After the 9.5.0 release, we've been receiving a lot reports about frequent game crashes, as well as issues where a number of maps would inexplicably crash the game servers. After exhaustive investigation, it was determined that these issues are likely caused by some sort of bug in the game’s engine code which we are unable to properly diagnose nor directly fix (as modders, we cannot edit the engine’s underlying engine).
In order to restore stability and resolve these game-breaking issues, we have decided to revert a significant portion of the new additions introduced in the v9.5.0 update.
This step back is a temporary measure, and we will be incrementally reintroducing all the new weapons and uniforms in the days to come.
Happy new year to all! We’re hitting the ground running in 2020 with a huge update!
Weapons
As part of our continuing effort to improve and expand our weapon roster, this update sees the largest addition of new weapons since the game’s release. This has largely been made possible by our animator AAZ. If you see him in game, thank him for the new hardware!
New Weapons
Pistolet wz. 35 Vis
Mauser C96
Browning High Power
Nagant M1895 Revolver
Beretta Model 38
PPSH41 (Stick Magazine)
Maschinenpistole 41(r)
M1928 Thompson (20rd/30rd/50rd)
Gebalte Ladung
Korovin 41
Changes
M1A1 Thompson has new animations, texture and sounds
Maschinengewehr 34 has new firing sounds
Gewehr 43 has new firing sounds
Mauser C96 Schnellfeuer has been replaced by the semi-automatic version
Maps
New Maps
Riga Docks (Push)
Tula Outskirts (Push)
Changes
The following maps have received balance adjustments, fixes, and general improvements
Myshkova River
Black Day July
Tank Clash At Bastogne
Road to Leningrand
Debrecen
Wanne
Butovo
St. Marie du Mont
Makhnovo
Ten Aard
Olkhovatka
Kriegstadt
Radar Advance
Miscellaneous Changes
Changed the main menu music and background image
The text messages accompanying voice commands (eg. [VOICE] Basnett: Go, go go!) made by squadmates will have their names appear in green
Surrender votes can now be initiated earlier and require less votes to pass
Removed Rhine River Clash (RIP)
Reduced the supply cost of the M1937 and M1942 anti-tank guns to 700 and 800, respectively
Bug Fixes
Fixed a bug where the combat and support point icons were not displaying correctly
Fixed a bug where the KV1-S did not have a proper preview image on the vehicle selection screen
Fixed a bug where the Sd.Kfz. 251/22 (Pakwagen) did not have a proper preview image on the vehicle selection screen
Fixed an oversight which gave the Jagdtiger insufficient armor
We're proud to announce the latest addition to our armor lineup, the fearsome Flakpanzer IV "Wirbelwind"!
This vehicle is pretty much exactly what it looks like: a Flakvierling AA gun on top of a Panzer IV chassis. The vehicle was produced in small numbers during the war and was primary used for anti-aircraft duties. However, with its high rate of fire, the Wirbelwind can make mincemeat out of infantry and light vehicles caught out in the open, so don't underestimate it!
The Wirbelwind can be found on the following maps:
At long last, Darkest Hour now has true white phosphorous (WP) smoke rounds!
Apart from looking like a million bucks, the WP projectiles will also ignite enemies unfortunate enough to be next to the blast. The round also leaves a choking haze that will kill infantry that stay in it for too long, making it a great area denial weapon.
Due to the relative rarity of these rounds (and for balance reasons) you will not be able to resupply WP rounds from logistics trucks or vehicle resupply points.
The white phosphorous rounds have replaced the generic "smoke" round for the Churchill Mk. VII, Cromwell, Sherman 75mm variants, Sherman Jumbo and Sherman M4A3 105mm.
Weapon Adjustments
As part of our never-ending quest to improve the weapons, we have done a pass of small changes that can be summarrized in a few key points:
Sub-machine gun spread has been slightly reduced
Weapon sway has been adjusted to better reflect a weapon's weight and bulkiness
Increased the bash & stab range
Attaching a bayonet now has a greater effect on weapon sway
Adjusted the field-of-view of some weapons to afford a better sight picture
Miscellaneous
Added AVT-40, a fully automatic version of the SVT-40.
Added Soviet 45mm AT gun.
Increased mortar resupply interval from rally points to 30 seconds.
Reduced the rally point "establishment" counter from 15 to 10. Squad leaders should no longer need to worry about abandoning their rally points when placing them on the move.
Allied binoculars now have a unique skin.
Squad signals and name tags are now hidden when looking down a 3D scope.
Bug Fixes
Fixed a bug where squad rally point timers were not being reliably reset on round restart.
Fixed a bug where German Combat Engineers had no weapon on Black Day July.
We're back again with another big update! v9.3.0 has a lot of things that have been in the works for a long while, so let's get to it!
St. Marie du Mont
The (in)famous Razorneck has put the finishing touches on St. Marie du Mont, the equally famous sleepy Normandy town that saw fighting on D-Day. This map has been a long time coming, and we're excited to see you in the fields!
Enfield No.2
As part of our ongoing overhaul of all Allied weapons, GarlicAAZ has done a tremendous job revamping the model and animations on this neglected part of the arsenal. It's now a joy to use, give it a shot!
Maps
* New Armored Maps: Panzerschlact, Eidhoven, Belgium * Updated map overviews for a number of maps
Vehicles
* Fixed rendering issues where some vehicle periscopes allowed players to see through smoke * The chance of vehicle fires breaking out is now dependent on the characteristics penetrating projectile. * Updated tank obliteration effects. * DT29 hull machine-gun overlay is now back.
Miscellaneous
* Surrender voting no longer assumes a "No" vote for non-voters. * New historically accurate binocular reticles.
We're back again, this time with an update that's slightly different from the usual! This time, we're focusing on some much needed love for Soviet armor, and the improvement of some explosion and impact effects.
The Highlights
Added map DH-Armored_La_Feuillie_Clash.
New explosion and smoke effects when vehicles are obliterated by rounds cooking off.
New shell shatter effects.
New bullet impact effects on players.
Reduced the reload times of Soviet tank cannons.
Improved the armor penetration capabilities of Soviet tank cannons (they were all under-performing compared to real-life counterparts).
Added APCR round to T34/85.
Fixed a bug where the Hetzer was unable to be resupplied.
What's Next?
There's quite a lot in development right now, including the addition of airstrikes (with full pilot AI!), a host of new levels, and yet more beautiful explosion effects coming your way.
A new tank server has launched! The server will only have armored and combined arms levels in rotation. A big thanks to the Good Guys (GG), Real Panzer (RP), Backis, Patison, and everyone else who helped to get things done. Try it out this weekend! Longer view distances (up to 4 km!!!!), lots of tanks, rallies, contructions, and nostalgic levels that have been improved!
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.