At long last, v9.1.0 is released! This feature update brings a lot of cool stuff we’ve been working on the last few months. The change log is extensive, but has pretty GIFs, so read on!
Weapon Overhaul
This release sees the first fruits of our efforts to significantly upgrade the visuals and animations of virtually all Western Allied weapons, and generally weapons that weren’t already included in Red Orchestra: Ostfront. Our primary goal in this effort is to make all the weapons feel consistently polished and satisfying to use, as well as taking the opportunity to tweak and upgrade various weapon mechanics.
The first weapon on the list to get the full treatment is the Enfield No.4 which now looks, feels and sounds great!
All of these changes would not have been possible without the efforts of GarlicAAZ, whose animation talents have been put to good use, enabling us to fix and improve so many things we previously were unable to.
3D Scopes
After a very long hiatus, 3D scopes are back!
We made the decision to exclude 3D scopes from DH all the way back in v6.0 due, in part, to the wild inconsistency of the weapon animations and them generally feeling unpolished. In retrospect, this was probably a wrong-headed decision, and one that we’re happy to reverse.
You can enable 3D scopes in the game’s graphics settings.
Bolt-Action Reloading
All bolt-action rifles can now be reloaded with individual rounds! This means that, on weapons like the Mosin Nagant and Karabiner 98k, you will no longer need to expend 5 rounds in order to perform a reload.
This feature wouldn’t have been possible without the hard work of Dan’06, who got this feature across the finish line and worked out a number of the bugs.
While we were re-working the bolt-action reload system, we also took the opportunity to fix a mechanical error that had gone largely unnoticed for years. When you open the bolt on a bolt action rifle, the loaded round will now be ejected. For example, if you take a single shot with a rifle, cycle the bolt, and then reload, you will need to insert 2 rounds into the weapon in order to fill the magazine to capacity.
Pistols
Pistols are now much more accurate, but have increased sway. We have changed how the pistols look when sighted and removed the “zoom” when sighted. Overall, pistols should now be significantly more effective.
Automatics
Accuracy Changes All automatic weapons are now more accurate, but will potentially have more recoil (see below). This makes automatics more responsive and intuitive to shoot, since there is less randomness to contend with.
Recoil Changes All automatic weapons have had significant changes to recoil. The strength of recoil is no longer constant. Instead, recoil strength is now based on a curve, where longer consecutive shots result in more recoil. This promotes the use of short bursts, since firing constantly will make the weapon significantly harder to control. This should raise the skill cap and promote more authentic and sensibile usage of automatic weapons.
Reduction in Numbers We feel the changes to accuracy will make automatics much more deadly in the hands of a skilled soldier. To counteract that, and the problem of automatic weapon proliferation, we’ve dialed back the availability of automatic options from a number of roles.
Overheating The FG42, Bren, BAR can now overheat like other the Machine Guns.
Suppression Changes
The suppression system has been tweaked to reduce the strength of involuntary flinches you experience the more you get shot at. In other words, the more a player receives involuntary flinches in a short time, the less strength those flinches will have. At the same time the player will receive more weapon sway. This adjustment essentially trades flinches in for additional weapon sway. If a player stops receiving fire for some time, the sway and flinch strength resets to normal.
The idea here is to make overcoming sustained suppression possible for brave and skilled players; flinches are impossible to overcome, but additional sway is not. We will monitor how this affects the game and make changes based on player feedback.
Satchel Charges
Satchel Charges have always been a hot topic of debate. In recent past, we adjusted Satchels to not be very effective against tanks. However, based on community feedback, we have made some changes.
We now have 2 different satchels, small and large. A small satchel is meant to be roughly half the explosive power of the large. A large will be very effective against tanks, but must be placed under the tank, near the tracks on the side, or over the engine vent. A large satchel well placed will be able to destroy or disable the heaviest tanks. A small satchel may require more precise placement or require a second charge to get the job done.
Combat Engineers will now spawn with one small satchel. The plan is to later have a different model for the small and large satchels and allow players to combine 2 small satchels into 1 large.
Satchels can also now reliably damage or destroy Obstacles and Constructions, even through walls. This means Satchel Charges can now destroy barbed-wire fences, wooden fences, and will be more predictable in their effectiveness.
Anti-Tank Gun Rotation
At long last, anti-tank guns can now be fully rotated in-place!
Smaller guns like the AT-57 can be rotated by a single soldier, while larger guns like the PaK-43 need multiple soldiers in order to be rotated.
To rotate an anti-tank gun, simply walk up to one and press the command menu key (default: CAPSLOCK).
Overview Map Changes
Friendly anti-tank guns are now visible on the map.
Friendly danger zone boundary is now visible on the map.
All vehicles that venture deep into the opposing team’s territory will have their precise location visible on the map. This is done to counteract vehicles being used for extreme behind-the-lines sabotage, making it easier to combat such tactics. Anti-tank guns, supply caches and platoon HQ locations are spotted in the same manner.
Concertina Wire Changes
Can now be cut by wire-cutters
Added a unique placement sound
Added an intermediate stage (has wooden pikes, but no wire)
Added a cut stage (when cut by wire-cutters)
Increased supply cost from 25 to 100
Increased construction time from 2 to 4 digs
Deconstruction with the shovel takes significantly longer while the wire is intact
Can no longer be damaged by grenades
Improved collision so players cannot dive over them
Whew! What a list! We're excited to get in game and try it all out with you all!
This Easter Sunday (April 21st) will be the first annual Easter Egg Hunt in Darkest Hour! Everyone can participate!
The player who finds the most eggs will be announced the winner of the event!
The event will last all day Sunday and the rules are simple. Find an egg and destroy it, if there are 32 or more players on the server (must be an official server), the game will record that you found an egg. We will be using the official server statistics to keep track of how many eggs players have found. Players can destroy eggs by shooting them, hitting them in melee, explosives, or running them over.
The current plan is to have eggs hidden on "Official" maps (non-WIP maps). However, some levels require more than 32 players, so those will not have eggs.
Before Sunday (early morning EST), players can submit egg paintings!
The egg-painting contest will allow players to submit paintings for the eggs players see in the levels. You can find more details regarding the Egg Painting Contest in the #egg-painting-contest discord channel.
Today sees the release of a brand new map, Rabenheck, by community member Dolas!
Rabenheck, or "Raven's Hedge", depicts the bitter fighting of the Hurtgenwald in late 1944, during the ill-fated Operation Queen.
This map will be playable for the first time on Sunday during the Battle of the Hurtgen Forest event! Be sure to Join the Discord to stay up to speed on monthly events and all things DH!
Ten Aard (Clash)
In addition, last week saw the release of another incredible map, Ten Aard, by long time contributor Kashash!
Ten Aard depicts the fighting in the eponymous town during the Battle of Geel in northern Belgium, an oft-overlooked engagement taking place during Operation Market Garden.
Click here to see a "before an after" video showing the map compared to its real-life counterparts, to get a sense of the incredible amount of work and attention to detail that has been poured into the map.
In addition, we've managed to slip in a couple of quality of life changes and tweaks:
Squad assistants now have access to the Command channel
Resupply points are now displayed on the situation map
Resupply points cost more to deploy, but now last longer
Fixed a bug where vehicles could end up permanently reserved
Strap your helmets on tight! This update is going to blow your mind! We have put our heads together to make Darkest Hour even more a thinking man's shooter!
Darkest Hour has always been a thinking-man's-shooter, but after this update, players will grow their cranium to unlimited proportions. Making headway in Darkest Hour will require players to be more headstrong.
However, let's not get ahead of ourselves, here is the change log! • Players will get smarter more quickly by achieving kills • New players will have an easier time killing veteran players on killing sprees • Players will now be able to rename their squad to 20 characters long, instead of 16
Do not let the update get to your head. As always, see you on the battlefield!
On the 13th anniversary of the release of Red Orchestra: Ostfront 41-45 (RO1), one of the first 3rd-party titles released on Steam, Tripwire Interactive invites players new and old to enjoy the latest update for the Darkest Hour mod. Darkest Hour is a completely community-created mod for Red Orchestra: Ostfront 41-45, that was itself released through Steam in 2009, has been continuously updated ever since - and is still FREE to everyone who owns RO1.
To celebrate today’s milestone - and to encourage more people to try out Darkest Hour - Tripwire Interactive is excited to announce a 75% off sale starting at 10:00AM PDT for the next 48 hours! When the sale concludes the classic Red Orchestra: Ostfront 41-45 will move to a reduced regular price of $4.99 USD
Today’s Darkest Hour: Europe ’44-’45 update introduces a unique and fully-fledged Squad and Rally Point system that keeps players and their comrades fighting, maneuvering and communicating together to crush enemies and achieve victory. The update also introduces new Constructions and Logistics systems, that allows players to build formidable defenses. Stonewall the enemy with obstacles, such as Hedgehogs and Concertina Wire, dig-in with sandbags, bunkers, and foxholes, deploy anti-tank guns to stop enemy armor – and deploy logistics trucks to keep supplies flowing to the frontlines. For full details on today’s Darkest Hour: Europe ’44-’45 update, please head to the official Steam page.
Darkest Hour: Europe ‘44-’45 v9.0 has been released!
This release is a ceremonial one, and a milestone in the game’s development, punctuating all of the work that has been done over the last year and a half. In that time, we have added and refined a number of new features and content including squad rally points, constructions, the new Advance game mode, and well over a dozen new maps!
New Trailer
We are usually pretty humble about our releases, but this time we’ve gone all out and put together a cinematic trailer. We hope you will enjoy it (and send it to those who might also enjoy it!)
A Momentous Occasion
Today is also the 13th anniversary of Red Orchestra: Ostfront! To mark the occasion, we have enlisted the help of Tripwire Interactive to help get the word out to publications about all the hard work we have been doing, which should help bring in some new recruits! What’s more, Tripwire Interactive has permanently reduced the price of Red Orchestra: Ostfront!
We would also like to thank our community and players, old and new, for giving us the inspiration and drive to continue to improve and expand one of the longest running WW2 games of all time. We have lots more in the works, and we look forward to delivering new features and content in the coming weeks and months!
If you love what we do and want to support the game’s continued development, consider supporting us via Patreon. We also encourage everyone (new players especially!) to join our Discord community and join with your fellow soldiers in the mess hall!
This update we are releasing a number of new features, including Danger Zones, Hot Rally Points and the Rally Point Indicator!
This update is a big step towards our version 9.0 milestone coming in just a little over a month. A big focus for 9.0 will be to solidify the features added in 8.0 and to better convey the game’s mechanics to new players. Without further adieu, here are the highlights!
Danger Zone
The “danger zone” is essentially a dynamically calculated marker of enemy territory based on objective ownership. The primary use of the danger zone, currently, is to mark rally points inside the danger zone as “hot”. The location of hot rally points will be automatically marked on the map for the opposing team to call attention to deep flanking squads.
This mechanic was developed as a response to the metagame shifting towards extreme behind-the-lines play which could make battles feel unfocused as well as putting defending teams at an extreme disadvantage. As always, the mechanics are always subject to change based on how the mechanic affects the gameplay and player feedback.
This feature was developed primarily by community member and ace squad leader Dirty Birdy, and we are really excited that he has lent us his talents.
Rally Point Indicator
We have added a new rally point indicator to the HUD for squad leaders! This handy little guy gives you at-a-glance information about your ability to place rally points. Here is a rundown of the kinds of information it conveys:
If your squad has no rally points, the indicator will flash red.
Displays the reason why placement may not be possible (eg. missing squadmate, cooldown etc.)
When all placement conditions have been satisfied, the icon glows and displays a one-button prompt to place a rally point (will be useful for new squad leaders!)
The indicator displays a yellow warning symbol when you are in the danger zone.
Misc Changes
In an effort to stop grand theft logi, only Squad Leaders and Assistants can spawn and drive Logistics vehicles
Low Reinforcement messages appear less often, but are now accompanied by a unique sound
Tweaked the rules for activating objective spawns; objective spawns will generally be much further away from the frontlines, hopefully resulting in less instances of spawn killing.
Changed the banned and session kicked messages to be less confusing
Added the server name to the scoreboard
Servers
Added ability to start kicking idle players once enough players are connected
Added a command which unlocks the 10,000 Bps network speed cap
Added a location string, so players can know where the server is located on the server browser
Friendly Fire
Players who are forgiven for a team kill will now have their weapons unlocked if they have a past team kill which was punished
Shooting a friendly soft vehicle will play an upsetting sound (to warn players against doing it)
Removed the ability for players to damage the engine of friendly vehicles
Added weapon locking for destroying friendly vehicles
Added a message for when a player destroys a friendly vehicle
A player who kills a friendly vehicle can no longer switch teams for 25 minutes
Added a death message (Andy Kaufman) when a player destroys a friendly vehicle
Constructions
Doubled the health of all sandbag constructions
Dragon’s Teeth health increased from 750 to 1000
Dragon's Teeth now take less damage from HE splash
Level Updates
All work in progress maps now have a kill zone under the terrain
Klin updated
Decreased number of reinforcements
Added windy snow emitters
Brightened the dark sky
Removed bloom and reduced the brightness of players