Update 67: V 1.062.0
Call to Arms - Gates of Hell: Ostfront Patch Notes — April 8, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Change Log
Highlights
- Added new feature 'auto vaulting'. Infantry when given a move orders can now path and jump over vaultable objects (fences, sandbags, low walls, etc)
- Added new feature 'manual vaulting'. While direct controlling a human, either in classic direct control or 3rd person, you can now hit a keybind when close to and facing a vaultable object and jump over said object.
- Added new vaulting animations
- Updated multiplayer Doctrines unit prices or added a 5DP unit to so that players will not have un-spendable remaining DP
- Removed 'unlimited' operation size option from Conquest creation screen. All other operation sizes are 'infinite' already as of Update 59.
Conquest
- Updated airstrikes to use 'nation specific' bombs
- Fixed m4a1_75_mid_armor price in Conquest from 540 to 440
- Fixed electric poles with actual wires on dcg_sainte_marie_du_mont
- Fixed small issues on dcg_malschbach
- Fixed missing road on minimap for dcg_malschbach
- Fixed pathing on castle walls on dcg_heistern
- Removed 'unlimited' operation size option from Conquest creation screen. All other operation sizes are 'infinite' already as of Update 59.
Single Player
- Fixed fences on many Liberation SP maps that appeared to be vault-able that were not
- Fixed small issues on several Airborne DLC maps
- Fixed pathing around partisans huts on SP Obsich/Unbroken
- Bloodshed at the Seelow Heights(1945_04-rus_seelow_heights)
- Fixed map broken polygon and bugged water. - The Waal Bridge (1944_09_01_nijmegen)
- Fixed floating objects, rocks. - Sword Beach(1944_06_swordbeach)
- Fixed winning theme music not canceling combat mission music at end. - The Black Friday(1944_10_woensdrecht)
- Fixed "ger_reinf" case where it would not be assigned in coop. - Unbroken(1942_10_obsich)
- Spotters are assigned to player upon elimination of Officer(task) and infantry still alive. (changed this from update r1432).
- map fixes. - Winterstorm(1942_12_winterstorm)
- Fixed bridge both ends roads not fully matched height resulting in vehicles/cannons getting stuck trying to pass across the bridge. - Bootcamp 2 Vehicle Control(02_vehicle-control)
- Force completion of videos that end in black screen and only tiny continue text to force fadeout and ease confusion.
- Fixed fade on still executing after "heat" video thus leaving black screen stuck (fade black). - The Hills of Saint-Lô(1944_06_saint_lo_hills)
- Added failsafe for reinf_v1 and reinf_v2 assignment in case scenario does not call the event/coop possible issue. - All Russian skirmishes(Talvisota dlc)
- Reset inventories/updated breeds/reset names and few fixes. - Cutting the Highway(1944_09_koevering)
- Fixes so that task "Keep the radio vehicle operational" does not instantly fail if player exits radio vehicle and radio vehicle is still operational or fixable and not destroyed. Task is only failed if vehicle is destroyed beyond repair. - The Raate Road(1940_01_Raate_Road)
- Fixed enemy vehicles staying stuck if players 2nd group in N/E engages and dies, while main force fights, now they go on recon once they fail to discover any more threats for certain amount of time. - Stalin's Big Guns(1941_08_ino_station)
- Improve player units transition upoon first task completion and into clip 2.
- Map fixes to prevent player being shot by enemies in fog in clip 2 edge. - Highlanders and Ghosts(1940_06_st_valery_en_caux)
- Fixed airstrike not using bomb.
- Fixed airstrike so plane have its gear up.
- Fixed so that plane does not do dive and up before bombing and instead dives a tad right as it drops the bomb.
- Fixed phase 1 of the mission not working and mission jumping to phase 2 instantly.
- Improved phase 1 alert, if enemies see player visually within distance or see a dead body in Le Tot area. - The Liberation of the Old (1945_03_24_varsity)
- Fixed situations where m22_locust would not get assigned in coop. This was caused by various inventory items miss-tagged as humans/vehicles(pl_part01_armor_crew & pl_part01_armor). - Trial by Fire(2-combat)
- barrels filled with fuel are the type that can be picked up now - Fall Gelb(1940_05_arras)
- video scenarios have a failsafe in case for some net reason they fail to execute event on next, it can still be called.
- bugged inventory item fix. - Battle of Villers-Bocage(1944_07_13_villers-bocage_skirmish)
- fixed houses that have flag_hanging entities deleted through script when walls are crushed on given building as often house is crushed without direct impact and thus the flags are not crushed through interaction and left hanging mid air. - The Ace of Swords(1943_07_petrovka)
- fixed bug where player could be stuck in fade on black screen forever due to scenario code change and how script was setup.
Multiplayer
- Added Bot clearing hedgehogs logic, if attacker have any Heroic bots present. Only if heavy # of hedgehogs present in Last Stand game mode
- Added shotgun team to USA mid and late for manpower
- Updated UI icons for user performance in lobby/online play
- Updated airstrikes to use 'nation specific' bombs
- Updated 2v2_suburbs building in center of map to not be garrison-able
- Updated general ai bot logic scripts in all mp modes: If player transfers any of his units to a bot team, those units will now properly use all ai logics if they see enemy
- Fixed broken polygons heightmap on 4v4_vitebsk
- Fixed some buildings floating off ground which allowed ai to fire under them at humans inside on 4v4_Rikila
- Fixed floating entities on MP 1v1_Balzerweg
- Fixed electric poles with actual wires on 2v2_sainte_marie_du_mont
- Fixed small issues on 2v2_blitzkrieg
- Fixed broken trenches on 4v4_hills, 4v4_olkhovatka
- Fixed floating houses, trees and objects on 1v1_balzerweg
- Fixed inaccessible houses, houses floating partially, broken polygons heightmap and some terrain pathing fixes on 4v4_vitebsk
- Updated multiplayer Doctrines unit prices or added a 5DP unit to so that players will not have un-spendable remaining DP:
- Added doctrine_squad_m18 to irregular usa late for 5 doctrine points with a limit of 5
- Added doctrine_squad_assault_mid to fin irregular for 5 doctrine points with a limit of 10- Increased doctrine point cost of doctrine_kv1e_fin from 45 to 50
- Increased doctrine point cost of doctrine_75mm_m1a1_mid from 25 to 30
- Increased doctrine point cost of doctrine_155mm_h17 from 75 to 80
- Increased doctrine point cost of doctrine_155mm_schneider_us_mid from 75 to 80
- Increased doctrine point cost of doctrine_bishop from 75 to 80
- Increased doctrine point cost of doctrine_sexton_mk2 from 75 to 80
- Increased doctrine point cost of doctrine_m7_hmc_mid from 75 to 80
- Increased doctrine point cost of m7b1_hmc from 75 to 80
- Increased doctrine point cost of doctrine_152mm_bl_6 from 75 to 80
- Increased doctrine point cost of doctrine_cruiser_mk2a_cs_mid from 25 to 30
- Increased doctrine point cost of doctrine_m15a1_cgmc_mid from 15 to 20
- Increased doctrine point cost of doctrine_matilda2_mk4_cs_early from 75 to 80
- Increased limit of doctrine_m16_mgmc_late from 4 to 5
- Increased limit of doctrine_squad_command from 2 to 3
- Increased limit of doctrine_squad_vetsniper from 4 to 5- Reduced doctrine point cost of doctrine_50mm_krh38_early from 15 to 10
- Reduced doctrine point cost of doctrine_170mm_minewerfer_early from 25 to 20
- Reduced doctrine point cost of doctrine_80mm_sgrw34_rapid_early from 25 to 20
- Reduced doctrine point cost of doctrine_200mm_ldgw40 from 35 to 30
- Reduced doctrine point cost of doctrine_panzerb2_early from 45 to 40
- Reduced doctrine point cost of doctrine_sdkfz231 from 15 to 10
- Reduced doctrine point cost of doctrine_squad_r_eng_early_def from 10 to 5
- Reduced doctrine point cost of doctrine_40mm_qf40_early from 25 to 20
- Reduced doctrine point cost of doctrine_94mm_qf_3_7_aa_early from 35 to 30
- Reduced doctrine point cost of doctrine_114mm_qf_how_wooden from 65 to 60
- Reduced doctrine point cost of doctrine_155mm_m1a1_longtom_eng from 105 to 100
- Reduced doctrine point cost of doctrine_155mm_m1a1_longtom from 105 to 100
- Reduced doctrine point cost of doctrine_50mm_pstk38_late from 25 to 20
- Reduced doctrine point cost of doctrine_100mm_nbw35_fin_late from 25 to 20
- Reduced doctrine point cost of doctrine_tiger1hunt from 85 to 80
- Reduced doctrine point cost of doctrine_300mm_nebelwerfer42 from 105 to 100
- Reduced doctrine point cost of doctrine_panzer5g from 85 to 80
- Reduced doctrine point cost of doctrine_75mm_pak40_fin from 50 to 40
- Reduced doctrine point cost of doctrine_stug3f from 50 to 40
- Reduced doctrine point cost of doctrine_50mm_flak41_mid from 30 to 25
- Reduced doctrine point cost of doctrine_marder2 from 45 to 40
- Reduced doctrine point cost of doctrine_76mm_m1938_mid from 45 to 40
- Reduced doctrine point cost of doctrine_zis30 from 40 to 35
- Reduced doctrine point cost of doctrine_yag10_29k_mid from 40 to 25
- Reduced doctrine point cost of doctrine_zis2_scoutcar_mg_mid from 45 to 40
- Reduced doctrine point cost of doctrine_57mm_qf6_mk4_early from 40 to 35
- Reduced doctrine point cost of doctrine_76mm_m5_m1_mid from 50 to 40
- Reduced doctrine point cost of doctrine_squad_1st_special from 25 to 20
- Reduced doctrine point cost of doctrine_114mm_bl_4_5 from 75 to 70
- Reduced doctrine point cost of doctrine_114mm_m1 from 75 to 70
- Reduced doctrine point cost of doctrine_m10_gmc_mid from 45 to 40
- Reduced doctrine point cost of doctrine_churchill3_valentine9 from 45 to 40
- Reduced doctrine point cost of doctrine_2m4a2_76_rus from 45 to 40
- Reduced doctrine point cost of doctrine_sdkfz10_flak38 from 15 to 10
- Reduced doctrine point cost of doctrine_sdkfz221 from 15 to 10
- Reduced doctrine point cost of doctrine_20mm_flak38_early from 15 to 10
- Reduced limit of doctrine_p204_f_early from 5 to 4
- Removed limit from doctrine_ford_3ton_breda_early- Removed dshk from doctrine_stans
- Reduced doctrine point cost of doctrine_stans from 15 to 5
- Increased limit of doctrine_stans from 4 to 5- Reduced number of miners and builders in doctrine_squad_sapper_motorised
- Reduced doctrine point cost of doctrine_squad_sapper_motorised from 15 to 5
- Increased limit of doctrine_squad_sapper_motorised_early- Reduced doctrine point cost of doctrine_kht26_early from 10 to 5
- Added limit of 5 to doctrine_kht26_early- Reduced doctrine point cost of doctrine_ot130_early from 10 to 50
- Added limit of 5 to doctrine_ot130_early- Removed extra carrier from doctrine_mortar_carrier_mk1
- Reduced doctrine point cost of doctrine_mortar_carrier_mk1 from 15 to 5
- Added limit of 5 to doctrine_mortar_carrier_mk1- Reduced doctrine point cost of doctrine_squad_carrier_early_irr from 15 to 10
- Added limit of 4 to doctrine_squad_carrier_early_irr- Reduced number of builders and miners in doctrine_squad_r_eng_mid_def
- Increased limit of doctrine_squad_r_eng_mid_def from 4 to 5
- Reduced doctrine point cost of doctrine_squad_r_eng_mid_def from 10 to 5- Removed doctrine_volvo_127d_itk40_mid from fin irregular
- Added volvo_127d_itk40_mid for manpower- Reduced doctrine point cost of doctrine_bt2_da2 from 10 to 5
- Increased cooldown of doctrine_bt2_da2 from 150 to 180
- Added limit of 5 to doctrine_bt2_da2- Removed doctrine_50cal_quad_m45_mid from usa allround mid
- Added 50cal_quad_m45 to usa allround mid for manpower- Removed squad_cav_mid_all from usa allround mid
- Added doctrine_squad_cav_mid_all to usa allround mid for 5 doctrine points with a limit of 5- Removed one sniper from doctrine_squad_1st_airland_support_late_all
- Reduced doctrine point cost of doctrine_squad_1st_airland_support_late_all from 20 to 10
- Increased limit of doctrine_squad_1st_airland_support_late_all from 2 to 4
- Reduced cooldown of doctrine_squad_1st_airland_support_late_all from 300 to 150- Reduced number of builders and miners in doctrine_squad_r_eng_late_def
- Reduced doctrine point cost of doctrine_squad_r_eng_late_def from 10 to 5
- Increased limit of doctrine_squad_r_eng_late_def from 4 to 5- Reduced doctrine point cost of doctrine_squad_carrier_late_irr from 15 to 10
- Increased cooldown of doctrine_squad_carrier_late_irr from 240 to 300- Reduced doctrine point cost of doctrine_panzer1f from 15 to 10
- Increased cooldown of doctrine_panzer1f from 180 to 240- Reduced doctrine point cost of doctrine_sdkfz251d_16 from 10 to 5
- Removed lehr pio crew from doctrine_sdkfz251d_16- Removed doctrine_75mm_m3a3_late from allround usa late
- Added doctrine_m5a1_stuart_late to allround usa late for 20 doctrine points- Removed doctrine_cckw_engineer from usa defensive mid and late
- Added doctrine_squad_engineer to usa defensive mid and late for 5 doctrine points with a limit of 5- Changed doctrine_cckw_redball_late tier from 1 to 3
- Reduced doctrine point cost of doctrine_cckw_redball_late from 40 to 30
- Reduced cooldown of doctrine_cckw_redball_late from 300 to 120- Reduced doctrine point cost of doctrine_aec_mk1 from 15 to 10
- Added limit of 3 to doctrine_aec_mk1- Reduced doctrine point cost of doctrine_m4_mortar_carrier from 15 to 10
- Added limit of 4 to doctrine_m4_mortar_carrier- Reduced doctrine point cost of doctrine_sdkfz251c_2_mid from 15 to 10
- Added limit of 4 to doctrine_sdkfz251c_2_mid
Everything Else
- Added new feature 'auto vaulting'. Infantry when given a move orders can now path and jump over vaultable objects (fences, sandbags, low walls, etc)
- Added new feature 'manual vaulting'. While direct controlling a human, either in classic direct control or 3rd person, you can now hit a keybind when close to and facing a vaultable object and jump over said object.
- Added new vaulting animations
- Added to interaction scripts for stuff and cover_type conditions now support several values, checked in OR conjunction
- Added ability to configure obstacle Ids at obstacle level. This will take precedence over obstacle ids that get default-set by the entity obstacle id. Allows for objects to be vaultable in specific places and not others.
- Added euro stone fence 01 short variant for vaulting update fixes to maps
- Added heightmap to stamp ground pattern big
- Added texmod variants to stamp muddy gravel
- Added texmod variants (use opacity) to blood spot
- Added win texmod for thatch roof
- Added 2nd voice actor for French talks
- Updated many environment objects to have new obstacleIDs that allow them to be vaultable
- Updated sp and bp x textures for bf109s
- Updated texture for silopit, Metal tube, Conveyer belt large
- Updated texture for concrete piles and added winter texmod
- Increased accuracy of tank gun QF 77mm HV (Comet)
- Reduced time from when flamethrower projectiles spawn to when they can contact objects so they cannot shoot through walls
- Fixed firing arcs for Sdkfz 251/16 Flame projectors so it cannot set itself on fire (due to change in partical spawn contact time)
- Fixed material for ks_24_flame_thrower item
- Fixed vehicle view for track damage on the vickers_mk6 light tank
- Fixed m4a3_75_early and m4a3_75_late missing armor values for turret ring. Fixed also xx missing armor for turret4_vol.
- Fixed missing ram volume to panzer4b
- Fixed sherman2_late missing winter texture
- Fixed names for Jagdpather and Ferdinand main guns
- Fixed Comet reload sound
- Fixed main gun sounds for various British vehicles
- Fixed missing x models for yak1
- Fixed ID issues preventing some meshes (like turret) from swapping textures to x model on the sherman2_dd
- Fixed conquest icon to t3476_43_flame
- Fixed humber_mk4 wheels not turning (steer)
- Fixed issue with euro water tank 01
- Fixed dutch stone walls that are 1/2 height to be obstacleID construction instead of small_building. Meaning more vehicles can path through them instead of going around
- Fixed volumes and obstacles on _urban_euro/barricades and euro_stonewall1
- Fixed obstacles and visibility for e_farm002
- Fixed broken polygons/bad texture merges on several maps
- Fixed dutch house 07 volume
- Fixed issue with wasserman radar building
- Fixed thickness and armor settings for hay stacks so bullets can go through them properly
- Fixed collision issues for Flanders house 1 and 2 walls
- Fixed being able to direct control infantry through fence_wire_01 and _02
- Fixed several soldiers with wrong weapon skill
- Fixed Ushanka Star Badge
- Fixed squatting idles
- Fixed human idles in cover if holding one handed items
- Fixed helmets sometimes missing for several soldiers
- Fixed UK Sniper voices to use standard ENG voices
- Fixed British snipers and suppressed weapons mission from vision/detection settings
- Fixed spacing for "Mission Complete" ally and enemy losses text in several languages
- Disabled bazooka class weapons from dealing damage to flying aircraft. Grounded aircraft unaffected.
**Note to Modders** This update alters the pather.set, obstacle.reg, and many map objects .def files for humans to be able to vault. Be sure to compare and update these files if you have them in your mods.
r6768-7226