We hope you're having a great 2021 so far. As our first release this year, we're excited to present you the new and updated BAR, a range of beautiful new M1 Carbines, and some other goodies.
Weapons
Browning Automatic Rifle M1918A2
In this update BAR received a complete rework and it never been looking sexier! Its characteristics were updated as well, making it more controllable and a joy to shoot.
Fun fact: the bipod on the new BAR uses procedural animation and swings around with your movements.
M1, M1A1, and M1/T17 Carbines
The trusty Carbine comes in 3 variants, including a converted selective-fire version (T17). Just like BAR, this rifle was reworked from the ground up, and takes the spot as one the most well crafted weapons we got in the game.
The models for BAR and the Carbine were designed by our community member and a talented 3D artist eksha.
Volkssturmgewehr 1-5
This German ersatz semi-automatic assault rifle was developed in late 1944 as dwindling materiel and manpower put pressure on wartime industries to make cheaper and more primitive weaponry. It might not be the prettiest "gewehr" on the field, but it might just save your life!
Miscellaneous
New Kongsberg Colten M/1914 pistol available for German troops.
Sweeping changes to all weapon gun sight pictures to improve feel and consistency.
All scoped (Textured and 3D) were updated to have proper magnification and field-of-viev.
Reduced spread on all rifles.
Interface
To help with spatial awareness inside tanks, the HUD received a nifty little feature which shows player’s cone of vision. This feature should be especially helpful when looking through periscopes, but can be disabled in the setting if you wish so.
Vehicles
The vehicle roster got updated with new camos for the King Tiger and the Hanomag. Our newest team member Matty provided us with these lovely winter paints.
Panzerkampfwagen Tiger Ausf. B Camos
Sd.Kfz. 251 Whitewash Camo
Maps
Armored Voronezh Clash
Author: Bäckis
This is a new Armored Server map for players who love rolling though never-ending, flat grasslands, inhaling gas fumes mixed with a refreshing breeze of Ukrainian steppes.
Other map changes
Wanne Advance
Added new farm near the final objective.
Added south-facing windows to Manor and the nearby garage.
Added snowy variants of the King Tiger and the Sd.Kfz. 251 Half-track.
Added new M1/T17 carbine to Allied Corporal role.
Hetzer now unlocks when Woods objective is captured.
Implemented experimental ticket progression: Axis now start with 350 tickets and gain significantly more by capturing objectives, up to a maximum of 800 tickets for all objectives captured.
Radar Advance
Scaled down the downed glider to a sensible size.
Minor fixes and adjustments
Valko Advance
Kriegstadt Advance
Konigsplatz Push
Fallen Heroes Clash
Armored Studzianki Clash
Armored Bautzen Clash
Bug fixes
Fixed the bug with Panzer IV F1 shells flying on wacky trajectories.
Fixed the bug where pre-placed HQs would prevent players from building new HQs nearby after their destruction.
A new map will be joining our roster just in time for the holiday season. Some of you might be familiar with Road to Isigny, an old DH classic that's been off the radars for quite some time. Today it makes a comeback all brand new and shiny.
The town of Isigny-sur-Mer was liberated by Allied forces on 9th of June, 1944 by a conjoined effort of 175th Infantry Regiment and 747th Tank Battalion. This map follows the advance of US troops along the road leading to the town, featuring a grassy terrain with lots of vegetation, borrow ditches, and lonely houses for players to take cover in.
In this update, Road to Isigny received a complete rework and was expanded to accommodate the Advance game mode. Hurry up to the servers and check it out!
As the Halloween event concludes, we are back with another patch featuring various fixes and incremental updates. Check out the logs for the details:
Changelog v9.9.5
### Bugfixes
* Fixed the bug where players would spontaneously crash during map changes.
* Fixed the LOD issues with player characters.
### Miscellaneous
* Squad member numbers are now displayed in chat messages next to their name.
* Increased reload times for AT guns, SU-76, and Marder by a slight margin (up to 0.9 seconds).
* Reduced the chance of field caps appearing on WH characters.
### Maps
* Carpiquet Airfield Advance:
- Allowed Allies to spawn an additional Sherman tank.
- Gave Allies 2 additional artillery strikes.
- Fixed the bug that allowed Axis to build AT guns on rooftops.
* Rakowice Advance:
- Added a T-60 light tank to the Soviet vehicle pool.
- Added objective spawns for Axis.
- Minor bugfixes and adjustments.
* Prussia Push:
- Fixed the Dugout spawn point dropping players into the void.
* Leningrad Push:
- Added a minefield protecting Allied main spawn.
- Minor balance adjustments.
* Barashka Advance:
- Fixed the visual bug with terrain covering the trenches.
Changelog v9.9.4
### Weapons
* Adjusted the recoil patterns on PPSh-43, PPSh-43, MP-41r, PPD-40, and M712 Schnellfeuer to make them more controllable and consistent when firing in short bursts.
### Maps
* Lyes Krovy Push:
- Reduced Axis respawn times.
Changelog v9.9.3
### Vehicles / Guns
* Reduced the prevalence of the "shatter gap" effect and added a physically-based randomness to the shattering calculations system. The shell shattering will less likely to occur in the game due to this effect.
* Fixed inaccuracies in armor slope values for KV-1, T-34 (76/85), Panther (D), and Pz. III (J/L) tanks.
### Characters
* Added a small chance for WH squad leaders, radio operators and snipers to spawn wearing a field cap.
* New additions to Soviet outfits:
- Green amoeba camouflage.
- 1942/1944 leaf pattern camouflages.
- Padded coats.
- Naval pea coats.
- Naval caps (4 variants, one for each fleet)
* Introduced rank variety between different uniform variants for Soviet troops.
* Other minor additions, fixes and adjustments to Soviet character models and textures.
### Maps
* Added Rakowice Advance.
* Carpiquet Airfield Advance:
- Optimization pass.
- Fixed various visual bugs.
- Changed lighting and removed haze.
- Replaced static Axis HQs with objective spawns.
- Re-balanced roles and constructions for both teams to better reflect historical situation.
- Added limited Panther G tanks to Axis; added limited Sherman Firefly tanks to Allies.
- Increased view distance by roughly 50-75 meters.
- Removed ticket bleed from all but the first objective.
- Set Refueling Area objective to be inactive at start.
* Hurtgenwald Advance:
- Expanded minefields protecting Axis main spawn.
- Slightly increased reinforcements for both sides.
- Fixed the bug where some objectives were uncapturable.
* Bridgehead Advance:
- Added Corporal roles for both teams and a Radio Operator role for Allies.
- Added a Churchill tank (available after capturing the Honnopel objective)
* Leningrad Push:
- Reworked the final objective.
- Re-balanced roles and vehicles for both teams to better reflect the alleged setting of the level.
* Olkhovatka Advance:
- Increased the amount of available artillery for Axis.
- Allowed Axis to spawn +1 extra vehicle.
- Reduced the number of available KV and T-34 tanks, and made the BT-7 unlimited.
* Lyes Krovy Push:
- Introduced the new Soviet camos.
- Reduced the respawn times for Axis.
* Cholm Advance:
- Minor adjustments to vehicle availability for both sides.
- Added several pre-placed Pak-38 guns.
* Krasnyi Oktyabr Push:
- Reduced reinforcements for both teams.
- Added some greatcoat uniforms together with standard tunics.
* Black Day July Advance:
- Replaced Soviet uniforms for ones with more accurate insignia for the period.
- Added RPG-43 to Soviet loadouts.
- Increased the limits on maximum active vehicles for the Soviet team.
* Valko Advance:
- Added StuG III Ausf.G to the Axis vehicle pool.
- Added off-map artillery support for both sides.
- Replaced Soviet uniforms for the "late war" variants.
* Gorlitz Push:
- Added SU-76 to the Soviet vehicle pool.
- Added static Panzerfaust crates.
- Moved the Allied spawn to protect it against spawn camping.
- Minor adjustments to vehicle spawn limits for Soviets.
* Berezina Advance:
- Fixed logistic truck respawn times and added an extra one for the Allied team.
* Kriegstadt Advance:
- Separated German artillery into two stages: one activating after Kaschade Offices, and the second one after Ruins (both consist of three strikes).
* La Gleize Advance:
- Added a Radio Operator role for the Axis team.
* Stoumont Advance:
- Added a lockdown timer for the first objective (5.5 minutes).
* Kryukovo Push:
- Reduced the team ratio difference (Axis team is now less outnumbered).
* Flakturm Tiergarten Push:
- Minor balancing and character uniform changes.
“When there’s no more room in hell, the dead will walk the earth.”
The Allied forces having been victorious at the end of the war in May 1945 find their battle is not quite over! Some months later, on Halloween night 1945 the last remnants of the Allied forces in Europe get reports that the Nazi undead have begun to emerge from their graves!
There will be one last battle to fight with the outcome deciding the fate of humankind—the Final Reich will be the end result if the Allies are beaten.
Join us this Halloween (Saturday 31st October and Sunday 1st November) for some Nazi Zombie killing fun on the newly arrived Haunted Hattert and Haunted Fury maps![/b]
We have received numerous reports about reinforcements depleting too fast on Armored maps, and after reviewing the issue, we've decided to scrap ticket costs for vehicles completely.
This system did provide very little benefit for the gameplay, and was unjustly punishing teams for mistakes of a few players in control of valuable assets. Losing a vehicle does not cost reinforcements anymore.
Apart from changes to the reinforcement system, this patch includes several map updates and fixes. Here's the full changelog:
Maps
La Cambe Advance:
New objective layout!
Reworked Axis main spawn.
Added proper minefields.
Cambes-En-Plaine Clash:
Fixed a floating static mesh.
Fixed the fog range being trippy at lowest settings ("white screen" issue).
Fixed sergeant roles spawning with 2 sets of binoculars.
Captured Bren Carrier no longer counts towards the vehicle limit.
Hurtgenwald Advance:
Swapped Allied roles to autumn counterparts.
Extended the minefields.
Rebalanced the team ratio numbers in Allied favor.
Reduced the fog range.
Kriegstadt Advance:
Fixed the terrain visibility in incorrect places.
Increased reinforcemets for both sides.
Added radios on main spawns.
Riga Docks Push:
Disabled bullet collision on a few fences.
Poteau Ambush Advance:
Deleted a floating emitter.
Changed the skins of some of the foxholes for a better blend.
Disabled collisions on impassable bushes.
Klin1941 Advance:
Reduced logistic truck respawn times.
Makhnovo Advance:
Removed HQ behind the Church objective.
Reduced logistic respawn times to ~1 minute for both teams.
Butovo Advance:
Reduced logistic truck respawn times and added +1 more to each team.
Nuenen Clash:
Halftracks are no longer counted towards towards the vehicle limit.
Gameplay
Removed reinforcement costs on all vehicles.
Bugfixes
Fixed radio confirmations for artillery calls not working in multiplayer.
Fixed an issue where US and Commonwealth tankers would have incorrecly textured first-person sleeves.
This small patch focuses on fixing a couple issues with the last release. We've also optimized the Cambes‑En‑Plaine map, which received a significant performance boost.
Changelog
Maps
Cambes-en-Paine Clash:
Optimization pass.
Added 1 armored personnel carrier for each team.
Bugfixes
Fixed interface art for SU76 and T60.
Fixed an issue where some weapon icons could appear blurry.
Fixed an issue where low fog settings would result in zero visibility on certain maps.