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Darkest Hour: Europe '44-'45 News

Patch v11.4.6 - Satchels, Grenade & Engine Fire Changes

Gameplay


[h2]Grenades[/h2]

  • The amount of grenades that players spawn with has been increased from 1 to 2.

[h3]Developer Note[/h3]
This reverses a long-standing change made years ago that was intended to reduce grenade spam. However, the change was largely ahistoric, as most troops were issues with 2 or more grenades, depending on the unit. We will evaluate how this shifts the nature of firefights, and may issue additional changes to keep grenade spam down in the future.


[h2]Satchel & Engine Fires[/h2]
  • The radius of resupply points attached to vehicles (i.e., logistics trucks) has been increased by ~1 meter.
  • Satchels that explode on the tops of tanks and within range of the engine will no longer 100% start a fire in the engine. The likelihood of an engine fire is now determined by how close the explosion is to the engine.
  • The likelihood of an engine fire spreading to the hull has been dramatically reduced.

[h3]Developer Note[/h3]
In reality, most vehicles had firewalls that separated the engine from the crew cabin, making this type of thing unlikely.

Previously, due to some wonky programming, the likelihood of the hull catching fire was virtually 100% (and ironically, made worse if your engine had a lot of HP), since it was doing a fire-spread dice roll every second while the engine was on fire. This system makes it to difficult to reason about and balance the likelihood of fires for different vehicles because the probabilities have to be amortised in relation to the vehicle's HP which is far too much complexity for what should be a simple dice roll.

These two changes together make it so that satchels are no longer a guaranteed one-hit kill weapon against every tank in the game.


[h2]Infantry Howitzers[/h2]
  • Reduced the reload time of all infantry howitzers from 12 seconds to 6 seconds.
  • Reduced the resupply interval of all howitzers from 25 seconds to 12 seconds.

[h3]Developer Note[/h3]
This change was submitted by community member Punic, and it's one we agree with. Historically, the howitzer reload times were set as high as they were because we feared that they would be overpowered when used in battery. We feel safe in making these more viable now and reevaluating the balance once the changes have had time to settle in.

Maps


[h2]Berezina Advance[/h2]

  • Added 2 Combat Engineer roles for Soviets.
  • Reduced max tanks for both teams, Soviets now have 2 tanks active at once, Germans have 3.
  • Made BT7, Panzer III and Panzer IV Ausf. F1 spawns unlimited.
  • Reduced max active logi trucks for both teams from 3 to 2.
  • Implemented gun limit of 6 for Soviet light AT guns.


[h2]Cholm Advance[/h2]

  • Fixed issue where Axis would bleed tickets while still controlling objectives.
  • Improved spawn protection minefield around Axis main spawn.
  • Added additional cover to Axis main spawn.
  • Disabled Karma collision on all wooden fences.


[h2]St Marie du Mont[/h2]

  • Added new Northwestern and Eastern Road objectives, replacing the old Stable objective.
  • Added new spawn protection minefields for both teams.
  • Added some additional light cover around the Church objective.
  • Added artillery triggers to static radios on the map.
  • Added additional logistics truck spawn for Axis.
  • Reduced Axis main spawn cache limit from 8000 to 6000.
  • Reworked Axis main spawn protection minefield.
  • Reworked Danger Zone influences of all objectives.
  • Reduced artillery strikes available to both teams significantly.
  • Removed US Automatic Rifleman roles and instead increased Machine Gunners to 2.
  • Fixed an off-grid BSP building that caused an invisible wall near the stables.


See you on the battlefield,
Darklight Games

Patch v11.4.4

This update brings a number of quality of life changes to the squad system that have been requested by the community (and devs!) for a while. We've also snuck in some map fixes and some tweaks to the vehicles.

Squad System
  • The squad panels in the UI are now colored differently depending on whether or not you are a part of the squad.
  • While in a squad, you can now join another squad directly without needing to explicitly leave your existing squad, preserving any squad-only role you might have.
  • Squad Assistants are no longer immediately promoted to be squad leader after the squad leader leaves.
  • Squad Leader promotions are now prompts that must be accepted by the player being promoted (this stops malicious or careless squad leaders from bumping players off of their roles).
  • A "no rally points" icon (i.e. mark of shame) is now displayed on the squad menu next to the names of squads who have not had a rally point for 60 seconds. This should help unassigned players choose an appropriate squad to join.


Maps


[h2]Hedgerow Hell[/h2]
  • Added new initial Axis main spawn.
  • Streamlined design of final Axis main spawn to make it easier to navigate.
  • Fixed a number of anomalous invisible walls.
  • All objectives now require 2 or 3 players to capture.
  • Reworked Bridge Defences capture area to include the nearby house (this should make the objective more defensible).
  • Reduced Allied artillery strikes from 12 to 8.
  • Increased Axis artillery cooldown from 15 seconds to 1 minute.


[h2]Godolloi[/h2]
  • Increased lockdown timers on all objectives.
  • Slightly decreased the capture speed of all objectives.


[h2]Champs d'Agonie[/h2]
  • Fixed a bug where capture notifications wouldn't play when objectives were secured.
  • Scaled back German anti-precap minefields across the board (they are still present but less oppressive than before).


[h2]Les Champs de Losque[/h2]
  • Removed "fake" supply cache props.
  • Replaced weapon props with real weapon pick-ups.


[h2]Vehicles[/h2]
  • The M93 (76mm HVAP) projectile (found on the M18 Hellcat, M4A176W Sherman and M10 Wolverine) has had it's penetration capabilities increased to match contemporary penetration tables.
  • APCs are now vulnerable to catching fire.
  • APCs now have fuel tank hit points.
  • Reworked Universal Carrier damage model to be consistent with other APCs (i.e., invulnerable to small arms, reduced resistance to penetrating shots)
  • Added "tank steering" to the Sd.Kfz. 251, allowing the vehicle to make tight turns while nearly stationary.
  • Added hit point for turret ammunition on the M16 Halftrack.
  • Increased the likelihood of the ammunition detonating on the Sd.Kfz. 251/22 (Pakwagen) & Sd.Kfz 251/9 (Stummel) when hit with a penetrating shot.
  • The Sd.Kfz. 234/1 now gets 2 magazines of APCR rounds. These rounds have a much higher penetration than the AP.
  • Increased the damage and damage radius of the 20mm high-explosive round (found on the Sd.Kfz. 234/1, Wirbelwind etc.)


See you on the battlefield,
Darklight Games

Darkest Hour - Sicily 2023 Teaser

As you have probably heard, Sicily will be coming to Darkest Hour in 2023!

This means a brand new Italian faction 🇮🇹 , new maps , weapons , vehicles and more!

We have put together a little teaser to get everyone HYPE! This will be the largest update to DH in years, and our team is hard at work to bring everything together. We look forward to hitting the shores of Sicily with you later this year!

[previewyoutube][/previewyoutube]

See you on the battlefield,
Darklight Games 🕸️

P.S. If you want to keep up to date on the team's progress, over on Patreon we are giving our patrons regular updates and exclusive content like Italy playtest highlight reels and more!

v11.4.2 - Bug Fixes & Map Updates

Bug Fixes
  • Fixed an oversight where German machine-gunners would not have gloves on in first person.
  • Fixed a visual bug where a floating bullet could be seen after picking up a DP-27 off the ground.
  • Fixed an exploit where artillery could be spotted beyond the fog distance and on the ceiling of the world.


Gameplay


  • Canceling a long-range artillery strike that hasn't yet started will no longer consume the strike (i.e., the strike is refunded and can be used at a later time).
  • Increased the number of projectiles in canister shots from 20 to 50.
  • Made standing recoil while hipfiring the MG42 and M1919A6 more consistent.


Maps


[h2]Fury Clash[/h2]
  • Increased most objective lock timers from 5 to 10 minutes.
  • Added more minefield protection volumes.


[h2]Rhine River Advance[/h2]
  • Fixed doors on a few buildings preventing players from entering.
  • Fixed bugged lighting on windmill mover.
  • Fixed missing staircase in Honopel objective building.
  • Fixed floating tree statics in the forest between Honopel and Refuel Area.
  • Fixed bug with the fog ring causing some objects to pop rather than fade in and out of view.
  • Removed M45 Quadmount construction from Allies.
  • Reduced view distance by about 75 meters to improve performance.
  • Reduced culling distance on static trees by about 40 meters to improve performance.
  • Removed ineffective anti-portals from the level to improve performance.
  • Added or optimized existing BSP netcuts to improve network performance.


[h2]Targnon Advance[/h2]

  • Improved capture volume for AT Gun Position objective and reduced player requirement from 5 to 3.
  • Increased respawn timer for US M4A375W Sherman tank from 60 to 90 seconds.

Patch v11.4.1 - Bug Fixes & Map Removals

Bug Fixes
  • Fixed a long-standing RO bug where the player's eye-height could de-sync after rapidly transitioning from standing to crouching and then to prone.
  • Fixed a bug where the max vehicle counter would not be dynamically updated, resulting in strange behavior on the vehicle selection UI.
  • Fixed a bug where Vehicle Pools would not be automatically destroyed if a recently spawned vehicle was spawn-killed.
  • Fixed a bug where the `GiveCamera` command was available to all players, even in multi-player.


Vehicles
  • The reload duration of Soviet DP-27 coaxial and hull machine-gun has been slightly reduced.


Map Removals


As you probably well know, DH has a dizzying amount of maps; and not every map is created equal. It is necessary to occasionally trim the fat so that the players don't need to be stuck with low quality maps, and developers do not have to spend time maintaining maps that no one cares about.

A map is slated for removal if a map is some combination of: rarely played, unpopular, outdated or redundant.

As such, this update sees the removal of a number of maps:

  • Armored Debrecen Clash
  • Armored Hunter's Woods Clash
  • Armored Kommerscheidt Clash
  • Armored Mannikkala Clash
  • Armored Orel Clash
  • Armored Panzerschlact Clash
  • Armored Studzianki Clash
  • Armored Tank Clash At Bastogne Advance
  • Ginkel Health Push
  • Jurques Clash
  • Kriegstadt Push
  • Merderet Advance


See you on the battlefield,
Darklight Games