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Darkest Hour: Europe '44-'45 News

Halloween Special 2022

Year by year, bird by bird, we're adding new chapters and goodies to our Halloween vault. This year is not an exception and Halloween is coming back in style with a new survival map and a fresh supply of apocalyptic weapons.

Make sure to hop in the game this week to not miss it!


Flugplatz Survival


This is the latest (but not the final) chapter in our survival story, which continues from where we left it last year at Haunted Pariserplatz.

After successfully escaping Berlin, our survivors arrive at an airfield in hopes to catch their last ride out of the desolate hellscape.

The map will lead our heroes through zombie-infested forests, pools of green radioactive sludge, and treacherous ruins of the abandoned airfield. The escape is coming, but they'll have to work hard as a team to earn it.



For those who missed the last year's event: Survival is the unique game mode only available on Halloween, where one team tries to escape the apocalypse, while another wants to have them for dinner.


Clubs and Maces


A fine assortment of implements for bashing and smashing has arrived, and now available to the Army of the Dead. Groovy!




Gerät Potsdam II


Mad Reich scientists didn't just spend all their time figuring out how to populate the world with zombies, they also made a perfect weapon to dispatch them. Turns out, if you combine German ingenuity, British thriftiness, and a PhD in advanced physics, you can make bigger holes in things. And that's precisely what everyone needs.




Halloween Maps


All haunted maps are back in roster this week:

  • Haunted Pariserpatz Survival
  • Haunted Hattert Advance
  • Haunted Fury Advance


See you on the battlefield,
Darklight Games

v11.0.2 - New Weapons & Fixes

New Weapons

[h2]Nagant M1895 (BraMit)[/h2]
This is a silenced revolver (yes, you read that correctly) used by Soviet scout and reconaissance troops.

[h2]Mosin M91/30 (PE)[/h2]
This is the well-known Mosin M91/30, but with a PE scope, providing more magnification.

Weapon Changes
  • The Enfield No.4 Mk.I (T) (No.32) has had it's scope zeroed to fire at the center middle post at 100m.
  • Sped up some transition animations for the MG34 and DP27.
  • Adjusted firing sounds for the Bren & Fallschirmjägergewehr 42.
  • Increased Bazooka M9A1 penetration from 102mm to 126mm.


Bug Fixes
  • Fixed a bug where the Bren carrier was still using the old Bren model.
  • Fixed a bug where the Bren carrier's third person firing sound was always the distant variant.
  • Fixed a bug where the ZB-30 was using the Bren's interface icon.
  • Fixed a bug where it was possible to cancel the ironsight animation on AT weapons by switching the firing range.
  • Fixed a bug where an explicitly given shovel item would appear as wirecutters in the deploy menu.


Miscellaneous
  • Removed the server-side behavior that would increase respawn times if the server was performing poorly.
  • Increased respawn penalty timer for Allied automatic rifleman roles from 5 seconds to 14 seconds (now in line with German counterpart).


See you on the battlefield,
Darklight Games

v11.0.0 - Tank Hunters

It’s finally here!

This update brings the long-awaited anti-tank weapon overhaul, the addition of new weapons, and a large number of gameplay tweaks.

It has been a long hard road to get this update out, as we’ve had to develop new skills, tools and processes on top of creating all of the new assets.

This release brings us ever closer to our long-standing quest of completely overhauling all of the infantry weapons to a higher standard.

Overhauled Weapons

The following weapons have had their models, textures and animations completely overhauled. Not only the first-person models have been updated, but the third-person animations for these weapons have also been completely redone! We now have a skilled third-person weapon animator, so look forward to more upgrades to the third person animations in the future.

[h2]M1A1 Bazooka[/h2]
  • Model, textures and animations have been completely remade.
  • Reload duration has been reduced from 17 seconds to 8.3 seconds.
  • Melee has been removed.
  • Sights have been properly re-calibrated.

[h2]Raketenpanzerbüchse 54 (Panzerschreck)[/h2]


  • Model, textures and animations have been completely remade.
  • Reload duration has been reduced from 11 second to 9 seconds.
  • Increased weapon sway.
  • Reduced projectile spread considerably.
  • Melee has been removed.
  • Added 2 new skin variants (dunkelgelb and snow)

[h2]PIAT[/h2]
  • Model, textures and animations have been completely remade.
  • Can now be deployed on its monopod similar to machine-guns.
  • Must be deployed in order to reload.
  • Reload speed has been reduced from 12 seconds to 5 seconds.
  • Melee has been removed.


[h2]Bren Gun[/h2]
  • Model, textures, animations and sounds have been completely remade.
  • Melee has been removed.


New Weapons


[h2]M9A1 Bazooka[/h2]
This new weapon features a unique optical reflector sight that makes it much easier to acquire targets. The M9 Bazooka officially replaced the M1A1 Bazooka towards the end of the war and has a projectile with slightly more penetration power than its predecessor. You'll see this variant of the Bazooka in late-war battles.



[h2]Sturmgewehr 44 (ZF 4)[/h2]
The beloved STG44, now with a ZF 4 telescopic sight! This is an incredibly rare weapon that can be found as a pick-up on a number of late-war maps.



[h2]ZB vz. 30[/h2]
This is a new Czechoslovakian light machine-gun, a close relative to the British Bren gun in both form and function. You'll find this weapon in the hands of some Volkssturm and Waffen SS soldiers.

Soviet and LWP Radio Operators

At long last, the Soviets and Polish armies now have been issued the A7 Transceiver and Radio Operator roles, bringing them to parity with all other factions.

Weapon Changes
  • Many weapons have had their rate of fire adjusted to better match their real life counterparts. In general, you may notice many sub-machine guns now fire very slightly slower.
  • The MG42 can now be fired from the hip after being readied.
  • The MG34 can now be fired from the hip without needing to be readied.
  • The DP-27 can now be fired from the hip without needing to be readied.
  • The DP-27 magazine now visibly spins as the magazine is emptied, allowing for the user to see roughly how much ammo is left a glance.
  • Rocket weapons now use the SwitchFireMode (default X) command instead of the Deploy (default N) command to change the firing range. This change was made to accommodate the fact the PIAT can now be deployed.
  • Added a new contextual hint that tells the player how to switch firing ranges on weapons that support it.
  • Slightly lowered the horizontal recoil of the Fallschirmjägergewehr 42.
  • Slightly lowered the fire rate of the Maschinenpistole 38/40/41.
  • Added a recoil curve to the M1 Garand, so rapid successive shots will increase the recoil per shot.
  • The Fallschirmjaegergewehr 42 can no longer be resupplied by friendlies. (This change is made because unlike the BAR and Bren, German squad doctrine did not require each member of the squad to carry ammunition for the weapon).
  • All sniper rifles have had their sights zeroed for 100m. This should alleviate the feeling that sniper rifles consistently shoot too low.
  • Many weapons have had their names changed to be more specific (e.g., sniper rifles will now display the name of the scope type being used).
Gameplay
  • The mechanic where ammunition supplies would decrease as the round progressed has been removed.
  • Squad leaders can now use their shovels so long as a squadmate is within 50 meters of them (increased from 25 meters)
Bug Fixes

    Fixed a bug where players who were in vehicles or on anti-tank guns wouldn’t be counted as a nearby squadmate for squad leaders trying to use their shovels to build.
Vehicles & Guns
  • The APDS accuracy has been dramatically improved, in line with real-world data.
Miscellaneous
  • The map voting system has been changed so that each player gets 1 vote, instead of voting power being a function of the player’s score. Legacy patrons are still granted extra voting power based on patronage tier, though the patron system will be phased out and replaced later this year.
Maps

[h2]Butovo Advance[/h2]
  • Fixed issue with the Panther entering an unspawnable state after Axis captured Pena River.
  • Reworked final objective to be easier for Axis to capture.
  • Reduced Axis ticket gain from capturing Pena River and North Woods objectives.

[h2]Fury Advance[/h2]
  • Fixed an issue that prevented Allied mortar operators from deploying around the starting area.

[h2]German Village Advance[/h2]
  • Fixed an issue where teams would be unable to mark targets for artillery thoughout most of the map.
  • Fixed an exploit that could allow users to get outside of the map bounds.
  • Increased Allied tickets slightly.
  • Replaced flag statics on the map with new models from Matty.

[h2]Hedgerow Hell Advance[/h2]
  • Added missing Radio Operator role to Axis team.
  • Replaced anachronistic Wirblewind with Sd.Kfz. 234/1 (20mm Armored Car).

[h2]Kasserine Pass Advance[/h2]
  • Fixed missing weapons for US Radio Operators.

[h2]Lutremange Domination[/h2]
  • Added territory nodes to both main spawns to allow for infantry to spawn in vehicles near the main spawn.
  • Replaced Greyhound with Stuart and Easy 8 Sherman with M4A3 76W.
  • Reduced intensity of artillery for both teams.

[h2]Lazur Chemical Plant Defence[/h2]
  • Expanded protection minefield for allied spawns to prevent spawn killing.
  • Increased tickets for both teams significantly.
  • Fixed a bug where many materials had incorrect impact effects.
  • Fixed an issue where certain doors could not be destroyed with satchels.

[h2]Myshkova River Advance[/h2]
  • Updated lighting, terrain and objects on the map.
  • Increased objective capture speed and reduced players needed from 8 to 6.
  • Replaced G41 with SVT38 for Axis roles.
  • Moved M34 grenades from Rifleman to Combat Engineer roles.
  • Reduced amount of Axis SMGs available.

[h2]Noville Advance[/h2]
  • Swapped teams so that Axis are now attacking.
  • Reworked objectives with new volumes and requirements to be more similar to Wanne.
  • Added M18 Hellcats replacing previous US M10 Tank Destroyers.
  • Added StuG 3 Ausf.G Assault Guns and Sd.Kfz. 251 Halftracks to Axis.
  • Added objective spawns for both teams.
  • Added additional spawn protection minefields for both teams.
  • Added Radio Operators for both sides.
  • Increased fog distance slightly to give better visibility on the map.

[h2]Rakowice Advance[/h2]
  • Removed large watchtowers from the map.
  • Removed bunker blast door at airstrip.
  • Fixed issue where players could respawn instantly in some cases.
  • Removed grenades from Soviet Carbine Rifleman role and reduced role availability to 3.
  • Added additional objects and changed terrain to provide more cover in certain areas.
  • Replaced MP40 with MP41 for Axis Squad Leader role.
  • Reduced time needed to capture objectives.

[h2]Rederitz Advance[/h2]
  • Implemented new Volkssturm Machinegunner role with ZB30.

[h2]Stoumont Advance[/h2]
  • Added missing Radio Operator role to Axis team.

[h2]Rhine River Clash[/h2]
  • Removed objectives neutralisation requirement, but halved capture rate (objectives will take the same amount of time to capture, but double neutral situations will be impossible).
  • Increased objective lock down timers from 4 to 8 minutes.

[h2]Wanne Advance[/h2]
  • Reworked danger zone to reduce situations where team lines would be too close to an active objective.

[h2]Map Variation Removals[/h2]
A number of maps have been removed as they have been superseded by other versions or are too unpopular to justify maintaining. These maps are:
  • Cambes en Plaine Clash (superseded by Advance version)
  • Fury Clash (superseded by Advance version)
  • German Village Defence (superseded by Advance version)
  • Godolloi Push (superseded by Advance version)
  • Hedgerow Hell Clash (superseded by Advance version)
  • Jurques Day Two Advance (generally considered to be a worse version of the original)
  • Noville Push (superseded by Advance version)
  • Pariserplatz Push (superseded by Advance version)
  • Reichswald Push (superseded by Advance version)
  • Winter Stalemate Advance (the Clash version plays better)


What's Next!?

The next major release we are working towards is the addition of the Italian faction and the Sicilian campaign. This is a large undertaking that requires new maps, weapons, vehicles, player models, voices and more. We don’t have a solid date for when this will be released, but we have a couple morsels to tease here. We are really looking forward to bringing in a whole new theatre to the game!


Monte Cassino (Razorneck)


Niscemi (Razorneck)

See you on the battlefield,
Darklight Games

v10.7.0 - Shovels are Back, Baby!

Attention!

After listening to feedback from the community, we have decided to reinstate the squad leaders' shovel privileges that were revoked in a previous update. Squad leaders are now given a shovel just like everyone else. However, as a squad leader, you will not be able to use your shovel for building unless you have at least one squadmate near you.

As for what's on the horizon: the team is getting ready to finally launch the much anticipated (and very late!) update that will see a number of major overhauls to the visuals of many weapons, particularly the anti-tank launchers such as the PIAT, Panzerschreck and Bazooka. The next time you hear from us, it will be with something big!

The full details of this update's changes can be seen below.

Squad System
  • Squad leaders are now issued shovels again, reverting a change made in v10.6.0.
  • Squad leaders can only use their shovel for building if a squad member is within 25 meters.
  • Unbuilt constructions will be automatically torn down and have their construction points .refunded to the nearest cache if placed by a squad leader that loses their squad leader status. This is an explot mitigation measure.
  • Squad leaders can no longer be automatic riflemen (e.g., BAR, Bren gunners).
New Maps


[h2]Lutremange Domnation[/h2]
This is the return of the classic original Lutremange map!

We are experimenting with how this map will work within the new gameplay systems that have been developed over the years, so expect some growing pains and changes in future updates.

[h2]Lazur Chemical Plant Defense[/h2]
This is a Stalingrad map suitable for 16-48 players. Expect hectic close quarters fighting!

Map Changes


[h2]Rakowice Advance[/h2]
  • Added tunnel between Personnel Bunker and Hangar.

[h2]Leningrad Push[/h2]
  • Fixed a bug where the KV-1 was not able to be spawned.
  • Replaced with Panzer III Ausf.L with the Panzer III Ausf.J.
  • Removed the requirement to "clear" objectives and lowered the capture speed.

[h2]Cambes en Plaine Advance[/h2]
  • Slightly increased Allied tickets.

[h2]Pegasus Bridge Advance[/h2]
  • Increased anti-air gun limit timer to 30 minutes.

[h2]Donner Bolts[/h2]
  • Removed grenades for all roles
  • Added an objective to the center of the map (the team that holds this at the end of the round will win)
  • Reduced time limit from 20 minutes to 15 minutes

[h2]Stoumont Advance[/h2]
  • Slightly increased Allied tickets.
  • Increased Axis lockdown timers on all objectives from 5 minutes to 10 minutes.

[h2]Wanne Advance[/h2]
  • Restored Sturmgewehr 44s to German Assault Trooper roles.
  • The King Tiger will now unlock after the Germans capture the Woods objective.

[h2]Armored Vieux Advance[/h2]
  • Added new overview.
  • Fixed a bug where objectives could break if certain objectives were recaptured.

[h2]Rhine River Clash[/h2]
  • Fixed a bug where active objectives could be inside an active minefield.
  • US roles now are using the autumn variants.

[h2]German Village Advance[/h2]
  • The map has been converted from Defense game mode to Advance game mode.

[h2]Fox Green Defense[/h2]
  • Barbed wire fences are now destroyable with satchels.
  • Increased the number of Combat Engineer and Anti-Tank roles for the US.
  • Increased number of US avaialable artillery strikes.
  • Increased the kill timer on minefields from 2 seconds to 10 seconds.
  • The Higgins boats now spawn further away from a minefield.
  • Fixed various terrain and collision bugs.
General
  • Added an interface option for changing the Mute Menu keybind (default F3).
  • Chambois has had its Map Size changed from Medium to Small.

See you on the battlefield, Darklight Games

v10.6.0 - Big Squad Changes

Hello again! We're back with another update, and this one is high-impact!
Squad Leader Changes

We are making some long-requested changes to the squad system. These changes are intended to discourage "lone wolf" squad leader behavior that leaves the squad leader either absent from the front-lines or distracted trying to fulfill a job tied to their chosen role.
  • The squad leader no longer gets a shovel to build (the squad leader can still place constructions for squad members to build)
  • Squad leaders can no longer occupy the following roles on Advance & Clash game modes:

    • Mortar Operator
    • Radio Operator
    • Anti-Tank Soldier
    • Sniper
    • Machine-Gunner

We understand this is a large (and maybe painful) change to how players have expected the system to work, but we feel that this will have an overall positive impact on the overall play experience for everyone.

We will monitor the impact of these changes and may make ammendments based on feedback.
Gameplay
  • Command text chat channel is now unavailable for squad leaders without subordinates
  • You must have at least 3 squad members in order to call for off-map artillery
  • All vehicles can be used as team-wide infantry spawn points so long as the vehicle is behind your team's safe zone
  • If a vehicle is not in the safe zone, it can still be used as a spawn point for the first 20 seconds after it spawns
  • "Permanent" spawn vehicles can no longer be spawned on if they are behind the enemy's safe zone
  • Players killed within 7 seconds after spawning on vehicles will disable spawning on the vehicle for 30 seconds (note that the Higgins boats are excluded from this rule)
Interface
  • Enemy map markers will now fade away slowly over time, making it easier to see which marks are most recent
Vehicles
  • Added a new summer camouflage pattern for the M4A1 Sherman 76(W)
Miscellaneous
  • Error messages are now displayed when the player tries to join a voice channel they do not have permission to access
Bug Fixes
  • Fixed a bug where players could be left in the command voice channel after dropping the role of squad leader
  • Fixed a bug where some radios would not be visible on the map
  • Fixed a bug where squads would sometimes be unable to create rally points after the round was reset
Maps

[h2]Armored Hill 112[/h2]
  • Fixed a bug where progression could be deadlocked after the Axis recaptured the first objective
  • Replaced early version of Cromwell with late version

[h2]Armored La Champagne[/h2]
  • Brightened the map slightly
  • Replaced all 2D trees with 3D ones
  • Balanced tank loadouts by giving Allies more Fireflies and Achilles
  • Added mipmaps to all textures previously missing them
  • Added a number of radio around the map

[h2]Butovo Advance[/h2]
  • Fixed a bug where the Axis would lose their vehicle objective spawns after capturing a certain objective
  • Reduced all Soviet KV type spawns by 1

[h2]Godolloi Advance[/h2]
  • Disabled Flak 88 construction
  • Tightened gun limit restrictions for Axis
  • Reduced the capacity of the Axis main base supply cache from 8000 to 4000

[h2]Les Champs de Losque[/h2]
  • Fixed a bug where the Allied main cache was absent
  • Fixed a bug where the ladder at Courimette Farm would not work
  • The M16 Halftrack no longer counts against the team's vehicle limit

[h2]Rabenheck Advance[/h2]
  • Fixed a bug where the bridge objective could become disabled and deadlock progression

[h2]Reichswald Advance[/h2]
  • Added missing Corporal and Sergeant roles for the Allies
  • Added Radio Operators for both teams
  • Gave the allies a Cromwell 95mm for bunker-busting
  • Fixed incorrect weapon loadouts

[h2]Stoumont Advance[/h2]
  • Objectives captured by the Axis will be locked down for 270 seconds
  • Objectives recaptured by the Allies will be locked down for 30 seconds

[h2]Smolensk Advance[/h2]
  • Expanded the final objective volume to include the village area
  • Added a Soviet supply cache near the final objective


See you on the battlefield,
Darklight Games