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Hello Everyone,
Welcome to the PTE for Patch 17.1, this patch will come with quite a few Quality Of Life improvements which we hope you will all appreciate!
Please find below a list of extensive changes that have been made / are currently being worked on by the team, we’d love to get your feedback on all of this prior to the release to make sure we can evaluate and make changes based on your feedback!
At the bottom of the sheet you will find a feedback form that we’d appreciate if you filled out.
The map rotation for this PTE is going to be:
This rotation should allow you to experience all the changes that have been made, also feel free to use the new Explore menu to test out changes made to the bipod and any other weapons!
Along with this patch will come a lot of general bug fixes and improvements! A full list of which will as always be delivered to you with the final changelog when the patch goes LIVE in the near future!
As part of the ongoing effort to improve Medic gameplay, the Design team has tuned several in-engine values to improve both both performance and playability. As a result of this, the following values now apply:
This PTE also introduces the Medic ‘Call & Response’ system, allowing downed players to request a revive. Medics can respond using the radial ping marker system, helping prioritise revives and reduce unnecessary journeys across the battlefield.
It’s important to note that this feature is still in development and will not be included in Update 17.1. Player feedback during testing will help shape its final version.
The bipod system has been significantly overhauled for more flexible and realistic deployment, improving the overall gameplay experience.
The system now detects objects in the player’s deployed path, rather than relying on hardcoded limits. This reduces instances of clipping into static objects. Deployment inside objects is no longer possible.
Pitch angles now reflect the height of the surface, allowing a wider range of weapon rotation. You can aim lower from low surfaces and higher from elevated ones.
Server-side checks now ensure valid deployment surfaces, fixing issues where deployment would cancel mid-animation. Standing and crouching now share the same deployment limits, eliminating the need to change stances to check for valid deployment surfaces properly.
Following the overwhelmingly positive reception of Elsenborn Ridge, we’re bringing the same winter tank camo style to the tanks in Foy and Kharkov.
The Technical Art team has begun addressing LOD-related issues raised by players, including abrupt LOD transitions (e.g., between LOD 0 and LOD 1), inconsistent screen size thresholds, uneven triangle density, and large assets using too few LODs.
The initial focus is on barbed wire assets, along with the setup of optimised LOD materials for use on the lowest LODs.
LOD 0 was already efficiently configured with minimal overdraw. However, performance decreased noticeably when transitioning to lower LODs
The barbed wire assets have been updated to LOD more efficiently. Previously LOD 0 was on screen from a screen size of 1.0 to 0.1, meaning over 6,000 triangles were occupying the screen space. This has now been balanced so that LOD 0 is visible until 0.5 screen size, after which it transitions and to a model with 50% fewer triangles, remaining until 0.1 screen size.
Another issue affecting distant objects is the use of Hierarchical Level of Detail (HLOD) systems, which optimise performance by merging meshes into lower-detail proxies. These clusters reduce triangle count and material complexity, allowing many objects to render at distance without a performance hit.
However, problems arise when HLOD transitions occur too early, as the system relies on player to object distance without accounting for zoomed views through binoculars, scopes, or tank optics. In these cases, higher-detail models are not restored when expected.
Barbed wire assets, in particular, did not benefit from HLOD passes and appeared overly low poly at distance. The Technical Art team has addressed this by removing barbed wire from HLODs, allowing them to LOD more effectively on their own.
Original Barbed Wire HLOD Proxy
Barbed Wire Removed from HLOD Proxy
Players can now retain voice communications for the Leadership and Squad channels during the post-match flow, this allows players a grace period to discuss the match, or plan out next steps for the upcoming match.
Players will notice that a “MUTE ALL” button has been added next to “PERSONAL STATS”, this allows the player to quickly mute all players in the team.
In response to community feedback, the Technical Art team is working to enhance flare gun effectiveness in night-time scenarios. We’re currently exploring ways to improve the spread of the particle light associated with the gun’s visual effects (VFX) to increase its reach. Feedback is welcome as we continue refining this effect.
Following recent updates to the admin camera, there has been a request to introduce filters. The Technical Art team has explored various existing filters used by the community and has created a set of presets designed to enhance the overall experience. Below are examples using Colour Look Up Tables (CLUTs).
2 Strip Colour Treatment
Bleach Bypass
Black and White (Red Filter)
Black and White (Blue Filter)
Modern 35mm
1940’s Colour
1940’s Colour (Variation)
These are then combined with additional post pro settings available in the engine, such as shadow intensity, bloom, chromatic aberration, film grain and vignetting. Below is a demonstration of these camera effects.
The Practice Range now allows players to sample all available loadouts, regardless of their current in-game role rank. This enables testing of every weapon within a safe, controlled environment.
Dynamic weather has been integrated into several legacy maps. The Technical Art team is currently evaluating appropriate lighting and weather conditions to incorporate effects such as snow, rain, and sandstorms across these maps. The new weather manager allows each map to deliver a distinct and immersive experience due to it’s flexibility.
Below are short videos showcasing the transition of light to extreme snow both in Foy (available to play in the PTE) and Kharkov (available to play on release).
Community feedback highlighted concerns over excessive fog and difficulty with sightlines on some of the newer night maps. It was found that Elsenborn Ridge (night) had an acceptable level of fog and lighting exposure which the team are using as a basis for improvements.
Based on evaluation and feedback, El Alamein, Omaha Beach and Hill 400 were found to have acceptable intensities of fog, with El Alamein’s fog intensity being welcomed in addressing overly long sightlines.
Kharkov, Sainte-Marie-du-Mont (SMDM), Driel, Carentan, St Mere-Eglise (SME), Utah Beach, and Stalingrad were found to be excessively foggy.
These have all been updated to leave longer sightlines.
Kharkov – Original Fog Settings
Kharkov – Updated Fog Settings
Sainte-Marie-du-Mont – Original Fog Settings
Sainte-Marie-du-Mont – Updated Fog Settings
Driel – Original Fog Settings
Driel – Updated Fog Settings
Carentan – Original Fog Settings
Carentan – Updated Fog Settings
Sainte-Mère-Église – Original Fog Settings
Sainte-Mère-Église – Updated Fog Settings
Utah Beach – Original Fog Settings
Utah Beach – Updated Fog Settings
Stalingrad – Original Fog Settings
Stalingrad – Updated Fog Settings
Stalingrad – Updated Fog Settings
A new “Explore” tab has been added to the Enlist screen. This section allows independent exploration of each map at a player’s own pace, separate from standard gameplay.
In Explore Mode, the player can:
In Explore Mode, the player cannot:
Hell Let Loose on PC platforms now uses DirectX 12 as it’s rendering API, offering performance gains during gameplay. Due to the variety of PC setups, we understand that issues may arise with this change. Therefore, an option to switch back to DirectX 11 will be made available in the Video Settings section of the Settings menu.
Here are some additional features coming to 17.1 that won’t be in the PTE but are scheduled for the full release:
In response to community feedback regarding the stepping effect of the VFX around large buildings, the Technical Art team has developed a new system to enhance VFX occlusion.
This improved system applies volumes around large structures and has now been implemented in Tobruk. Below, you will find a comparison showcasing the improvements made before and after the implementation.
The environment art team has made some visual improvements to the building exterior textures to add more bullet and shrapnel damage giving the town area a more war torn look. Also more ground scatter has been added where it is possible without affecting performance. The town building interiors have had more muck and scatter added to make it feel more lived in.
New features have been added to RCON for Update 17.1. Server owners will now have the ability to change the following parameters for their servers:
The overall match timer is now more flexible, with server owners allowing them to be adjusted within the following ranges based on game mode:
Note: The new timer range for Offensive mode is divided by 5 for each Capture Point phase, so a match timer of 300 minutes would give each Capture Point a 60 minute timer for example.
Note: Due to the way that Offensive mode “Warm-up” periods are dictated by its global spawn wave system, we have not yet added the ability to control this but it is something we are open to exploring with future RCON quality of life features.
The technical art team has now updated the Mortain overcast scenario from the older rain VFX to the newer dynamic rain.
Please note that server owners will have the option to disable dynamic weather with the launch of version 17.1. However, this feature is not available in the PTE.
These PTE sessions are a way for you as a community to feedback on Hell Let Loose work in progress, which means we can look to implement your feedback before a patch or update is released. Although we can currently only hold public testing sessions on Steam, we encourage everyone to take part to be able to share feedback.
You may encounter some placeholder assets / areas that do not look completely finalised, this is still work in progress but should give you a good idea of how the final map will look / feel
You are welcome to both stream and record PTE footage, but as these sessions are showing unfinished work, it’s always good to let your individual communities know that the footage is from a PTE session, where you might encounter unfinished items, bugs and other issues.
Once you have completed a game and are ready to provide feedback, please use the forms below!
Check your Steam Library for the Hell Let Loose (Public Testing) application, or re-download it from the Steam store, you’ll want to boot this version up to take part in the PTE!
Once you’re in and have selected a server, you’ll be able to test out the new game map!
Because PTEs are run on development servers that have logging activated, you will experience a slight decrease in performance. You will also not earn any XP and your progress will not be carried over to the live game.