Hell Let Loose has received Patch 14.4, bringing many changes to improve the gameplay. There’s a lot in store, from new night maps to improved player locomotion and a long list of bug fixes.
The update brings two new night map variants. Carentan Night Map and Sainte-Mère-Église Night Map. These additions offer players a unique experience, as battles are now set against darkness. Tactics and visibility are quite different; these maps may require changing your usual gameplay strategy.
Patch 14.4 has also introduced changes to player movement. The “dive to prone” feature has been improved and reintroduced, offering a smoother transition between standing and lying down. Vaulting and mantling mechanics have also been enhanced, making it easier for players to climb over obstacles.
Below, you can find the full patch notes.
Hell Let Loose Patch 14.4 Changelog
Night Map Variants
[Added] Carentan Night Map
[Added] Sainte-Mère-Église Night Map
Player Locomotion
[Added] Dive to prone feature improved and re-implemented
[Improved] Vaulting
[Improved] Mantling
General Bug Fixes
[Fix Submitted] Player deploys with incorrect loadout and cannot switch
Lovingly known by all as the ‘loadout bug’, we believe our fix to be holding strong, and may finally have eradicated this particular bug. Like many fixes, we won’t know whether it has successfully prevented all instances of the loadout bug until it hits the live game – so we’ll be keeping a close eye on your feedback as you get hands on with Patch 14.4, so make sure to use the support link to report any issues.
[Fixed] Throwing last grenade will replay ‘Equip grenade’ animation after throwing
A last remanent of the grenade bug – animation support has been carried out to resolve an issue whereby the animation of equipping a grenade would briefly play while throwing the last grenade in your loadout, this has now been fixed.
[Fixed] Texture binding present on vehicle explosion VFX
[Fixed] When all gamemodes matches comes to an end the game will hang for an additional 9 seconds before showing results screen
[Fixed] Kar98 reload is partly missing on PS5 pad speaker
[Fixed] Weapons can be fired without any input after quick switching to a grenade.
[Fixed] [Additional Content Hub] The user cannot rotate the character using a controller on either PC or console
[Fixed] Player model has metal decals when shot
[Fixed] Voice communications don’t work as VOIP is unable to reconnect.
[Fixed] Flamethrower emits excessive lens flares when firing on night maps
New Cosmetic DLC
[Added] [Xbox] [PC] Luftwaffe Eagles
This DLC is on it’s way to PlayStation 5 players, however, it will unfortunately not be available with the initial release of Patch 14.4. PlayStation players may notice a space for this DLC in the Additional Content hub, however, will not be able to purchase it just yet. We’ll let you know as soon as it becomes available!
Luftwaffe Eagles
As part of the German Luftwaffe forces, the Fallschirmjäger were the first paratroopers to feature in large-scale airborne based operations. The Fallschirmjäger were also known as the ‘Green Devils’ thanks to their forceful fighting spirit and tactical superiority. However, following the causalities in the Battle of Crete, they were mainly used as ground-based troops.
Map Optimisations
With each patch, we’re striving to continue improving your experience with the existing maps, including by increasing stability through various map optimisations, such as LOD fixes and collision issues.
Some assets can be too dense in triangle complexity, meaning that the LODs set up for them are not switching effectively enough to keep the triangle complexity compared to the screen size optimal.
Mesh LOD optimisation involves ensuring that assets not only LOD in a manner that is not noticeable by the player, but are also crucial to ensuring that we minimise overdraw on complex meshes. Any amount of overdraw from complex meshes contributes to a strain on the GPU, which can affect performance and stability.
While these optimisations require time and manual attention, we are also working on capturing some of your reported issues – including LOD changes and invisible collision. You will hopefully see some improvements with each and every patch.
Foy
[Fixed] Wooden gate asset has no bullet penetration
[Fixed] [D1] A specific fence post is missing bullet and player collision
[Fixed] [D5] The player is unable to shoot through the wooden plank gaps with the tank
Utah
[Fixed] [G7] A bush at sector G7 exhibits a visible LOD change when viewed from a short distance
Remagen
[Fixed] The wooden stairs and floor of a specific building do not have bullet penetration
[Fixed] [F4] Small gap in rock cliff
Carentan
[Fixed] [B4] Misaligned wheat crops that float sideways
Hurtgen
[Fixed] Flames PFX are missing on some charred tree stumps
Sainte-Marie-du-Mont
[Fixed] Assets inside a barn have stone PFX and SFX
[Fixed] [D6] A fence presents draw distance issues from ~53m
[Fixed] [F2] A stone wall is misaligned with the ground
[Fixed] [H8] The player can get permanently stuck in a tree in the top left quadrant of H8 sector in SMDM village
Kursk
[Fixed] Two of the forward Garrisons are incorrectly placed and will be destroyed after the Attackers capture the 1st sector
[Fixed] Performance drops while looking at a heavy smoke through the binoculars