixed: [PHL] Player can remain stuck after jumping next to a specific tree model in multiple locations.
- Fixed: [PHL] Incorrect player collision on a section of a road in E3.
- Fixed: [PHL] Missing collision for inside walls and the roof of a house in sector F7.
- Fixed: [PHL] [F10] A line of bushes are placed on the main road leading out of the map.
- Fixed: [PHL] Misaligned edge of river bank in sector on the edge of sector E1.
- Fixed: [PHL] Interior assets found inside houses the player cannot enter.
- Fixed: [PHL] Misaligned mud bank texture present in sector G7.
Foy
- Adjusted lighting for both gamemodes to make it less obnoxiously bright and more balanced.
- Fixed: [Collision] The player can remain stuck after climbing on a specific tree asset in sector C9 on Foy.
- Fixed: [QL][Foy] LOD and Draw Distance issue regarding multiple environmental assets are present in D7 sector.
- Fixed: [QL][Foy] Misaligned pieces of terrain are present in sector H10.
- Fixed: [QL] [Foy] The texture of one snowbank from the sector D6 is misaligned.
- Fixed: [QL][Foy] Several trees from the sector E2 have noticeable LOD issues.
- Fixed: [Foy-O] Leafless bush assets have incorrect player collision.
- Fixed: [QL][Foy] A misaligned piece of terrain found in sector D7.
- Fixed: [Foy] Snow terrain is clipping through the floor of a house in sector D3.
- Fixed: [Foy-O] Players are able to access the roof of the barn in C5 by climbing assets.
- Fixed: [Foy] There is a misaligned snowbank in C2.
- Fixed: [Foy] Extended collision from a pre-placed destroyed tank blocks player navigation in a trench run within sector C2.
- Fixed: [Foy] Terrain can be seen clipping through the sandbags in a trench run within sector C1.
- Fixed: [Foy-O] Floating fence posts present in sector F7.
- Fixed: [Foy] Snow terrain is clipping through the wooden floor of a house in sector E4.
- Fixed: [QL][FOY] LOD and Draw Distance issue present on a house situated in F4 sector.
- Fixed: [Foy] Leafless bush and snow terrain clipping through a building in sector E4.
- Fixed: [QL][Foy] A structure of sandbags from the sector C5 is clipping through a wall.
- Fixed: [Foy] The player is unable to vault out of the window in the build at sector E4.
- Fixed: [Foy-O] There is a misaligned snowbank in C8.
- Fixed: [Foy] Floating ammunition crates within sector E4.
- Fixed: [QL][Foy] A group of trees from the sector C4 has a noticeable Draw Distance and LOD issue.
- Fixed: [Foy] Noticeable terrain change and clipping within sector E4.
- Fixed: [Foy-O] Tent is floating above the ground in sector E9.
- Fixed: [Foy-O] Misaligned texture on a snowbank present in sector E2.
- Fixed: [Foy-O] Floating fence posts present in sector F2.
- Fixed: [Foy] The incorrect collision is applied to a mound of snow in sector F1.
- Fixed: [Foy-O] Misaligned snow texture present on a mound in sector F1.
- Fixed: [QL][Foy] The character can completely clip through snowbanks in sector C6 while proned.
- Fixed: [Foy] There is a misaligned snowbank in D1.
- Fixed: [QL][Foy] The character can improperly reach on top of a roof from a house in E4 sector due to missing collision.
- Fixed: [Foy] There is a misaligned snowbank in G2.
- Fixed: [Foy-O] Misaligned snow texture present on a mound in sector H7.
- Fixed: [Foy] There’s a tree in the middle of the train track that leads out of sector H1.
- Fixed: [Foy-O] Player has only partial collision with the hay bales in sector F7.
- Fixed: [QL][Foy] The windows texture found on a specific house in sector F2 present a LOD issue.
- Fixed: [QL][Foy] LOD and Draw Distance issue regarding a group of trees is present in E6 sector.
- Fixed: [Foy] Snow will be removed from the pre-placed destroyed US medium tanks as the player approaches their models.
- Fixed: Misaligned piece of terrain within sector H6 of Foy.
- Fixed: [Foy-O] A tin roof in H3 has a noticeable LoD change at 4m.
- Fixed: [Foy-O] Invisible collision present around a large area near the destroyed truck in sector C1.
- Fixed: [QL][Foy] The texture of the snowbank from the sector C4 is misaligned.
- Fixed: [QL][Foy] LOD and Draw Distance issue regarding multiple environmental assets is present in D5 sector.
- Fixed: [QL] [Foy] The texture of one snowbank from the sector D5 is misaligned.
- Fixed: [QL][Foy] The Outpost can be improperly build on the roof of a specific building from sector F2.
- Fixed: [Foy-O] US Truck nets have bullet collision on one side.
- Fixed: [Foy-O] Misaligned snow texture present on a mound in sector H4.
- Fixed: [QL][Foy] The character can completely clip through snowbanks in sector E5 while proned.
- Fixed: [QL][Foy] The character can completely clip through snowbanks in sector C2 while proned.
- Fixed: [Foy-O] Invisible collision present inside a small barn in H3.
- Fixed: [Foy] – Floating tree asset can be observed in sector F10.
- Fixed: [Foy] – Misaligned snow drift assets in F10.
- Fixed: [Foy-O] Wood inside a barn in H3 produces dirt PFX when shot.
- Fixed: [QL][Foy] LOD and Draw Distance issue regarding multiple environmental assets is present in D4 sector.
- Fixed: [Foy-O] The defending team will not get the “Turn Back” prompt when entering the attacking team’s spawn.
- Fixed: [Foy-O] Extended collision present at the edge of a stone fence in sector G3.
- Fixed: [Foy-O] – Players can become stuck behind some crates in a shed within Cobru Approach Sector F2.
- Fixed: [Foy] Player can become stuck when crawling next to a telegraph pole in C2.
- Fixed: On Foy, short grass on a large area has a noticeable draw distance issue.
- Fixed: [Foy-O] Player can remain stuck under the ladder in a house in sector H7.
- Fixed: [QL][Foy] The character can completely clip through snow banks in sector C7 while prone.
- Fixed: [QL][Foy] The texture of one snowbank from the sector F4 is misaligned.
- Fixed: [QL][Foy] Two LOD distance issue are present in sector F4.
- vFixed: [QL][Foy] The character can completely clip through snowbanks in sector C10 while proned.
- Fixed: [Foy] The wooden beams on the upper floor of a building produce the incorrect PFX and SFX when shot.
- Fixed: Noticeable LOD issue with multiple Forest Assets within Foy.
- Fixed: [Foy-O] Inconsistent initial tank availability on the Offensive Game Mode for Germany.
- Fixed: Multiple Tree assets have a noticeable LOD drop off in sector H6 of Foy.
- Fixed: [QL][Foy] The character can reach the roof of a house and partly hide within a chimney within sector E4.
- Fixed: [QL][Foy] Misaligned pieces of terrain are present in sector H9.
Sainte-Marie-Du-Mont
- Fixed: [QL][SMDM] The character needs to jump in order to pass through a wall break from C10 sector only when starting from one side of it.
- Fixed: [QL][SMDM] The character is missing collision with a tree trunk from the sector D10.
- Fixed: [QL][SMDM] A wooden board is clipping through the wall of a house in sector C8.
- Fixed: [QL][SMDM] The branches of a tree are clipping through the walls of a building from the C3 sector.
- Fixed: [QL][SMDM] A barrel is clipping through the a shutter of a building from the C3 sector.
- Fixed: [SMDM] There is a group of assets that appear to have the incorrect texture and hit effect applied to them.
- Fixed: [QL][SMDM] The character can improperly reach on top of a roof from a house in the sector D9 due to missing collision.
- Fixed: [SMDM] There is grass clipping through the floor of a specific house in D9.
- Fixed: [St Marie] There is a stack of sandbags present in the town of St Marie that blocks the player from entering a house unless they are prone.
- Fixed: [QL][SMDM] The character can improperly reach on top of a roof from a house in the sector C9 due to missing collision.
- Fixed: [QL][SMDM] A pile of rocks is clipping through a cart in sector C9.
- Fixed: [SMDM] A house in C9 has a noticeable LoD change on its door frame and interior at 8m.
- Fixed: Floating flowers within sector F2 of St Marie Du Mont.
Utah Beach
- Fixed: [Utah] The player has no collision with specific ammo boxes throughout the “Utah” map.
- Fixed: [Utah] Invisible collision present near a wooden fence in sector E6 that blocks player navigation.
- Fixed: [Utah] Missing collision on some tree stumps models in some sectors.
- Fixed: [Utah] The player has no collision with a fence in sector B3 of the map.
- Fixed: [Utah] Multiple trees present on the “Utah” map with wind animation and LOD issues.
- Fixed: [Utah] Misaligned water texture in sector I7 on the “Utah” map.
Hürtgen Forest
- Fixed: Players can clip through and shoot out of a fallen tree in sector E8 of Hurtgen.
- Fixed: [Hurtgen] Tree Trunk in D3 has incorrect player collision.
- Fixed: [Hurtgen] 2 specific small bushes in H3 have incorrect player collision.
- Fixed: [QL][Hurtgen] – Bag objects in sector E6 are floating above the ground.
Omaha Beach
- Fixed: On Omaha, the Defending German players don’t receive a retreat notification when the US team captures a sector they are in.
- Fixed: [Omaha] Oddly placed out of bounds area for the Germans after the first two strong points have been captured (Fixed by broader changes to the Offensive mode).
- Fixed: [Omaha] Rocks on the beach in sector ’I8’ have visible gaps.
- Fixed: [QL][Omaha] The character remains stuck upon reaching behind the door of a bunker from sector H3.
- Fixed: [Omaha] Players can get stuck between a shed and bushes in G5.
- Fixed: [Omaha] Specific wooden beam in F6 is missing collision.
- Fixed: [Omaha] Invisible collision present inside a house in F6.
- Fixed: [Omaha] Invisible Collision present in H8.
- Fixed: [Omaha] An exterior stone pipe is leading into the terrain within sector F8.
- Fixed: [Omaha] A group of rocks have misaligned collision in I6.
- Fixed: [Omaha] – Floating/Misaligned foliage asset in trench in I3.
- Fixed: [Omaha] – There are two instances of the group of rocks asset in the same location and with the same orientation in I7.
- Fixed: From a TPP, players appear to fall through the map when jumping off of the Church in Omaha.
- Fixed: Incorrectly baked shadows on a particular building in H4 of Omaha.
- Fixed: [Omaha] – Player can go prone and submerge themselves in a puddle in I4 without drowning.
- Fixed: [Omaha] Players are able to place themselves inside the loudspeaker asset due to a lack of collision.
- Fixed: [Omaha] A specific dirt mound model does not have the correct bullet collision.
- Fixed: [Omaha] Invisible collision present in sector C4 next to the wooden fence.
- Fixed: [Omaha] A wall without player collision is present in a bunker in I4.
- Fixed: [Omaha] Several assets are emitting fluff when shot at.
- Fixed: [Omaha] A cliff rock in H8 has incorrect collision.
- Fixed: [QL][Omaha] An invisible collision is present in the G5 sector.
- Fixed: [Omaha] Players cannot crawl through some of the bunker windows in sector I3.
Sainte-Mère-Église
- Fixed: [SME] One of each American Heavy Tank is missing from each game mode.
- Fixed: [Sainte Marie Eglise] The character can reach the roof of a house and partly hide within a chimney.
- Fixed: [SME-O] The first US Tanks spawn immediately upon obtaining the required Fuel, and don’t subtract the Fuel cost.
- Fixed: [SME-O] Incorrect collision on a destroyed stone fence in I4.
- Fixed: [SME] Metal street lamps produce wood PFX when shot.
- Fixed: [SME-O] Large barn in I4 has stone walls that produce dirt PFX when shot.
- Fixed: [SME-O] A specific house in G7 has stone walls that produce dirt PFX when shot.
- Fixed: [QL][SME] Multiple LOD distance issues are present in sector C3.
- Fixed: [SME-Warfare] Feather VFX are present when shooting the camouflage covered trucks at the spawn points.
- Fixed: [SME-O] – The player is unable to enter the downed plane in F3 and I7.
- Fixed: [SME] A Specific fence has tank collision.
- Fixed: [Sainte-Mere-Eglise] Incorrect SFX and PFX applied to a light model.
- Fixed: [SME] [E5] A shed model is misaligned and is not connecting to the terrain.
- Fixed: [SME] Large invisible collision in J6 prevents access to a wheat field.
- Fixed: [SME-O] Objects cannot be placed or built on elevated dirt mounds.
- Fixed: [SME-O] The first two US Medium tanks spawn before the Light Tank and they spawn 5 seconds after 50 fuel is obtained.
- Fixed: [SME-O] Incomplete wire fence present in sector E7.
- Fixed: Multiple grass models on SME and PHL have bullet collision.