At long last, the artillery overhaul is ready! The new system has been designed from the ground up to be significantly easier and much more enjoyable to use!
The primary changes are:
All squad leaders are now capable of marking artillery targets
Artillery pieces now have spotting scopes and range tables
Artillery targets now display the range of the targets
Kill feed messages are now sent to artillery operators for artillery kills
The Artillery Observer role has been removed
Artillery Spotting
Squad leaders now have a more robust and intuitive spotting menu when spotting from binoculars. There is also now a 3D widget to pinpoint the target location when placing markers. No more calling in artillery on the tree right in front of you!
One of the primary issues with the previous system was that no one wanted to take the Artillery Observer role because it was, admittedly, kind of lame. This often left mortar operators with no targets at all, firing blindly into the distance. With all squad leaders being capable of calling for targets, artillery gunners will have more opportunities for getting juicy targets.
Spotting Scopes
Each artillery piece (mortars, pack howitzers et. al.) now have spotting scopes for making more accurate fire.
Range Tables
Long asked for, all artillery pieces now have a calibrated range table, which means no more trial-and-error! All you will have to do is some quick mental math to get your artillery landing on target (well, mostly on target).
Developer’s Note: In play-testing, artillery fire was much more accurate and responsive than before, and artillery operators had a more enjoyable time playing due to the improved interface, increased collaboration with teammates, and feedback from kills. We will be closely monitoring how these changes shift the meta, and will make changes as necessary to make sure the artillery is not overpowered or oppressive
Pack Howitzers
To complement the new artillery overhaul, this update also sees the addition of three new “pack” howitzers.
75mm Pack Howitzer M1
76mm regimental gun M1927
7.5 cm leichtes Infanteriegeschütz 18
These howitzers are light infantry artillery, excelling at long-range, accurate fire with a relatively low flight time. However, unlike mortars, their shallow arc-of-fire makes requires favorable terrain and wide, unobstructed fields of fire in order to be effective, making it more difficult to find an ideal firing position.
We are excited to see how soldiers will put these new battle implements to good use!
Winter Outfits
Baby, it’s cold outside! Our poor soldiers have been freezing their digits and ears off for well over a decade. Finally, our boys have a just received a proper shipment of stylish hand and head-wear to stave off frostbite in colder climates.
Sten
The Sten model and animations have been completely overhauled, continuing our long journey to improving the look and feel of our entire arsenal. As an added bonus, there are now two additional Sten variants, the Canadian Sten and the Sten Mk III.
In addition, the rate of fire has been slightly increased to match it’s real-life counterpart, as well making it easier to handle its weapon sway.
Other changes
Gameplay
Squad leaders can now instantly spawn on rally points that have one spawn remaining.
Command voice lines are now available to all squad leaders (previously only available to Sergeant roles).
Renamed the surrender feature to “Retreat” so players won’t have to make the hard choice between pride and common sense. There’s no shame in a tactical retreat!
Visual Effects
New impact effects for .50 caliber and PTRD bullets.
Characters
Added volumetric epaulets for soviet and polish models
Updated Brodie helmet with improved visuals and added a snowy variant.
Fixed misaligned wrists on character animations.
Fixed 3rd person shovel animations.
Vehicles
Tiger Tank turret font armor has been reduced to a more accurate value, allowing it to be penetrated by the heavy armor piecing rounds of late-war Allied armor.
Weapons
M3 Grease Gun
Reduced reverb on firing sound effect.
Miscellaneous animation fixes.
M1 Garand
Reduced sight bobbing in the idle iron-sighted animation.
RPG-43
Added mini-parachute model.
Miscellaneous sound and animation fixes.
Geballte Ladung
Reduced damage radius from 22 meters to 18 meters.
Panzerfaust
The Panzerfaust may no longer be fired from the hip.
Maps
Rederitz
Added a trench network stretching across the entire right side of the map.
Added more cover all around the map.
Removed armored vehicles.
Added a physical minefield on the right side of the first objective.
Bridgehead
Added objective spawns.
Removed all but one of the pre-placed Platoon HQ constructions.
Limited anti-air and anti-tank gun constructions.
Limited active tanks counts and crewman.
Removed several Axis heavy tanks and reduced armor counts for both teams.
Reduced Allied player count bias from 60% to 55%.
Reduced view distance.
Reduced supply amount.
Reduced reinforcements for both teams.
Objectives no longer give reinforcement rewards
Objectives are no longer able to to be recaptured, and will no longer neutralize first.
Objectives take longer to capture.
Level ends with Allied victory if last objective is taken.
Removed the random artillery on the last objective.
Barashka
Merged Soviet anti-tank and sapper roles.
Reduced Soviet assault roles from 8 to 6.
Cholm
Removed German armored vehicles.
Added German Mortar Operator role.
Added German Radioman role.
Reduce German spawn time by 5 seconds.
Reduced Soviet T-34 and BT7 reinforcements.
Added a single Soviet KV-1.
Grey Gods of War
Added Axis spawn protection.
Kryukovo
Added Axis main spawn protection.
Vossenack
Increased fog distance.
Danzig
Reduced round time to 14 minutes.
Dom Pavlova
Reduced Soviet Machine-gunner rules from 3 to 1.
Lyes Krovy
Removed Axis respawn bonus.
Shifted team ratio in favor of the Germans.
Kreigstadt
Removed German logistics trucks.
Added German Panzer IV. Ausf. J.
Pariserplatz
Plugged the infamous "noob hole" with a dead Tiger — a memorial to all players that got stuck there.
Fixed some Soviet roles being the early-war type.
Merged Soviet anti-tank and sapper roles.
Added Soviet SU-76 and lend-lease Sherman M4A2(76)W.
Removed ISU-152.
Reduced reinforcements and respawn times for a variety of other armored vehicles.
Prussia
Reduced German spawn time.
Riga Docks
Added Axis main spawn protection.
Salaca River
Added Soviet “amoeba” camouflage sniper role.
Targnon
Moved final Allied spawn to a safer area to prevent spawn-killing.
La Gleize
Fixed the bug where one of active objectives ended up in a minefield area.
Gun Assault
Fixed minefields
Reduced team ratio for Allies.
Opened up one of the hedges for an easier access from Axis main spawn to the AT Gun objective.
Fixed spectator cameras.
Jurques
Added more trenches.
Added a cellar in one of the houses at the last objective.
# Maps
## Arnhem Bridge Push (credit to Mad Death Hound)
- Added x2 6pdr AT guns in the same spots they were in the real battle.
- Reworked lighting and skybox to make the map sunny/day time.
- Increased fog distance.
- Changed fog colour and fixed bugs with the fog
- Added more detail to the "bridge-end" house.
- Re-named all the objectives.
- Added more destroyed vehicles to the bridge.
- Added smoke and fire actors on ruined vehicles.
- Added more boats.
## Ginkel Heath Push
- Reworked lighting and fog.
- Added 2 new barn buildings (credit to 20mmNormandy/Pvt Winter for the long barn).
- Added some miscellaneous static details to the map.
- Added some new fire and smoke emitters.
- Added several Flakvierlings and a single Flakwagon.
- Reworked roles for both teams.
## Oosterbeek Advance:
- Swapped sides: Allies are now defending.
- Removed tanks from the Allied team.
- Reworked objectives and added 1 new objective.
- Re-balanced roles.
- Added spawn protection minefields to both teams.
GitHub
The new update is looming on the horizon. This Saturday @ 7 PM UTC we'll be running a final beta to get a feel for how the new artillery system will fare in a live game.
The beta test will feature live rounds on Road to Isigny and Stoumont where squad leaders and artillery-men will have to leverage the new indirect fire system to get the upper hand. Mortars and new constructible artillery guns (M116 Pack Howitzer and LeIG18) will be at your disposal.
Don't miss out on the action!
How to participate in the beta testing?
Right-click on Darkest Hour: Europe '44-'45 in your Steam Library.
Select Properties.
Under the Betas tab pick `prerelease` from the drop-down menu.
Launch the game and join the beta server.
After the event, don't forget to switch back to the normal version. You can do this by selecting `None`.
Make sure to join us on Discord to share your thoughts about the upcoming features and report any bugs you find in the beta release. We appreciate your feedback!
# Visual Effects
- [Bullet impacts] Optimization pass.
- [Bullet impacts] Updated sprites for metal impacts.
- [Bullet impacts] Redone wood and cloth impacts.
# Maps
## Kriegstadt Advance
- [Bugs] Fixed the bug that prevented loading the map (removed bad reference to a missing package in a blocking volume).
- [Bugs] Fixed Axis objective spawn hints on the Bank objective.
## Jurques Advance
- [Bugs] Fixed Axis minefields to disable artillery protection south of the town.
## Gun Assault Push
- [Level] Added a new objective ("Trenches").
- [Gameplay] Minor balance fixes.
- [Bugs] Fixed loading screen.
## Leningrad Push
- [Gameplay] Changed spawns so they push defenders back when objectives are captured and not on cleared.
- [Gameplay] Changes to vehicle roster to fix bottleneck near Axis spawn:
* T-34 is active initially.
* KVs activates after the first objective.
* Heavy KV activates after the second objective.
Our to-do list for overhauled Allied weaponry has shrunk once more. Thanks to Mechanic, our new animator Aarón, and other team members who helped along the way, Grease Gun has a received a complete visual rework.
Its characteristics remained unchanged though; if this was your favorite weapon in the game, you’ll feel right at home.
Notice the dirt puffs on the ground!
Bullet Impacts
Bullet impacts have received a major step up in quality. Small arms fire now generates a much more distinct and realistic-looking effects. You’ll notice them right away as dirt will shoot high up in the air, and chips and bits will fly off wooden and rocky objects.
Unique impact effects include: wood, dirt, snow, plants, rock, concrete, paper, brick, blood, water, sand, and more.
Jurques Advance
Finally, this update takes us to Jurques, a small French town near Caen. Jurques Advance is a medium-to-large sized advance map, which boasts detailed French suburbs, wide grassy countryside, Churchills, Jagdpanthers, and plenty of “Bawbag!” to go around.
Some of you got familiar with Jurques during Beta. Thanks to your feedback, we’ve been able to identify and fix a bunch of issues, and get it ready for the release!
Full Changelog
# Weapons
- Replaced M3 Grease Gun model, animations, and sounds with new revised versions.
# Constructions
- Introduced limits to the amount of construction types a team can build.
# Vehicles and guns
- Added new Pantherturm AT gun (disabled Panther; static asset placed by mappers).
- Added missing periscope to the BT-7 gunner's position (currently uses the same periscope overlay as the T-34, both of which need to be replaced in the future).
- Fixed broken ammo hit points on the BT-7.
# Effects and Audio
- Overhauled bullet impacts for every material type (dirt, concrete, sand, etc.).
- Added new victory songs for German team.
# Bug fixes
- Fixed key-bind hints shown when interacting with AT guns.
- Fixed the bug that allowed players to go into iron-sight view during “first-draw” animations (while unfolding stocks, etc.).
- Set appropriate material types in every texture package (DH).
# Maps
## Jurques Advance
- Added to the roster!
## Rederitz Advance
- [Gameplay] Added tank support for Allied team.
- [Gameplay] Removed Watchtower and Flak 88 constructions.
- [Level] Expanded flanks.
- [Level] Added more cover.
- [Level] Increased the chance for some obstacles to spawn broken.
- [Level] Miscellaneous minor fixes.
## Butovo Advance
- [Gameplay] Added another final objective.
- [Gameplay] Activated ISU-152 earlier (+2 available).
- [Gameplay] Added +1 heavy KV-1.
- [Level] Added trenches.
## St. Marie-du-Mont Advance
- [Gameplay] Reduced Allied respawn interval for the first objective slightly.
- [Gameplay] Implemented AT gun limits.
- [Vehicles] Put a limit on Sherman tanks for the Allies, now 12 max spawns.
- [Level] Added 2 new flanking routes for Allies to enter the town itself.
## Gun Assault Push
- [Gameplay] Added a starting "gimme" objective to give Axis some time to defend the bridge.
- [Gameplay] Reworked spawn points slightly to hopefully improve the flow of the map.
- [Gameplay] Gave Axis a single PzIII N as per the old version of this map.
## Dead Man's Corner Push
- [Gameplay] Removed Geballte Ladung from Axis tank hunter class.
- [Gameplay] Reduced Allied reinforcement interval.
- [Level] Added blocking volumes to various hedges around the map to prevent people from climbing on top and laying in the shrubbery.
- [Level] Moved some Allied spawns to hopefully give more cover.
## Armored Krivoi Rog
- [Gameplay] Changed tank loadouts to make the map a little more authentic and balanced.
- [Level] Added spawn protection minefield to Allied main spawn.
- [Bugs] Defending side set to "none" (Clash map).
## Hedgerow Hell Advance
- [Gameplay] Implemented AT gun limits.
## Pariserplatz Defence
- [Gameplay] Implemented AT gun limits.
- [Gameplay] Reduced Axis supplies.
- [Gameplay] Reduced both team's tank counts (Allies down to 2 max active and Axis down to 1 max active).
- [Bugs] Miscellaneous.
## Winter Stalemate Clash
- [Bugs] Fixed a bug where half-tracks and logistic trucks counted towards the vehicle limit.
- [Level] Moved the Center objective volume to be more balanced.
- [Level] Added radio triggers to the map.
## Kommerscheidt Advance
- [Gameplay] Tweaked tank loadouts.
- [Gameplay] Gave Allies more artillery to compensate for their inferior tanks.
- [Level] Added artillery triggers to various static radios on the map.
## Stoumont Advance
- [Level] Removed default Allied HQ.
- [Level] Added anti-precap minefields to protect Allied spawns.
- [Level] Added objective spawns for Allied on the final cap.
## Dom Pavlova Advance
- [Gameplay] Added objective grouped bleed for the last 3 objectives.
- [Gameplay] Increased capture rate.
- [Gameplay] Increased allies respawn by 5 seconds.
- [Gameplay] Reduced reinforcement tickets by -2 for both sides.
- [Level] Added objective spawns for Axis.
## Kriegstadt Advance
- [Gameplay] Added new Pantherturm to the map.
- [Gameplay] Reworked an existing building near the Hotel objective to give Axis a better defensive position.
- [Gameplay] Implemented new AT gun restrictions.
- [Gameplay] Rebalanced roles.
- [Gameplay] Reworked Axis tank loadout, Axis now get significantly fewer tanks and several unlock progressively as objectives are taken.
- [Gameplay] Disabled Watch Tower construction to reduce exploiting.
- [Level] Moved several pre-placed AT guns.
- [Bugs] Miscellaneous bug fixes.
Today marks the 77th anniversary of the largest sea and airborne operation in history and we’ve prepared a special release for the occasion. The main focus of this update is upping the quality of long-standing DH content, introducing new Normandy maps, and adding a few quality-of-life features.
To commemorate the D-Day anniversary we're also switching our infantry servers to western maps for a whole week.
Now come and look at what we have in store!
Willy’s Jeep & GMC CCKW
The Willy’s Jeep and GMC CCKW have been completely re-modeled and re-textured, vastly surpassing the old models in quality and detail. Since both vehicles are featured extensively on Soviet and Commonwealth battles as well, each vehicle now also has faction-specific skins.
Be on the lookout for more full re-models and vehicle replacements in the future!
M1 Garand
The visuals for this iconic weapon has been reworked from the ground up with a beautiful new model and handling animations. The rifle behaves identically to the old one, but now players will no longer lose their bullets on partially expended clips. In other words, bullets pulled from partially expended clips will be automatically combined into a full clip to be reloaded later.
Keep an eye out for more complete weapon overhauls in the future as we continue to upgrade the visuals and feel of the Allied arsenal.
Pegasus Bridge Advance
The location been meticulously and faithfully recreated from every old photograph and reference we could get our grubby hands on. All the notable landmarks are there: Café Gondrée, miscellaneous houses and bunkers, a functional Pak-38 Tobruk gun guarding the crossing, and of course the iconic bridge itself.
This is a medium-sized Advance map, and so will be perfect for between 24 and 64 combatants.
Hedgerow Hell Advance
In this iteration, Hedgerow Hell has received a lot of detail work and has been expanded with new areas. Another significant change to the map is its conversion to Advance game mode, which will give the map a fresh new perspective and momentum.
Map search feature
As our map roster grows, finding maps on the voting screen can be cumbersome. To solve the problem, we’ve added a nifty search bar for quickly looking up your favorite maps!
Full Change Log
Weapons
Remastered M1 Garand model and animations.
Added a feature that allows M1 Garand users to keep ammo after partial reload.
Updated G41 reload animations, iron-sight view, and added a bayonet.
Corrected SVT-41, G41, and G43 rifle animations to keep the bolt open.
Added alternative SVT/AVT-40 reload animations (6 in total).
Changed SVT-38 to use stripper clips and single rounds instead of magazines.
Reduced M1 Carbine reload speed.
Resized the M1928 drum mesh (the old one was too big).
Adjusted BAR texture color.
Other minors changes to various weapons.
Characters
Adjusted third-person bolt-action reload animations to be in sync with first-person animations.
Updated third-person shovel animations.
Added a new third-person animation for M1 Garand reloads.
Vehicles
Fully reworked GMC CCKW truck and Willy’s Jeep (with lots of new variants).
Fixed a long-standing Red Orchestra bug where firing a weapon would spontaneously switch to a recently acquired item, if that item was picked up during reload.
Fixed a bug where auto-fire weapons in single-shot mode would play incorrect animations after releasing the fire button.
Maps
Pegasus Bridge Advance
New map!
Hedgerow Hell Advance
New map!
Rederitz Advance
Added 4 rifleman roles for Allied team equipped with SVT-40.
Allies can now have 2 Universal Carriers active at the same time.
Miscellaneous bug fixes.
La Gleize Advance
Added minefield protection for Axis.
Added 2 assault roles for Axis.
Shrunk down Town Hall objective.
Moved Allied objective spawns farther back.
Moved anti-precap minefields farther back.
Optimization pass.
Added Panzerfausts for Axis sergeant roles.
Adding more cover around first three objectives.
Made Panzer IV and Sherman 75mm spawns unlimited.
Poteau Ambush Advance
Made first objective non-recapturable for Allied team.
Kriegstadt Advance
Reduced the amount of Axis supplies.
Added extra cover and a static radio at Junction objective.
Boosted Allied artillery.
Reduced the number of Panzerfaust pickups.
Miscellaneous minor changes to the map layout.
Ogledow Clash
Slightly rebalanced tank loadouts.
Increased Allied and Axis max logistic trucks to 3.
Reduced BA-64 spawns to 2 and increased respawn timer.
Miscellaneous bug fixes and tweaks.
Caen Advance
Fixed objective bug.
Increased Allied reinforcements.
Added Axis objective spawns.
Road to Isigny Advance
Added Greyhound armored car to Allies with 4 spawns.
Increased Stuart spawns to 5.
Increased Allied and Axis reinforcements by 2.
Armored Celles Clash
Fixed a bug where Allies could spawn tanks inside main spawn corridors.
Reichswald Advance
Buffed allies: more tanks, more artillery, logistics, two Churchills, more Combat Engineer roles, new loadouts for SLs.
Weakened Axis: limited logistjc trucks to 5, removed one tank hunter role, removed one MG role
As the next release is closing in, we'll be running a beta test to iron out all the kinks and hear your feedback on the upcoming updates.
Come and join us this Friday @ 7 PM UTC to try out the new M1 Garand and the overhauled Hedgerow Hell map. Everyone will be issued a mandatory Garand without exceptions!
How to participate in the beta testing?
Right-click on Darkest Hour: Europe '44-'45 in your Steam Library.
Select Properties.
Under the Betas tab pick `prerelease` from the drop-down menu.
Launch the game and join the beta server.
To revert back to the normal version, select `None`.
Have you ever left your subordinates alone in a heat of a battle, or abandoned your squad leader when he needed you the most? How about neglecting your assistant duties? If the answer is “yes”, that means you’re a tactical genius! You got places to be, big fish to fry; you’re playing 5D chess while them fools are playing checkers. There’s just no time for all that nonsense.
To fit all the intricate plans you’re cooking up in your head, you must have an enormous cranium. So enormous in fact, that it might get a bit unwieldy. But worry not, when enemies will see your mighty balloon heading their way, they will surely surrender right away.
We’ve added a nifty indicator right next to the compass to help you keep track of your ever growing intellect. Keep an eye on it!
Originally, Rhine River was never meant to be more than a quick sketch of a map, but despite its "blank slate" appearance, the map managed to gather interest among players. In this release our level designer Bäckis went on and gave Rhine River a massive visual overhaul, transforming it into a proper DH map.
The overhaul includes enormous detailed forests, lively terrain, expanded town areas with enterable buildings, and all kinds of new points of interests scattered across the map (bunkers, forest camps, etc.).
Flakturm Tiergarten
Flakturm received a nifty visual update and been expanded to include new areas. The battle now carries into Zoo Tower interior where Polish troops will have to fight its stubborn defenders all the way to the top floors
Sneaky Rally Points
There's been an important gameplay change to our rally point system: squad leaders can no longer place rally points inside enemy-controlled territory\. Rally points that end up being swallowed by the encroaching Danger Zone will still be usable (and visible to enemy team) like they used to.
This release brings a fresh new Advance map to our collection. The new map features snowy landscapes of rural Poland and the village of Rederitz—one of the few strongholds positioned at the main line of Pomeranian Wall.
Rederitz Advance is a mix of trench lines, woodsy areas, and house-to-house fighting; all packed into a lengthy, but straightforward Advance layout. This is our second map to include Polish People’s Army, which now takes its official place among Darkest Hour factions.
The update also includes a boatload of map fixes and other various updates; look below for a detailed list.
It's worth mentioning that some of our community members left their mark on the development of this level. We'd like to thank Rolandz and Rotzlöffel for giving us a hand with testing and ironing out major bugs on Rederitz before the release.
Change Log
Maps
Rederitz Advance
New map.
Wanne Advance
Updated map overview to include new farmhouse and forest areas.
Increased interval timer between artillery calls to reduce artillery spam.
Re-balanced ticket progression.
Slowed the capture rate of the "Lower Wanne" objective.
Moved Axis respawn time modifier to activate when "Defensive Line" objective is captured, increasing base Axis respawn interval to 18 seconds.
Rakowice Advance
Re-balanced tanks on the map using historical unit information (Credit to Ts4EVER for the research).
Re-balanced objective layout, capture speeds and role loadouts.
La Gleize Advance
Fixed the bug where Axis half-tracks would never activate.
Winter Stalemate Clash
Fixed bug where lockdown on middle objective would only activate when it was recaptured, not on first capture.
Increased lockdown timer on middle objective to 6 minutes and slowed capture speed.
Decreased respawn timer on logistic trucks to be in line with other maps.
Made Panzer III Ausf. J and BT-7 spawns unlimited.
Leningrad Push
Fixed bug where players would get stuck on stairs leading out of Soviet spawn on final objective.
Fixed the bug where blocking volumes prevented artillery from functioning on the map.
Added single artillery strike for Soviet team.
Placed usable radios in Allied and Axis main spawns.
Increased respawn timer on KV-1S to 90 seconds (was 60).
Added spawn protection minefields to Axis main spawn, and progressive minefields to protect Soviet forward spawns.
Moved Axis main spawn into a safer location.
Created a new first objective near Axis main which unlocks a new spawn point.
Changed objective volumes on "AT Position" and "Searchlight" to encompass the entire buildings, but switched the capture type to require the objectives be cleared.
Increased round timer to 35 minutes (was 30).
Fixed the bug that allowed Axis to spawn 3 tanks simultaneously.
Re-balanced roles on both teams.
Changed resupply volumes to give ammo every 20 seconds instead of every 2 minutes.
Armored Celles Clash
Added new snow camo skins for the Marder, King Tiger and Jagdpanther.
Armored Tank Clash At Bastogne Advance:
Added new snow camo skin for King Tiger.
Hurtgenwald Advance:
Evened out team balance ratios.
Extended "Trenches" objective to cover more of the capture area and slowed the capture speed.
Added cooldown timers to artillery on both teams.
Gave Axis one additional MG role and moved StG 44 to assault trooper roles.
Berezina Advance & Klin 1941 Advance:
Made Panzer III Ausf.J and BT-7 tank spawns unlimited.
Myshkova River Advance & Valko Advance
Added Marder III Ausf. M (snowy variant)
Gorlitz Push
Added Axis vehicle spawn that activates after "Central Square" objective.
La Fiere Advance
Role changes.
Lyes Krovy Defence
Role and reinforcement adjustments.
Road To Isigny
Fixed the bug where Axis reinforcements wouldn't drain at the final objective.
Updated map overview.
Balancing adjustments.
Cholm Advance
Set Axis logistic truck to a reasonable spawn time (80 secs).
Minor bug fixes.
Kriegstadt Advance
Added an additional logistic truck for Allied team (activates after Ruins objective).
Minor bug and exploit fixes.
Butovo Advance
Fixed an "off-map" exploit.
Vehicles
Marder III Ausf.M: Added new camo variants.
Characters
Added grey Polish tunic.
Minor changes and improvements for Polish uniforms.