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Darkest Hour: Europe '44-'45 News

v10.5.2 - Cambes en Plaine Advance



Hello again!

This update brings a new Advance version of the popular map Cambes en Plaine! In future updates, we plan on converting more Clash maps to Advance as we feel the maps tend to flow better and have a better sense of progression. The Clash versions will still be available while we see what players prefer.

This update also has some loadout changes and a huge list of map changes and fixes, all of which can be seen below.

Bug Fixes
  • Fixed a bug where the paratrooper radio call-in would not work.


Weapons
  • The M1897 shotgun now has tigher spread and does slightly more damage.


Loadouts
  • The M3 Greasegun and Springfield are no longer available by default for US Radio Operators and Tank Hunters.
  • The M1 Garand is now available by default for US Combat Engineers.
  • Replaced the Thompson 20rd. with the M3 Greasegun for US Corporals.
  • Soviet Tank Hunters no longer have access to the explosive satchel on every map.
  • Adjusted availability of default Mosin Nagant variants on many Soviet roles.
  • Soviet Assault Troopers now have access to the PPD-40 on most maps.
  • German Radio Operators now have grenades.
  • German Combat Engineers no longer have access to the Gebalte Ladung on every map.
  • German Tank Hunters no longer have access to the Gebalte Ladung on every map.


Maps


[h2]Cambes en Plaine[/h2]
  • New Advance version is now available.


[h2]La Fiere[/h2]
  • Added advancing minefields for both teams.
  • Fixed Causeway objective spawn locations.
  • Decreased Axis Machine-gunner roles from 3 to 2.


[h2]Myshkova River[/h2]
  • Adjusted lighting to be less off-putting.
  • KV-1E now properly activates on objective capture.
  • Reduced the players required to capture the first two objectives from 8 to 6.
  • Decreased Axis Machine-gunner roles from 3 to 2.
  • More obstacle constructions are now available.


[h2]Freyneux[/h2]
  • Fixed a bug where the map would always end in a draw if the time limit was reached.


[h2]Eindhoven[/h2]
  • Changed game mode to Domination.


[h2]Kharkov[/h2]
  • Reduced artillery for both teams.
  • Fixed objective bugs that were preventing Bridgehead and Church from closing.
  • Fixed some holes that allowed players to get under the map.
  • Added more cover for Guard's House objective.
  • Added more tanks and tank slots to make the map suitable for the armoured server.
  • Added sandbags around Church objective to give defenders more cover to hold objective.


[h2]Hill 112[/h2]
  • Baron-Sur-Odon is now recapturable.
  • Re-balanced tank loadout.
  • Edited objective layout and added a new objective.


[h2]Vieux[/h2]
  • Fixed missing last objective.
  • Added more cover around the map.
  • Replaced incorrect winter hedges with summer ones.
  • Removed objective spawns due to persistent spawn camping.
  • Added more radio triggers.


[h2]Debrecen[/h2]
  • Changed game mode to Domination.


[h2]KrivoiRog[/h2]
  • Changed game mode to Domination.


[h2]Carpiquet Airfield[/h2]
  • Added objectives spawns for Allies.
  • The Allies now have 2 Churchill tanks.


[h2]Fox Green[/h2]
  • Added missing overview.
  • Increased Allied artillery strikes from 2 to 4.


[h2]German Village[/h2]
  • Added missing overview.


[h2]La Feuillie[/h2]
  • Changed objective flow in the final caps so that only 2 objectives are open at once instead of 3.


[h2]Merderet[/h2]
  • Fixed a bug where the Allied victory song would be from a different faction.
  • Fixed Axis main spawn issue that could cause tanks to spawn inside each other.
  • Added SdKfz. 10/5 and SdKfz. 251 for the Axis.
  • Reduced Tiger spawns to 2 but made 1 unlock just before Bridge objective.
  • Removed duplicate Axis mortar role.


[h2]Valko[/h2]
  • Fixed a bug where the minefield timers were too short.


[h2]Pegasus Bridge[/h2]
  • Disabled construction of howitzers.


See you on the battlefield,
Darklight Games

v10.5.0 - Quality of Life

Hello, folks! We are back with another quality-of-life release that brings a number of much requested changes and a number of fixes to maps.

We are excited for the coming weeks, as we have a large amount of new content that is nearing completion. We can't wait for you to get your hands on it. Keep an eye out for it soon! In the meantime, here is the change log!

Gameplay
  • Fixed an exploit where players that were previously squad leaders could maintain their restricted role after leaving a squad or making someone else the squad leader (players that lose their SL status will be switched to the first unlimited non-leader role, typically Rifleman)
  • When reloading, the player will now prioritize loading the fullest magazine available
  • Removed the requirement that a certain percentage of reinforcements be lost in order to initiate a vote to retreat
  • Air-burst grenades will no longer do less damage than grenades that have landed on the ground
  • Fixed the construction placement radius of the Flak 88 to match it's footprint
  • Eliminated the disparity between the fire rates of the G41, G43 and M1 Garand (all weapons are now capable of firing 4.65 rounds/second)
Miscellaneous
  • Removed the "Extra Large" map category, as the voting category was too restrictive
Maps

[h2]Miscellaneous[/h2]
  • Added Radio Operator roles to over a dozen of maps that were missing them

[h2]Armored Kharkov Advance[/h2]
  • Fixed a bug where objective progression could become deadlocked

[h2]Armored Vieux Advance[/h2]
  • Increased capture time on all objectives
  • Added Koenigstiger, Stummel, Sd.Kfz 10/5, Pakwagen, Hetzer and StuH 42 for the Axis
  • Added Achilles for Allies
  • Reduced the amount of Tigers from 2 to 1 and the number of Panthers from 6 to 3 for axis
  • Reduced the amount of M3A1 Stuarts from 2 to 1
  • Reduced the amount of Sherman Fireflies from 5 to 4
  • Added some spawns to reduce travel times
  • Fixed some floaters & terrain holes
  • Increased brightness and fixed some lighting issues
  • Added some new buildings and statics to Road to Caen, Haut, Railway Yard and South Farm
  • Fixed a visual bug where binoculars would be displayed incorrectly
  • Removed some low quality trenches
  • Replaced a number of low quality trees with higher quality ones

[h2]Butovo Advance[/h2]
  • T34/76 and Panzer IV tanks are now unlimited
  • The ISU-152 now unlocks earlier
  • Added objective vehicle spawns

[h2]Champs Advance[/h2]
  • Fixed a bug where objective progression could become deadlocked

[h2]Flakturm Tiergarten Defence[/h2]
  • Added a construction restriction volume at the rear of the Flakturm

[h2]Fury Advance[/h2]
  • Fixed an issue where some objectives would not lock after being captured by the Allies
  • Significantly reduced the lock timer when Germans recapture some objectives

[h2]Godolloi Advance[/h2]
  • Fixed a bug where objective progression could become deadlocked

[h2]La Feuillie Advance[/h2]
  • Restored halftrack MDVs for both teams

[h2]Myshkova River[/h2]
  • Removed the first two objectives
  • Removed Vehicle Pool from constructions
  • Combined Myshkova Intersection & Bridgehead into one objective
  • Added objective spawns & pre-cap minefields
  • Revised roles, vehicle loadout & artillery
  • Static radios are now functional
  • Replaced low-poly trees with higher quality ones
  • Replaced static AT guns with usable ones
  • Added Radio Operator for the Germans

[h2]Rhine River Clash[/h2]
  • Fixed a bug that caused an invisible wall around the Axis main spawn

[h2]St. Marie du Mont[/h2]
  • Fixed a notorious floating hedge
  • Increased the number of artillery strikes available for both teams
  • Removed pistols from American Rifleman roles


See you on the battlefield,
Darklight Games

v10.3.0 - Les Champs-de-Losque

Our elves have been busy in the workshop this holiday season!



Introducing a brand new map, Les Champs de Losque! This is the first map by community member Cpt. Caverne. We'd like to thank everyone who participated in the map's beta test earlier in the year and provided helpful feedback! We will monitor how the map plays and squash any bugs or game-play issues that might surface in the coming days.

In addition to this brand new map, a new Clash version of Jurques has also been slipped in your stocking!

You can see the full change log below.

And now for a personal aside:

It's around this time of year that we reflect on how we are so grateful to be able to work together and build on a game that has endured for over 13 years. The gaming landscape has changed so much since 2008, and it's an increasingly rare thing that a small dedicated group of people would continue to volunteer their precious time and talents to build upon and improve this free mod.

Thank you to all of our developers and players, past, present, and future.



We hope you all stay warm and safe this season.

See you on the battlefield,
Darklight Games

New Maps
  • Jurques Clash
  • Les Champs de Losque
Map Changes

[h2]Flakturm Tiergarten Defence[/h2]
  • Added some weak artillery for Allies.
  • Gave Axis a single Panther that unlocks in the middle of the map.
  • Removed Allied ticket gain from capturing objectives.
  • Set tickets to use the scaling system.
  • Fixed Axis spawn hint that would cause players to fall on spawn and break their legs.

[h2]Kommerscheidt Advance[/h2]
  • Implemented three lines of anti-precap minefields.
  • Reduced Axis tickets factor to 27 from 30.
  • Reduced Axis respawn interval by 5 seconds to help prevent them from losing momentum as easily.
  • Fixed incorrect victory music for the Allies.
  • Fixed typo in the Intersection objective name.
  • Added a basic map description and preview image for practice mode.

[h2]La Fiere (Day)[/h2]
  • Hand-tuned the danger zone to make more sense.

[h2]Pariserplatz Defence[/h2]
  • Fixed an exploit that would allow players to get under the map.
  • Placed some spawn hints on the other side of the Reichstag to help prevent the Allies getting bottlenecked in their spawn at the beginning of the round.

[h2]Rabenheck Advance[/h2]
  • Added a new objective at the bridge, plus new defensive emplacements to go with it (extended trench line, new bunker, cleared some trees and added some new cover for the Allies).
  • Added anti-precap minefields behind each objective.
  • Expanded minefield protection around initial Allied spawn.
  • Implemented anti-tank gun limits.
  • Reduced Allied respawn interval to 10 seconds from 30.
  • Reduced Allied ticket bleed rate slightly.
  • Rebalanced roles and tank loadouts.
  • Removed a bugged minefield from the final objective.
  • Gave both teams additional artillery strikes and added several static radios around the map.
  • Fixed a bug with some fluid surfaces.
  • Added new raindrop emitters to the river and other bodies of water.
  • Fixed some bugged objective progression dependencies.

[h2]Simonskall Push[/h2]
  • Reduced respawn interval of both teams from 20 seconds to 10 seconds.
  • Gave Allies a small amount of artillery and a radio operator.

[h2]St. Marie du Mont Advance[/h2]
  • Fixed incorrect victory music for the Allies.
Bug Fixes
  • Fixed a bug where AT launchers could fail to spawn a projectile.

[BETA] Les Champs-de-Losque + Jurques Clash

Hey, everyone!

We got a couple of maps in store that are ready to receive their "trial by fire" before getting released into the wild. This Sunday @ 7 PM UTC we'll be running a beta test which will include the new Les Champs-de-Losque and the continuation of the battle for Jurques.

Check the instructions below on how to participate. Everyone is welcome to join!

Jurques Clash

Les Champs-de-Losque Advance

[h2]How to participate in the beta testing?[/h2]

  1. Right-click on Darkest Hour: Europe '44-'45 in your Steam Library.
  2. Select Properties.
  3. Under the Betas tab pick `prerelease` from the drop-down menu.
  4. 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` in the drop-down menu.

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!

See you on the testing grounds,
Darklight Games

Patch v10.2.673

[h2]Cagny Recon[/h2]



Today's weekly update includes a new rendition of the Armored Cagny map that only features light and fast moving vehicles. This version of the map was brought to you by an ace tanker and the menace of the armored server — Klunk.

Worth noting that Allied teams on both Cagny maps have been switched to the British faction which is historically correct for the setting,


[h2]Rabenheck[/h2]



Another notable change was Rabenheck Advance. Apart from a number of bug fixes, the map has been updated with a new Bridge objective and additional encampments in its vicinity.


[h2]Full changelog[/h2]

# Vehicles

- [Stummel] Fixed the bug where players could enter non-existent passenger seats.
- [Stummel] Fixed the bug where non-crewmen could enter the gunner's seat.

# Maps

## Armored Cagny Recon Advance
- Added a new variant of Cagny with light/recon vehicles only (Author: Klunk).

## Armored Cagny Advance
- Reworked the map to use the correct British faction for Allies instead of US.
- Updated minefield timers to not kill players instantly.
- Replaced missing mipmap field textures with proper version from DH packages.
- Various bug fixes.

## Rabenheck Advance
- Added a new objective at the bridge.
- Added defensive emplacements near the bridge (extended trench line, new bunker, and extra cover).
- Cleared out some trees and added extra cover for the advancing team.
- Added anti-precap minefields behind each objective.
- Expanded minefield protection around initial Allied spawn.
- Implemented AT gun limits.
- Reduced Allied respawn interval to 10 seconds.
- Reduced Allied ticket bleed rate slightly.
- Re-balanced roles and tank loadouts.
- Removed a bugged minefield from the final objective.
- Gave both teams additional artillery strikes and added several static radios around the map.
- Added new raindrop emitters to the river and other bodies of water.
- Fixed bugs in objective progression.
- Fixed volume issue that could make it difficult to blow up the destructible part of the Siegfried line dragon's teeth.
- Various minor bug fixes.

## Simonskall Push
- Reduced respawn interval of both teams to 10 seconds.
- Gave Allies a small amount of artillery + a radio operator.

## Kommerscheidt Advance
- Implemented three lines of anti-precap minefields.
- Slightly reduced Axis tickets.
- Decreased Axis respawn interval by 5 seconds to help prevent them from losing momentum as easily.
- Fixed wrong victory music group for Allies.
- Fixed typo in the Intersection objective name.
- Added a map description and preview image for practice mode.

## St. Marie-du-Mont Advance
- Fixed wrong victory music sound group for Allies.

## Flakturm Tiergarten Defence
- Added some weak artillery for Allies.
- Gave Axis a single Panther that unlocks in the middle of the map.
- Removed Allied ticket gain from capturing objectives.
- Set tickets to use the scaling system.
- Fixed Axis spawn hint that would cause players to fall on spawn and break their legs.

## Pariserplatz Defence
- Fixed an exploit that would allow players to get under the map.
- Placed spawn locations on the other side of the Reichstag to help prevent the Allies getting bottle-necked in their spawn at the start.


See you on the battlefield,
Darklight Games