Hell Let Loose Update 19 Released as Patch 1.050
Expression Games has released Hell Let Loose Update 19 on all platforms this December 3, and this adds a new map in Smolensk, new vehicle types and more.
Console gamers will see today’s download appear as Hell Let Loose update 1.050 (complete version 1.050.000), and this should be a hefty download across all platforms.
For the info on what got added, read on for the patch notes.
Hell Let Loose’s December 3 Content Drop Ushers in Update 19 via Patch 1.050
New Map: Smolensk
Our newest map brings the fight to the Eastern Front along the Dnieper River.
Smolensk is the result of extensive research and development by our team, with the goal of creating a dense urban battlefield that feels authentic and intense. The map features a wide range of distinct areas, including industrial zones, tight urban streets, and key riverside positions. We cannot wait to see players push through these locations and fight for control of the city.
We have also put a great deal of work into building a dramatic night time scenario. Fires rage across the skyline and illuminated buildings can be seen from almost anywhere in the city, creating a striking atmosphere as battles unfold. We hope you enjoy the experience.
New Vehicle Type: Self-Propelled Artillery (SPA)
For Update 19, a new vehicle type has been added to Hell Let Loose, that is initially being called ‘Self Propelled Artillery’. They are now available across all factions.
The initial release of SPAs is the start of a series of updates that will give each unit unique characteristics and statistics based on their real historic counterparts.
As with our Armor changes in Update 18, the introduction of SPAs in Update 19 marks the beginning of an iterative process. Our goal is to establish a clear initial vision for how Self Propelled Artillery should function in Hell Let Loose, and the version you see today is shaped directly by the feedback many of you shared on the Experimental Branch. Rest assured we will continue to refine both SPAs and the wider artillery loop as we move into 2026. Please keep sharing your thoughts with us, since your feedback plays a major role in guiding these changes.
- Soviet: KV-2
- US: Sherman M4A3 105
- German: Sturmpanzer IV Brummbär
- British (Allied): Churchill Mk III A.V.R.E.
- DAK: Panzer III Ausf.N
- British Eighth Army: Bishop SP 25pdr
Unlike other armor, these can only be used by the newly created Artillery Squad (more on that down below) and cost munitions instead of fuel to spawn in.
They have the duel capabilities of indirectly bombarding positions from range and assaulting enemy positions with direct fire.
New Class/Static Artillery Changes
A new unit type has been added to the game, along with three new roles. Two Artillery Units can be made per team. They are unavailable on the Skirmish game mode or for the attacking side in Offense. An artillery unit is now the only unit capable of operating the static artillery guns or piloting an SPA
The new roles are
Artillery Observer
The squad leader. Your role is to act as the bridge between the command chat and your unit. While capable of riding in an SPA alongside your squad, The Observer is most effective on the front lines, informing, guiding shots and marking enemy positions with a flare gun for your team to fire upon.
Artillery Engineer
The only member of the unit with a blowtorch, it is the role of the Engineer to maintain the health of the SPA and static gun. The Artillery Engineer also carries a wrench, similar to the regular engineer, capable of building several constructs, and mines to safeguard the SPA or static artillery gun. Together with the Artillery Support, the Engineer drives, aims and fires the artillery guns.
Artillery Support
This role carries a supply box, similar to the regular support class. Essential for assembling a static artillery gun at the start of the match and rebuilding it should it be destroyed. The Artillery Support works closely with the Artillery engineer to build various constructs. Together with the Artillery Engineer, the Support drives, aims and fires the artillery guns.
Static Artillery Changes
Static Artillery guns have long since been a point of controversy within the community, partially due to their sometimes oppressive nature and partially because the previous method of countering them often required a recon team to spawn camp the artillery users over and over again, leading to an unfun experience for both the recon and the people on the gun.
As such they have had several mechanical and balance changes.
- Firstly, rather then the three that was present before, now only one gun can be active at a time and it must first be built using 50 supplies. Also, only an artillery squad can make use of it
- Secondly, the static gun can now be dismantled/destroyed by an enemy team. Should a gun be taken out of action then a cooldown will start (currently 5 minutes although this is likely to be adjusted pending feedback). Once that cooldown has expired then the gun can be rebuilt.
- To encourage teamwork and cooperation, the ability for the artillery loader to swap seats while reloading has been disabled, and the turning radius of the gunner seat has been slightly reduced, giving the loader more responsibility in aiming the weapon.
Right now a team can have, at max, two SPAs active, or one SPA and one static gun.
Another change is that previously the static gun drained munitions from the team’s collective pool at a rate of 3 per HE shell fired. This created potential issues as players could drain the team’s munition resource without any input from the commander. Now, when the gun is built it comes with a fixed ammunition amount, similar to tanks. The commander has an ability to refill the static gun of all it’s ammunition (HE and smokes) at the cost of munitions. The exchange rate of munitions spent per shell fired is being kept at similar levels to before.
This marks the initial release of changes to static artillery, with further tactical flexibility for artillery gun positioning under consideration for future updates.
Armor Changes
Update 18 came with some major changes to Armor, and with Update 19 we are continuing to work on the Armor class. The following will be released in as part of this Update:
Tank Balance
- All Light, Medium and Heavy tanks have been rebalanced to match their intended speeds, ensuring more consistent tank performance.
- An issue arose where all of these tanks were reaching higher than intended top speeds.
- Adjusted high gear handling on the T-34, creating better stability and responsiveness at higher speeds
Vehicle Balance
All remaining vehicles have been updated to better align with the performance standards of existing tanks. Changes include:
- Recon Tanks: Slight increases to health, damage output and top speed. Turret rotation speed and elevation rates have also been improved.
- Half Tracks, Trucks and Jeeps: Top speeds increased and health values adjusted to create more consistent balance across all vehicles
Structures and Equipment Balance
- Ammo Depot: Ammo Depot return ammo increased from 10 to 20, allowing players to restock more effectively during engagements
- Crewman Loadout: The Mechanic loadout now includes a supply crate, giving Armor more opportunities to build in the field
- Anti-Tank Launchers: AT launcher ammo count have been increased from 2 to 3, allowing players more flexibility in engaging armored targets. Furthermore, the penetration values on the Bazooka have been increased to bring it in line with other faction launchers.
New Weapons with Bipods
The M1918A2 BAR and the FG42 now feature deployable bipods, giving players new tactical options when engaging from fixed positions. These weapons also provide improved stability for accurate sustained fire, while reducing the player’s mobility.
- M1918A2 BAR
- FG42
UI Updates: KIA Screen & Network Icons
Following feedback from Update 18, adjustments have been made to the UI, focusing in particular on the Killed in Action screen and the network icons. In Update 19, you will now find new options in your settings menu that let you toggle specific information on or off. This means you can choose to hide the name of the player who killed you, the weapon they used, and whether network icons appear on your screen. These options give you more control over your experience and let you tailor the UI to your own preferences.
Free Community DLC
As mentioned in the introduction, we have also added some free DLC to your inventory as part of Update 19. These include three new helmets as part of the ‘Fallschirmjäger Airborne Veterans’ set, plus one of our brand new armor cosmetics for the tankers out there. This Soviet and British 8th Army Armor Pack features the ‘1st Armoured Division’ Crusader Mk. III and ‘30th Guard’s Tank Brigade’ T-34.
Bug Fixes
General
- The “Clearing the board” achievement can be erroneously earned on Offensive and Warfare game modes
- Using any grenade type on top of most tanks causes collision issues
- Player silhouettes are visible through walls and objects at night
- Trophies not showing up for Level 10, 20, 30, 40, and 50 after reaching level requirement
- Going down a hill in a Crusader tank in 4th gear will cause the audio to loop
- Supply Boxes can be placed and picked up repeatedly to farm infinite experience
- There is no option to hide or disable network icons
- The Rain Hell achievement can only be obtained if 10 Players are killed with a single shell from the Kaytushka Strike
- Deployment screen UI elements shrink when there are too many Spawn Locations
- Soviet supply crate has a different placement ruleset compared to all other supply crates
- “Dear Devs” achievement is not unlocking on Steam and Epic Game Store
- The German transport truck has the wrong fire resistance value
- German Half-track wreck, on all map variants, presents a bright white bench after being destroyed
- General network improvements
Localisation
- Field Manual titles for Elsenborn Ridge and Tobruk entries are not translated
- Artillery Strike ability is not localised into any supported non-English languages
- Both the Enemy Supplies and Enemy Airhead pings are not localised into any supported non-English languages
- FOV in ADS Gameplay option is not localised
- The redeployment screen is not localised into any supported non-English languages
- Red Army Cossacks DLC cosmetics present localisation issues in the barracks tooltip
- Map names in Explore mode are not translated into all non-English localisations
- Overlapping strings are present in the options menus for German, Spanish, Polish, Brazilian Portuguese and Russian languages
Stalingrad
- Multiple asset misalignments are present in sector B8
- Multiple asset misalignment issues spotted in sector A8
- Misaligned terrain near a destroyed building in I4
Hurtgen
- Spawning at the US HQ3 places the player far away from the suggested spawn point
While this is the last content drop for the game this year, don’t be surprised if we see a follow-up patch get released to fix any bugs that crop up from this massive update.
If Expression releases one, expect it here on MP1st.
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