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Darkest Hour: Europe '44-'45 News

[RELEASE] v8.4.0 - Squad Merge, Chat Changes, Balance, Oh My!

We're back at it again! This update's a bit of a hodge-podge, but the tl;dr is that we've added a new squad merging functionality, a couple new work-in-progress maps, and made some balance changes, including a change that should make light vehicles much more fragile.

New Stuff
  • Added DH-WIP_MyshkovaRiver_Advance
  • Added DH-WIP_Klin1941_Advance
  • Added a new control for placing a Rally Point (default key is: “J”)
  • Added a new splash screen


Squad Merge

Need to consolidate a bunch of itty bitty squads? Well, we're here to help! You can now offer other squad leaders to merge their squads into yours!
  • As a squad leader, right-click another squad leader on the squad menu and select “Request to Merge”
  • The squad leader that sent the merge request will become the new squad leader


Miscellaneous Changes
  • Changes to soft vehicles (cars, trucks, halftracks):
    • Increased damage from small arms fire
    • Vehicles are now more easily disabled
    • Reduced engine health on cars and trucks
    • Halftracks now climb up slopes more effectively
  • Updated DH-WIP_Cholm_Advance
    • Axis now have a new approach for the final objective
    • Second to last capture (Stronghold) can be captured from the ground level.
    • Added a couple weapon pickups
  • Changes to several constructions:
    • Panzerfaust Crate:
      • Raised cost from 750 to 850
      • Lowered Panzerfaust count from 4 to 2
    • Increased cost of Grenade Crate from 300 to 400
    • Increased cost of Supply Cache from 250 to 500
    • Increased cost of Watchtower from 750 to 900
    • Platoon HQs can no longer be crushed by vehicles
    • Platoon HQs now take more damage from grenades and satchels
  • All vehicles have had their reinforcement cost reduced
  • Levels’ weapon pickups no longer respawn by default
  • Reduced the high player count requirements for voting larger Advance levels


Bug Fixes
  • Fixed a bug where most functionality was broken in the Admin mutator.


See you on the battlefield,
Darklight Games

[RELEASE] v8.2.7 - New Chat Functionality More

We're back at it again! This time bringing a big quality-of-life improvement to the chat system.

While typing, you are now able to cycle through chat modes by pressing the Tab button!



Since the RO1 days, there has been three buttons for initiating chat in certain channels (team, global, vehicle). When we added the squad chat channel, we had to take up another keybind on our already crowded default key mapping. The old system is just not tenable for extensibility and is very be cumbersome to use (e.g. accidentally hitting the wrong button and needing to hit escape and try again).

Additionally, you can now simply hit your Enter key to start typing a message to your previously selected chat channel! Please note that backwards compatibility is maintained if you prefer to use the old system instead.

Here are a few more notable tweaks and additions:
  • There is now a colored line drawn between the player and the squad's current order marker on the situation map (this should help highlight the orders more prominently)
  • All anti-tank guns now must be placed at least 15 meters from each other.
  • All anti-tank guns have had their supply cost increased (in some cases significantly) in an effort to reduce AT gun spam.
  • Increased the "block" time penalty for spawn kills on Platoon HQs from 15 to 30 seconds in an effort to reduce repeated spawn killing.
  • Increased the duration of the " Have Won The Battle!" message from 5 seconds to 15 seconds.
  • Fixed a bug where players would be told to wait for 5 seconds before voting for another map before they had voted for any maps.
  • Fixed a bug where the crescent sandbag construction could seem to disappear if it was in your peripheral view.


Thank you for continued support and feedback! We have some very big and exciting plans that will be coming to fruition in the winter months, so watch this space!

See you on the battlefield,
Darklight Games

[News] New High Performance Server

Event This Thursday! @ 4pm EST (9pm GMT) @ Darklight Games London Server (185.38.151.35)



New London Server! Thanks to past and present Patrons, the new high-performance server has arrived! This server uses an i7-7700k processor, the best marketable CPU for single-threaded applications. This is also a dedicated server, not a virtual server, meaning the processing power is not shared. This means we can easily host multiple 64 player servers without seeing the tick rate drop!

This server is not cheap, but we also got a very good deal. While the Patrons do pay for it, I want to be as responsible as possible with that money. This means that we promote the server and try our best to see that it is actually used. However, I also want to be fair to the community and not just use my developer authority to dictate player choice.

Ultimately, it is the player's responsibility to choose which server to play on. So we have decided AGAINST doing a server white list, which would allow us to select which servers would show up on the server browser by default. However, it is our responsibility to give players accurate and useful information in making that choice. We hope to figure out a fair and accurate way to inform players of how a server performs and indicate that on the server browser. Until then, we can only inform players in announcements and ask that players choose responsibility, especially on weekends.

Though there is no noticeable incentive for players to play on better performing servers. What we can offer is the London server will be running metrics; which is statistics of kills, deaths, damage types, and other information that we plan on making public via a web tool.

Why London? DH has many European and North American players; ideally, we would have two server locations. However, until we can consistently fill multiple servers on weekends, one will have to do. That means selecting the best affordable location to make everyone happy.

Let's play on the new server tomorrow night, prime time! Come join around 4pm EST (9pm GMT) Thursday the 15th, try out the server and get an early weekend Darkest Hour fix!

See you on the battlefield,
Theel

[RELEASE] v8.2.6 - La Gleize Advance

Hey folks, we're here again with another update! This one's short and sweet, here are the highlights:



New Stuff
  • Added La Gleize (Advance) map
  • Squad members can now volunteer to be the squad's assistant by right-clicking on the squad leader's name on the squad menu.


Bug Fixes!
  • Fixed a bug where spawn points would be incorrectly positioned when the map was zoomed in.
  • Fixed a bug where anti-tank rockets could kill Platoon HQs in one hit (it now takes 3 direct hits).


Tweaks!
  • Adjustments and improvements to Noville (Advance) map (extended boundaries etc.)
  • Slightly increased respawn times of players spawning as non-rifleman roles.
  • Very slightly increased the spread of the MP40 (our telemetry found it overperforming at long ranges).
  • Change team interval increased from 2 minutes to 5 minutes.
  • Increased cost of vehicle pool constructions from 1250 to 1750.


See you on the battlefield,
Darklight Games

[NEWS] Server Performance Survey Summary

Server Performance:


First, we've released a hotfix (v8.2.5) last night to address some issues with our server self-optimizing system. I want to explain why we are spending time on this system.

Why is server performance important?
There is a direct correlation between server performance and players having a good experience. One of the elements of measuring server performance is how many times it calculates everything in a second, this is called the tick rate. Players start to notice inconsistencies when the server has a tick rate less than 20. Very low values will be very noticeable.

What is this self-optimization system?
One of the largest impacts on how a server performs is how many players are running around and shooting. By raising respawn times we can reasonably predict that there will (eventually) be less players on the battlefield at once. The self-optimization system currently increases respawn times if it detects poor server performance. If poor performance continues regardless of the increased respawn times, the server will then force a map vote.

Is there something better than increasing my respawn time?
Yes, the best thing would be to not allow anyone to respawn until the server's performance is acceptable. Keep track of how many players can be alive before the server struggles and then force that to always be present. Obviously we don't want to take this approach. There are also other ideas we are considering, but I won't go into that.

Why not just whitelist servers that can perform well for its slots?
That would be the modern approach. Squad™ and many other titles are doing just that. We have a very small community, very few servers, and there are also downsides to the server whitelist system. It disrupts freedoms of server owners, it has to be updated, and doesn't attempt to improve performance if poor performance is actually detected.

Why not just get a better server?
Well there are some issues with that. Which is money and usage. There is no point in getting a better server if by chance another server was instead seeded and is populated. Suddenly, you realize are paying a lot of money and no one is using it, this has been a major problem. There is no incentive for server owners to offer a better performing server, when players just join whatever server has players. I'd imagine this is why the server white list system is useful for more populated games.

However, we plan on getting a high performance server based in London soon. This server should not have any tick rate issues, even with 64 players on Bridgehead! When that happens please help pay for it by becoming a patron here: https://www.patreon.com/theel

We will continue as needed to create a system that gives incentive to players to play on the best performing servers.

Survey Summary:
Overall, how do you feel about the WIP maps?
The consensus shows that players support the WIP maps. Players see them as a good thing for DH and are willing to tolerate their downsides. I cannot find one player who said they hate WIP maps. I think this means we made the right choice and I'm glad we finally made it. You guys can thank Kashash "ksh" for pushing for the idea. I think the next step is to create a way for community levelers to easily submit updates to WIP levels. But I also want to work it out, so they know which WIP levels are being worked on by DLG (us developers).

How do you feel about Rhine_River_Clash? How could it be improved to be more fun? What do you feel are its biggest issues?
The consensus shows that its still very early to make any big claims about the level (a lot haven't even played it yet). But those who have, said it needs more cover, more forests, it's too large & open for infantry, river is too crossable, requires a full server, and the towns leave much to be desired.

Rank your most desired levels to be updated:
In first place, the most desired WIP level to be updated is "DH-WIP_San_Valentino_Advance"! I found this surprising because I honestly haven't a clue where I'd start. In second place, we have "DH-WIP_Maupertus_Push" which I'm not surprised about, because I've been asked to update Maupertus many times in the past. Other notable mentions include: Black_Day_July, Arad_Advance, Makhnovo_Advance, and Arnhem_Bridge

What should we do about levels that obviously harm the game because players leave consistently?
The consensus is to NOT remove them from the game, but let servers take harmful levels off rotation until they are updated/fixed. And I agree with that.

What level sizes should we focus on?
65.35% voted to focus on large levels
28.85% voted to focus on small-medium levels
5.77% voted to focus on tiny levels
Well I'm not at all surprised by this, but truthfully it might seem like we don't focus large levels. The reason being is large levels take a lot more time and effort to update, overhaul, and create.

Would you be interested in "fight yard" maps?
This turned out to be roughly 50% yes and 50% no. I think this means we need to focus our efforts on all levels and sizes and try to balance that the best we can.

Which do you prefer for a low-medium population (10-24 players) server?
60.78% said Push
19.61% said Clash
19.62% said Advance
This makes total since because the majority of Clash and Advance maps are large, too large for low population. But I think that is their nature, we can experiment with a "Squad vs Squad" smaller map, but I think in the end Push will come out best for low population.

Which do you prefer for a high population (50+ players) server?
76% said Advance
12% said Push
12% said Clash
Clash is newer and a lot of players consider many Clash maps to be "Advance" still as they are similar. For instance, Hattert, Cambes, and Nuenen are Clash maps. Therefore, I think the question was not well worded. We should probably include the Clash votes with Advance, which gives a large majority to Advance/Clash for high population. That said, we are noticing some annoyances with Clash and will be making a significant change for Clash. For more information: https://github.com/DarklightGames/DarkestHour/issues/973

What is your least favorite level?
The most voted least favorite level goes to... Kasserine_Pass this is not surprising. Other notable mentions are: DogGreen, Gorlitz, Dom-Pavlova, and Donner.
I'm surprised these levels were only mentioned once or not at all:
Simonskall (no one hardly votes for this level, so I just assume no one likes it)
BridgeTDM (my personally most hated level, had 1 vote which was mine)
Kommerscheidt (sadly this level has just never played well, had 1 vote)
I have yet to make my own Normandy Beech map, which I think one day will happen, just a matter of time.

Summary:
The purpose of this survey was to gather how players feel regarding WIP maps, what maps they want to see improved the most, and where to focus efforts. I know that players love or at the least accept WIP levels. We know which maps players want to see improved. But, where to focus our efforts was not really answered. I think realistically we just need to keep moving forward with a reasonable regard for low and high population play. Thanks to everyone who participated in the survey.

See you on the battlefield,
Theel