Hell Let Loose Patch Notes

Patch 2026-04-30 April 30, 2026

## What changed - **Canadian Forces faction** — added with new weapons, uniforms, and cosmetics - **Sten Mk II (Canadian variant)** — new submachine gun added - **FN-Inglis No.2 Mk I Handgun** — new sidearm added - **Enfield No.2 Mk I Revolver** — new sidearm added - **Lanchester SMG** — re-introduced to the game with Canadian Force - **Tank armor system** — restructured with tiered damage resistance values - **Tank component health** — reduced across all vehicles - **Tank ammunition capacity** — adjusted for balance ## New Content - **Canadian uniforms and headwear** — added (helmets and headwear currently use placeholder models) - **Canadian victory song** — added (placeholder audio) - **Canadian Artillery unit customization** — added (uniform and head selection currently placeholder) ## Balance - **Heavy tank front armor** — now provides 25% damage resistance - **Heavy tank side armor and Medium tank front armor** — now provide 15% damage resistance - **Light tank armor and all tank rear armor** — now provide 5% damage resistance - **All tank weapons** — damage output reduced - **Tank weapon fuel cost** — reduced - **Tank weapon cooldown** — reduced - **Tank weapon ammo capacity** — reduced to 2 rounds - **Tank weapon impact damage** — increased for higher impact shots to compensate for reduced ammo - **Tank weapon damage overall** — increased to remain effective against new armor resistance system ## Known Issues - **Some Canadian weapons** — not visible in Role Selection screen character models - **Canadian weapons animations** — some use placeholder animations ## Overall Canada joins Hell Let Loose with new
  • A Canadian variant Sten Mk II
  • The FN-Inglis No.2 Mk I Handgun
  • The Enfield No.2 Mk I Revolver
  • The Lanchester SMG, re-entering the game with the Canadian Force
  • Canadian Helmets/headwear (Note: they are currently using the pre existing helmets as a placeholder)
  • Uniform icons
  • Characters are not holding some of the new Canadian weapons in the Role Selection screen
  • Canadian victory song (Note: this is currently a placeholder)
  • Canadian Artillery unit uniforms and heads selection is placeholder
  • Some of the new Canadian weapons have placeholder animations
  • The thickest armor now provides a 25% resistance
  • This is applied to the front of all Heavy tanks
  • Mid-range armour now provides a 15% resistance
  • This is applied to the sides of Heavy tanks and the front of Medium tanks
  • The lightest armor now provides a 5% resistance
  • This is applied to the rear of all tanks and most of the armor on Light tanks
  • Reduced health in all components
  • Reduced damage output
  • Lower fuel cost
  • Shorter cooldown time
  • Ammo reduced back to 2
  • Damage increased for higher impact shots due to the reduced ammo
  • Damage increased to remain effective against the new resistance system
  • Feedback Form: Update 20 Exp Branch Test
  • Bug Report Form: Update 20 Exp Branch Test
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Patch 2026-04-10 April 10, 2026

  • Each time a player respawns, their team loses 1 Morale
  • This makes medics more valuable, as reviving players prevents Morale loss
  • Teams holding fewer objectives will suffer a Morale bleed over time
  • The rate of bleed increases depending on the objective difference: 1 objective disadvantage = 2 Morale lost every 10 seconds
  • 2 objective disadvantage = 4 Morale lost every 10 seconds
  • 3 objective disadvantage = 6 Morale lost every 10 seconds
  • 2 - Transport/Supply Trucks and Light Vehicles
  • 5 - Recon tanks
  • 5 - Half tracks
  • 7 - Light tanks
  • 12 - Medium tanks
  • 17 - Heavy tanks
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Patch 19.1 April 2, 2026

## What changed - **Vehicle collision under railway underpass** — removed invisible collision that was blocking movement - **Remagen Offensive (GER) defender spawn exploit** — fixed issue allowing defenders to enter attacker HQ #03 spawn area - **Bridge invisible players and collision** — fixed invisible geometry and collision issues on bridge - **Tower platform exploit** — removed invisible platform inside tower that players could stand on - **Preferred Region option** — restored functionality in Preferences menu - **Carentan Offensive (GER) map rotation** — fixed map ID that was preventing map from appearing in rotation - **Cliff side textures** — replaced placeholder textures with proper ones ## Bug Fixes - **Crash and Crash Server buttons** — removed from live EGS build ## Overall This patch eliminated multiple map geometry exploits on Remagen and Carentan Offensive, restored the Preferred Region matchmaking setting, and cleaned up visual placeholder textures.
  • \ Removed invisible vehicle collision present under the railway underpass.
  • Fixed an issue where defenders could enter the attacker HQ #03 spawn area on Remagen Offensive (GER).
  • \ \ Fixed an issue causing invisible players and collision on the bridge.
  • \ Removed an invisible platform inside a tower that players could stand on.
  • Fixed an issue where the Preferred Region option in Preferences had no functionality.
  • Removed Crash and Crash Server buttons from the live EGS build.
  • Fixed an issue in the Carentan Offensive GER map rotation ID that caused the map to be unavailable.
  • Fixed placeholder textures present on cliff sides.
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Patch 19.1 March 24, 2026

## What changed - **Artillery gun dismantling time** — increased from 10 seconds to 30 seconds for enemy players, while high explosive weapons can still destroy it instantly - **Artillery Engineer role** — renamed to **Operator** - **Artillery Support role** — renamed to **Gunner** - **Artillery Observer loadout** — sidearm removed from first loadout, AP mine moved to second loadout - **Soviet artillery squad weapon** — now uses **Mosin Nagant M38** instead of previous loadout for historical accuracy - **Artillery squad uniforms** — Operator and Gunner wear infantry uniforms by default, Artillery Observer matches Officer and Spotter uniforms (tanker uniforms still available as alternative) - **Commander artillery resupply cost** — reduced from 150 munitions to 120 munitions - **Remagen map** — refreshed version released with improved gameplay flow while preserving the Ludendorff Bridge as centerpiece ## Artillery Gameplay Balance - **Static artillery gun placement** — can now be built anywhere within first two sectors of territory - **Static artillery guns** — will not fire if barrel line of sight is blocked, cannot be built on highly uneven terrain - **Self-Propelled Artillery (SPA) range limit** — removed, allowing free movement across battlefield - **SPA firing while moving** — can now fire while moving at first gear speeds or slower - **Sherman 105** — turret speed increased, HE radius decreased - **KV-2** — explosion radius increased, reload speed decreased - **Sturmpanzer (Brummbär)** — frontal hull armor upgraded from heavy to very heavy, blast radius increased, range and reload speed decreased - **A.V.R.E. spawn cost** —
  • To reduce frustrating situations where artillery positions could be destroyed extremely quickly, the time required for enemy players to dismantle an artillery gun has been increased from 10 seconds to 30 seconds. High explosive weapons can still also destroy the gun.
  • 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.
  • 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.
  • 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.
  • 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.
  • This change ensures that players contributing through spotting, coordination, and squad leadership receive recognition for the role they play in artillery operations.
  • The default uniform of the artillery squad has also been changed. Now the Operator and Gunner roles will wear infantry uniforms, while the Artillery Observer will match the Officer and Spotter roles. While this is the new default, all roles within the squad will still be able to wear tanker uniforms if players want to better represent the aesthetic of an SPA crew.
  • The commander artillery resupply ability has also had its cost reduced from 150 munitions to 120 munitions, making it slightly easier for teams to support artillery operations during extended engagements.
  • The gun is built by the Operator using 50 supplies, and only one artillery gun can exist per team at a time.
  • 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.
  • Friendly artillery squad members can dismantle their own gun using a hammer without triggering this cooldown.
  • 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.
  • The operational range limit for SPAs has been removed, allowing them to move freely across the battlefield without triggering an out-of-bounds timer.
  • SPAs can now also fire while moving at first gear speeds or slower, allowing crews to reposition more dynamically during combat. 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.
  • 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.
  • 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.
  • The KV-2 now has a slightly increased explosion radius and slower reload but keeps its previous weapon range.
  • 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. 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.
  • 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.
  • 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.
  • The Bishop now leans further into its role as a dedicated artillery platform, with an increased firing range of 800m. 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.
  • Meanwhile the Panzer III Ausf. N sacrifices some firepower and range in exchange for faster turret rotation and quicker reload speeds, making it the most agile SPA option.
  • \ No third person perspective SFX is present for partial and full reloads of the BAR when deployed on a bipod
  • \ FG42 bipod will clip through the player character hand when deploying
  • \ Cause of death is empty when dying due to bleeding out
  • \ Cause of death string is empty when dying due to drowning
  • \ Cause of death string is empty when dying due to fall damage
  • \ UI string missing for melee kills
  • \ \ Piles of snow has no collision with the player
  • \ Multiple assets are misaligned with the environment on sector G4
  • \ Conquest mode incorrectly appearing in RCON entries on Release branch
  • \ V2 Client gets progressively laggy and stops working after some time
  • \ Being punished by the admin will not display the cause of death or the admin message
  • Multiple visual and performance improvements made across the Remagen map
  • \ \ A puddle's texture looks unnatural
  • \ Outposts can be built inside a specific building asset
  • \ \ Player can spawn inside an inaccessible building using an outpost
  • \ \ Trench area presents with multiple asset misalignments
  • \ \ Small world seam visible near destroyed buildings in numpad 1
  • \ \ Two wall assets present an observable gap that players can shoot through in numpad 1
  • \ \ Crater by the edge of the road presents edges that are misaligned with the ground in numpad 4
  • \ \ Rubble pile asset missing both bullet and player collision
  • \ \ Entire trench area presents multiple assets with misalignment issues
  • \ \ A world seam is present between sectors
  • \ \ Multiple assets are misaligned with the environment
  • \ \ The rubble pile is misaligned with the environment
  • \ \ A mud pile is misaligned with the ground in sector I7
  • \ \ Fortress wall has extended player and bullet collision near crumbled areas
  • \ \ Players can enter blocked off building using another building's window
  • \ Player can spawn inside inaccessible buildings using an outpost
  • \ Katyusha strikes will only spawn from the Axis side on second usage of the ability
  • \ The German Offensive-Smolensk Dusk shows Night instead of Dusk during loading screen
  • \ \ Players deploying at the Soviet HQ2 can be spawned with the Out of Bounds timer active
  • \ \ Trench is missing from the Tac Map
  • \ \ Steel pillar looks to be levitating instead of touching the ground on a conveyor belt
  • \ The player can clip through multiple surfaces while deploying the MG while prone
  • 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. 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.
  • 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. 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.
  • These changes aim to make artillery operations feel more sustainable while still leaving them vulnerable to coordinated enemy action.
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Patch 2026-03-12 March 12, 2026

  • Updates to the Ludendorff Bridge, including widening and improved access to the gangways beneath.
  • Additional river crossings to reduce the bridge bottleneck.
  • Terrain adjustments to create more opportunities for airhead placements.
  • Capture point improvements, including testing the bridge as the default middle capture point.
  • Feedback Form: Hell Let Loose - Patch 19.1 – Fill in form
  • Bug Form: Hell Let Loose - Patch 19.1 - Bug Form – Fill in form
  • Artillery guns will now slowly generate ammunition when positioned near munitions nodes. The current rate is one shell every 30 seconds affecting both HE and Smokes at the same time.
  • The total can’t go above the normal cap of 50 HE and 35 Smoke.
  • The munitions cost for artillery resupply has been reduced. Was previously 150 munitions, is now 120 munitions.
  • The dismantle time when an enemy player is attempting to dismantle a friendly artillery gun has been increased to 30 seconds.
  • Static artillery placement has been updated to improve positioning and usability. The Operator role can build an artillery gun anywhere in the first two sectors of their team’s side of the map.
  • It can not shoot through walls.
  • The cooldown between this placed artillery gun, and the versions found in HQs are shared.
  • The Artillery Squad has seen a few name changes: ‘Artillery Engineer' role has been renamed to 'Operator'
  • 'Artillery Support’ has been renamed to 'Gunner’
  • The Artillery Squad now receives credit for kills performed by artillery weapons. This kill sharing applies to all members of the artillery squad.
  • This only works with the Static Artillery gun and the primary gun of the SPA, infantry weapons and the MGs of SPAs don’t count for this.
  • Adjustments to the Observer loadout, including weapon changes for improved faction authenticity. The Observer has had it’s sidearm removed from the first loadout.
  • Their AP mine has been moved from the first loadout to the second loadout.
  • The default bolt-action rifle of the Soviet artillery squad (for arty support and arty engineer) has been changed to the Mosin Nagant M38
  • A rebalance of the flare gun, which now operates on a universal cooldown across artillery and recon roles.
  • The Artillery Operator’s buildable options have been reduced to streamline the role. They can no longer build barbed wire and bunkers. These felt too powerful to be included in the kit and instead should be a strength of the regular Engineer role
  • SPA vehicles can now move and fire while travelling at first gear speeds or slower. They will not be able to fire while moving faster than this.
  • Adjustments to SPA firing behaviour so that rounds now travel more directly toward their target.
  • The range calculation has also been corrected, meaning raising the barrel now increases range as expected. This should also reduce instances where shells followed unnatural trajectories. Players can still elevate the barrel beyond the calculated range to compensate for terrain elevation differences.
  • Balance adjustments and stat changes to help differentiate each SPA vehicle The full stats tables will be added to the Patch 19.1 Changelog.
  • The operational range limit for SPAs has also been removed
  • 04:00 AEST (next day)
  • Feedback Form: Hell Let Loose - Patch 19.1 – Fill in form
  • Bug Form: Hell Let Loose - Patch 19.1 - Bug Form – Fill in form
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