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Join us this weekend for the annual Halloween celebration!
While our development team is busy polishing the upcoming Sicily release, back on the mainland the dead have risen once again and it's up to you to pound them back into the ground... or join the horde yourself.
This weekend Haunted maps are returning back to the roster featuring a few touch ups, a new melee weapon, and a new character with an exquisite taste in headwear and a penchant for stabbing things with broken glass bottles.
Make sure to visit Official Server #3 EU at 6:00 PM UTC this Sunday, October 27 for the Halloween map marathon.
After a short absence, we're back with a new update. This time a smaller one, but featuring a new armored map, a reworked infantry map and fixes for some long outstanding bugs.
Happy Spring everyone! We're back with another toy for you to play with, along with some map updates!
Hello there! We're back with another small patch that introduces a number of bug fixes and level tweaks. If you ever noticed your turret sometimes rotating on its own when entering a tank, this old Red Orchestra bug is finally gone! But before we dive into the changelog, there's something we need to address.
Welcome back! This update is small, but tightly packed with a number of notable bug fixes, including the fixing of a 15(!) year old bug that has eluded us...until now!
Were back again at long last with a new batch of weapons for you to get your mitts on! The team has been hard at work putting together the upcoming Italian update for the last several months. We are still aiming for a late 2023 release date, though realistically we may have to delay the release somewhat to make sure the release is as stable and polished as we would like. A reminder also that our Patreon supporters get exclusive access to development progress reports (screenshots) and exclusive access to (upcoming) Italian update beta tests. Your donations through Patreon keep the game servers and our development infrastructure running. If you can afford to, please consider becoming a patron! Without further preamble, here are the change log notes:
Hello again! We are back with another patch that adds a number of quality of life changes and fixes a long-standing bug around machine-gun deployment! As usual, many map tweaks and fixes as well!
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.
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=RoUKiump-dQ;full][/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!
At long last, the M1919A6 Browning Machine Gun has been completely overhauled!
This means new model, first-person and third-person animations!
Happy New Years!
We are excited to be back, and we're coming in hot! This update brings a large number of balance tweaks to a number of levels, as well as plenty of long awaited bug fixes and gameplay adjustments.
Of note, Ten Aard has been converted to Advance and has had many parts of the level detailed with new defensive positions.
In addition, Rederitz has been extended, adding a new town beyond the final bridge to fight for!
We are planning some very big things for 2023, including the addition of the Italian faction. We can't wait to get it in your hands!
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!
Its 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 weve 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.
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.
Hello again! We're back with another update, and this one is high-impact!
v10.5.3 has been released! This update brings a number of bug fixes and numerous level tweaks and updates. Below are a list of all the changes.
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.
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!
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
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
# 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 GamesA new weekly patch has been released! Check the changelog for details:
# Vehicles
## BT-7
- Removed the intermediate positions in the turret that made the tank wonky to operate.
- Fixed the appearance of the destroyed mesh.
- Fixed the speeds of wheels and treads.
# Maps
## Konigplatz Push
- Made team ratios even.
- Reduced respawn intervals to 10 seconds.
- Reduced tank counts for both teams.
- Gave Soviets a small amount of artillery.
- Added a limited amount of artillery for Soviet team.
- Added static radios.
## Cheneux Advance/Push
- Added satchel charges to US Combat Engineer role.
## Bridge Assault Push
- Fixed roof textures.
## Armored Tractable Advance
- Added new tanks for both sides.
## Armored La Feuille Advance
- Allowed HQ and VP construction.
## Dom Pavlova Event
- Added a special version of Dom Pavlova for a community event (you can find more details about the event on Discord).
GitHub
See you on the battlefield,
Darklight Games
The weekly patch is out!
This update focuses on fixing a few visual bugs and updating Flakturm Tiergarten to sort out a number of gameplay issues it had.
Flakturm has been known for its harsh first objective that would often turn into a meat grinder and leave Allied team locked at their main spawn. In this iteration, along with other tweaks, the initial part of the map has been expanded to give both teams more room to wiggle.
Check the full changelog for details:
# Bug fixes
- Fixed missing textures on 3rd person RPG-43 mesh.
- Fixed missing destroyed overlays (burnt effect) on various German vehicles and static meshes.
- Fixed a bug where a player's off-map fire support marker would disappear if an "artillery hit" marker was created afterwards.
# Maps
## Flakturm Tiergarten Defense
- Expanded the initial part of the map (the University building and its nearby street are now accessible).
- Re-balanced tank loadout.
- Changed the objective layout and spawn point locations.
- Removed a number of destroyable walls in Hertzalle to improve the flow in that area.
- Added extra cover at crucial locations.
- Added more accessible rooms at Sportsplatz Entrance objective.
- Reduced the amount of Allied assault troopers to 4.
## Stavelot Push
- Fixed the incorrect season setting (affects barrel overheating, and other miscellaneous mechanics).
GItHub
See you on the battlefield,
Darklight Games
A small hotfix has been released, fixing a few bugs and balancing issues discovered after the previous release.
Check the changelog for details:
[v10.2.668]
## Haunted Pariserplatz Survival
- Fixed incorrectly set team ratio values in the previous patch.
- Set new team ratios to +50%/-50% in favor of Zombie team.
[v10.2.667]
# Vehicles
- [Stummel] Fixed the bug where players could enter non-existent passenger seats.
- [Stummel] Fixed textures on the destroyed mesh.
- Fixed the bug that made all half-track based vehicles drive slower since the previous release.
# Maps
## Haunter Pariserplatz Survival
- Reduced capture times on first 4 caps.
- Increased resupply volumes sizes.
- Changed team ratios to 60/40 (Zombies/Survivors).
- Removed 1 SMG from Survivor team for low player counts.
- Added more pickups in objectives.
- Adjusted zombie spawn locations.
## Haunted Hattert Clash & Haunted Fury Clash
- Reduced the amount of Berserker roles to 3.
## Armored Fruhlingserwachen Clash
- Set tickets to infinite (map will end via caps or time limit), fixing an issue where a team could run out of reinforcements early and not be able to spawn until the map time limit ran out.
## Armored Lemberg Clash
- Fixed a field texture that was missing mipmaps.
- Increased round timer from 45 minutes to 60.
GitHub
See you on the battlefield,
Darklight Games
Keep your eyes open and grab an extra pair of clean underwear: zombies are coming back to the battlefield this Halloween! At Darklight Games we like to dabble in dark arts, and we couldn't miss out on the opportunity to sneak some spooky stuff into the game once again. This year's Halloween event includes:
This is a weekly patch that includes recent bug fixes and miscellaneous small updates.
Check the changelog for details:
# Artillery
- Reduced the global limit of available artillery guns to 3.
- Fixed the bug where artillery markers weren't visible in singleplayer mode.
# Weapons
- Replaced PPS-43 sound with the original Red Orchestra sound that more closely resembles its real counterpart.
- Reduced PPS-43 rate of fire to 650 RPM (was 700).
# Vehicles
- Fixed the bug where Soviet gunsights were missing a range setting readout.
# Miscellaneous
- Fixed the voice muting feature.
- Fixed the bug where admins could overrun rally points while in "bogeyman" mode (invisible).
# Maps
## Hurtgenwald Advance
- Fixed broken spawn protection minefield that activated too early.
- Increased lockdown timer on trench objectives to 720 seconds (was 360).
## Odessa Push
- Fixed broken group objective reliances that prevented objectives from progressing if capped in a certain order.
## Putot-en-Bessin Advance
- Increased Allied tank crewman count to 3,
- Capped team vehicle limit at 2 and made the M7 Priest ignore the limit (allows Allies to use the Priest and still have 2 tanks active as before).
## Rakowice Advance
- Temporarily fixed issue with off-map artillery strikes being marked as "unavailable".
- Increased time before anti-precap minefields will kill you.
## Targnon Push
- Added gloves to German roles that were previously missing them, such as Squad Leaders and Engineers.
GitHub
See you on the battlefield,
Darklight Games
In the previous release, we've started updating and expanding our STEN lineup, which included the reworked Mark II and the new Mark III. Today their younger and better looking sibling has arrived!
The Mark V is now available to our British airborne units, and you can find it on Pegasus Bridge, Oosterbeek, and various Operation Market Garden maps.
The new SMG is sporting a unique feature: a small detachable bayonet.
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:
Updating levels for today's event.
# 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
# Maps
## Arnhem Bridge Push
- Lighting fixes.
- Disabled bloom.
- Fixed missing spectator camera.
## Ginkel Heath Push
- Lighting fixes.
GitHub
Hello, everyone!
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!
# 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.
GitHubHey, everyone! The new update is live!
# 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.
See you on the battlefield,
Darklight Games
Hey everyone, Today marks the 77th anniversary of the largest sea and airborne operation in history and weve 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. Come look at what we have in store!
Heyo!
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!
Your head is so big because youre smart, dummy! 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 youre a tactical genius! You got places to be, big fish to fry; youre playing 5D chess while them fools are playing checkers. Theres just no time for all that nonsense. To fit all the intricate plans youre 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. Weve added a nifty indicator right next to the compass to help you keep track of your ever growing intellect. Keep an eye on it! See you on the battlefield, Darklight Games
Heyo, everyone! The new release is live!
Hello there! The new update is live!
This release brings a fresh new Advance map to our collection. The new map features snowy landscapes of rural Poland and the village of Rederitzone 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 Peoples Army, which now takes it's 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 Rotzlffel for giving us a hand with testing and ironing out major bugs on Rederitz before the release.
Hello, everyone! We hope you're having a great 2021 so far. As our first release this year, we're excited to present you the new and updated BAR, a range of beautiful new M1 Carbines, and some other goodies.
Happy Holidays, everyone!
A new map will be joining our roster just in time for the holiday season. Some of you might be familiar with Road to Isigny, an old DH classic that's been off the radars for quite some time. Today it makes a comeback all brand new and shiny.
The town of Isigny-sur-Mer was liberated by Allied forces on 9th of June, 1944 by a conjoined effort of 175th Infantry Regiment and 747th Tank Battalion. This map follows the advance of US troops along the road leading to the town, featuring a grassy terrain with lots of vegetation, borrow ditches, and lonely houses for players to take cover in.
In this update, Road to Isigny received a complete rework and was expanded to accommodate the Advance game mode. Hurry up to the servers and check it out!
See you on the battlefield,
Darklight Games
A small update containing bug fixes, map updates, and some new sound effects.
As the Halloween event concludes, we are back with another patch featuring various fixes and incremental updates. Check out the logs for the details:
### Bugfixes
* Fixed the bug where players would spontaneously crash during map changes.
* Fixed the LOD issues with player characters.
### Miscellaneous
* Squad member numbers are now displayed in chat messages next to their name.
* Increased reload times for AT guns, SU-76, and Marder by a slight margin (up to 0.9 seconds).
* Reduced the chance of field caps appearing on WH characters.
### Maps
* Carpiquet Airfield Advance:
- Allowed Allies to spawn an additional Sherman tank.
- Gave Allies 2 additional artillery strikes.
- Fixed the bug that allowed Axis to build AT guns on rooftops.
* Rakowice Advance:
- Added a T-60 light tank to the Soviet vehicle pool.
- Added objective spawns for Axis.
- Minor bugfixes and adjustments.
* Prussia Push:
- Fixed the Dugout spawn point dropping players into the void.
* Leningrad Push:
- Added a minefield protecting Allied main spawn.
- Minor balance adjustments.
* Barashka Advance:
- Fixed the visual bug with terrain covering the trenches.
### Weapons
* Adjusted the recoil patterns on PPSh-43, PPSh-43, MP-41r, PPD-40, and M712 Schnellfeuer to make them more controllable and consistent when firing in short bursts.
### Maps
* Lyes Krovy Push:
- Reduced Axis respawn times.
### Vehicles / Guns
* Reduced the prevalence of the "shatter gap" effect and added a physically-based randomness to the shattering calculations system. The shell shattering will less likely to occur in the game due to this effect.
* Fixed inaccuracies in armor slope values for KV-1, T-34 (76/85), Panther (D), and Pz. III (J/L) tanks.
### Characters
* Added a small chance for WH squad leaders, radio operators and snipers to spawn wearing a field cap.
* New additions to Soviet outfits:
- Green amoeba camouflage.
- 1942/1944 leaf pattern camouflages.
- Padded coats.
- Naval pea coats.
- Naval caps (4 variants, one for each fleet)
* Introduced rank variety between different uniform variants for Soviet troops.
* Other minor additions, fixes and adjustments to Soviet character models and textures.
### Maps
* Added Rakowice Advance.
* Carpiquet Airfield Advance:
- Optimization pass.
- Fixed various visual bugs.
- Changed lighting and removed haze.
- Replaced static Axis HQs with objective spawns.
- Re-balanced roles and constructions for both teams to better reflect historical situation.
- Added limited Panther G tanks to Axis; added limited Sherman Firefly tanks to Allies.
- Increased view distance by roughly 50-75 meters.
- Removed ticket bleed from all but the first objective.
- Set Refueling Area objective to be inactive at start.
* Hurtgenwald Advance:
- Expanded minefields protecting Axis main spawn.
- Slightly increased reinforcements for both sides.
- Fixed the bug where some objectives were uncapturable.
* Bridgehead Advance:
- Added Corporal roles for both teams and a Radio Operator role for Allies.
- Added a Churchill tank (available after capturing the Honnopel objective)
* Leningrad Push:
- Reworked the final objective.
- Re-balanced roles and vehicles for both teams to better reflect the alleged setting of the level.
* Olkhovatka Advance:
- Increased the amount of available artillery for Axis.
- Allowed Axis to spawn +1 extra vehicle.
- Reduced the number of available KV and T-34 tanks, and made the BT-7 unlimited.
* Lyes Krovy Push:
- Introduced the new Soviet camos.
- Reduced the respawn times for Axis.
* Cholm Advance:
- Minor adjustments to vehicle availability for both sides.
- Added several pre-placed Pak-38 guns.
* Krasnyi Oktyabr Push:
- Reduced reinforcements for both teams.
- Added some greatcoat uniforms together with standard tunics.
* Black Day July Advance:
- Replaced Soviet uniforms for ones with more accurate insignia for the period.
- Added RPG-43 to Soviet loadouts.
- Increased the limits on maximum active vehicles for the Soviet team.
* Valko Advance:
- Added StuG III Ausf.G to the Axis vehicle pool.
- Added off-map artillery support for both sides.
- Replaced Soviet uniforms for the "late war" variants.
* Gorlitz Push:
- Added SU-76 to the Soviet vehicle pool.
- Added static Panzerfaust crates.
- Moved the Allied spawn to protect it against spawn camping.
- Minor adjustments to vehicle spawn limits for Soviets.
* Berezina Advance:
- Fixed logistic truck respawn times and added an extra one for the Allied team.
* Kriegstadt Advance:
- Separated German artillery into two stages: one activating after Kaschade Offices, and the second one after Ruins (both consist of three strikes).
* La Gleize Advance:
- Added a Radio Operator role for the Axis team.
* Stoumont Advance:
- Added a lockdown timer for the first objective (5.5 minutes).
* Kryukovo Push:
- Reduced the team ratio difference (Axis team is now less outnumbered).
* Flakturm Tiergarten Push:
- Minor balancing and character uniform changes.
See you on the battlefield,
Darklight Game
When theres no more room in hell, the dead will walk the earth.
The Allied forces having been victorious at the end of the war in May 1945 find their battle is not quite over! Some months later, on Halloween night 1945 the last remnants of the Allied forces in Europe get reports that the Nazi undead have begun to emerge from their graves!
There will be one last battle to fight with the outcome deciding the fate of humankindthe Final Reich will be the end result if the Allies are beaten.
Join us this Halloween (Saturday 31st October and Sunday 1st November) for some Nazi Zombie killing fun on the newly arrived Haunted Hattert and Haunted Fury maps!
We'll see you on the battlefield,
Darklight Games
Hi, everyone!
We have received numerous reports about reinforcements depleting too fast on Armored maps, and after reviewing the issue, we've decided to scrap ticket costs for vehicles completely.
This system did provide very little benefit for the gameplay, and was unjustly punishing teams for mistakes of a few players in control of valuable assets. Losing a vehicle does not cost reinforcements anymore.
Apart from changes to the reinforcement system, this patch includes several map updates and fixes. Here's the full changelog:
This small patch focuses on fixing a couple issues with the last release. We've also optimized the CambesEnPlaine map, which received a significant performance boost.
Greetings everyone! After a few months since the last update, we are back again with a new massive release that features new vehicles, weapons, map updates, and more. Let's have a look at it.
Say hello to the Springfield M1903A1a long awaited addition to our bolt action rifle roster!
Despite being phased out during World War II in favor of M1 Garand, this rifle saw an extensive use in Pacific, African, and European theaters, as some of the U.S. front-line troops retained the M1903 and continued to use it alongside the M1 Garand.
In the game it will be available in all U.S. Combat Engineer kits, and as a part of the rifleman's loadout for the U.S. Army Rangers (Hill 400, Pointe du Hoc, and other maps).
Weapon additions:
- Springfield M1903A1.
- Kar98k (w/o sight hood).
- New M712 Schnellfeuer visuals, animations and sounds.
Weapon additions (previously removed due to technical difficulties):
- Nagant M1895 revolver.
- Browning Hi-Power pistol.
- ViS pistol.
- M34 grenade.
- Mauser C96 pistol.
- Korovin SMG
Vehicle smoke launchers:
- Projectiles are now visible with the human eye.
- German smoke projectiles begin emitting smoke upon launch.
- Smoke ammo count now shown on Puma's HUD.
- Custom surface impact effects.
Backblast effects:
- Fixed issue where elements of the backblast particle effect for the Bazooka and Panzerschreck were firing in the incorrect direction.
- Added backblast particle effect to the Panzerfaust (has been missing for a while).
Hetzer:
- Fixed gunsight magnification and FOV (should be same as Stug).
Maps:
- Donner: Replaced Enfield No.4 with the new Springfield rifle
- Dom Pavlova: Minor fixes.
- Kasserine Pass: Minor fixes.
See you on the battlefield,
Darklight GamesHello, everyone! As you may already know, a couple weeks ago we have released the Fury map, which turned out to be quite an attraction with its lovely scenery and a kickin replica of the tank. In case someone missed the news or just in for a treat, we also prepared this amazing trailer for the occasion. The trailer was directed and produced by a community member and our good friend ChrisMo44, and it's a first one in the line up of videos featuring our latest and upcoming maps. Enjoy the show, and see you on the battlefield! [previewyoutube=bJUAnOQVIiY;full][/previewyoutube]
Theres a new map wed like to show you, and this one is quite special!
We present to youthe Fury!
This brand new map is a loving homage to the original 2014 movie and was closely inspired by the events and locales depicted in it, from the aftermath of the Tiger encounter, to the iconic crossroads of the final showdown. All this scenery was made possible by our talented level designer Dolas, who already treated us in the past with another beautiful map Rabeneck!
This patch brings us a couple changes to HEAT projectiles (which can now penetrate spaced armor) and a new take on our latest map!
Meet La Fire Day Advancea continuation to the night variant that takes place during a German counterattack the following afternoon.
A new update is out and we have something exciting to show you!
As we had to temporarily remove some of the new goodies to fix a number of game breaking bugs, we are happy to announce that all of the recent additions are now back in the game! This patch also brings a little quality of life update for squad leaders: they now receive mandatory smoke grenades (if their squad is large enough).
In our efforts to bring back all the goods that were introduced in the previous major updateand to conclude our hunt for the game breaking bugs that were brought along with itwell be running beta testing events starting this Friday at 8 PM GMT. Feel free to join us!
Unfortunately, our latest build ended up highly unstable, and we had to revert to the last stable version, which is v9.4.5. The servers have been restarted now. If you have trouble connecting, make sure your game has been updated in Steam (if the update does not initiate, try verifying the game files). Apologies for the inconvenience!
After the 9.5.0 release, we've been receiving a lot reports about frequent game crashes, as well as issues where a number of maps would inexplicably crash the game servers. After exhaustive investigation, it was determined that these issues are likely caused by some sort of bug in the games engine code which we are unable to properly diagnose nor directly fix (as modders, we cannot edit the engines underlying engine). In order to restore stability and resolve these game-breaking issues, we have decided to revert a significant portion of the new additions introduced in the v9.5.0 update. This step back is a temporary measure, and we will be incrementally reintroducing all the new weapons and uniforms in the days to come. We apologize for the inconvenience! See you on the battlefield, Darklight Games
Happy new year to all! Were hitting the ground running in 2020 with a huge update!
We hope everyone is having a good holiday season! We, of course, never rest, so here's some more goodies to put under your tree.
We're proud to announce the latest addition to our armor lineup, the fearsome Flakpanzer IV "Wirbelwind"!
This vehicle is pretty much exactly what it looks like: a Flakvierling AA gun on top of a Panzer IV chassis. The vehicle was produced in small numbers during the war and was primary used for anti-aircraft duties. However, with its high rate of fire, the Wirbelwind can make mincemeat out of infantry and light vehicles caught out in the open, so don't underestimate it!
The Wirbelwind can be found on the following maps:
We're back again with another big update! v9.3.0 has a lot of things that have been in the works for a long while, so let's get to it!
We're back again, this time with an update that's slightly different from the usual! This time, we're focusing on some much needed love for Soviet armor, and the improvement of some explosion and impact effects.
A new tank server has launched! The server will only have armored and combined arms levels in rotation. A big thanks to the Good Guys (GG), Real Panzer (RP), Backis, Patison, and everyone else who helped to get things done. Try it out this weekend! Longer view distances (up to 4 km!!!!), lots of tanks, rallies, contructions, and nostalgic levels that have been improved!
See you on the battlefield!
At long last, v9.1.0 is released! This feature update brings a lot of cool stuff weve been working on the last few months. The change log is extensive, but has pretty GIFs, so read on!
Strap your helmets on tight! This update is going to blow your mind! We have put our heads together to make Darkest Hour even more a thinking man's shooter!
Darkest Hour has always been a thinking-man's-shooter, but after this update, players will grow their cranium to unlimited proportions. Making headway in Darkest Hour will require players to be more headstrong.
However, let's not get ahead of ourselves, here is the change log!
Players will get smarter more quickly by achieving kills
New players will have an easier time killing veteran players on killing sprees
Players will now be able to rename their squad to 20 characters long, instead of 16
Do not let the update get to your head. As always, see you on the battlefield!
Darkest Hour: Europe 44-45 v9.0 has been released! This release is a ceremonial one, and a milestone in the games development, punctuating all of the work that has been done over the last year and a half. In that time, we have added and refined a number of new features and content including squad rally points, constructions, the new Advance game mode, and well over a dozen new maps!
This update we are releasing a number of new features, including Danger Zones, Hot Rally Points and the Rally Point Indicator!
This update is a big step towards our version 9.0 milestone coming in just a little over a month. A big focus for 9.0 will be to solidify the features added in 8.0 and to better convey the games mechanics to new players. Without further adieu, here are the highlights!
A small update released early this morning. Here are the...
Got a hotfix for client crashes during level load and more!
Changes:
We are back at it! Here are the changes:
We hope everyone had a good holiday break. 2019 is going to be a big year for Darkest Hour. We plan on polishing features we are happy with and making changes to features we are not. A big focus this year will be on brand new maps!
Here is a recap of changes to DH in 2018:
2018 started with v8.0 (squads + construction + Advance) being just released in late 2017.
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.
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:
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
Hey folks, we're here again with another update! This one's short and sweet, here are the highlights:
Got a new survey for you gentlemen. Please take some time and give your answers some thought. https://esurv.org/?u=DHLevelingQASurvey Thanks and see you on the battlefield!
I (Theel) am starting a Patreon Campaign. Patreon is a membership based crowdfunding platform that allows creators to get paid for their work. Essentially it allows people like you to donate to projects you support. For more information you can watch the “What is Patreon?” video here. This campaign will operate differently than our previous one. The primary difference is that I (Theel) will be the owner. The money will be for me personally to routinely work on Darkest Hour. The rest of the team has graciously agreed to support this Patreon campaign, so I would like to give special thanks to Basnett and Kashash for supporting me and Darkest Hour. This campaign will have patron tiers (lead, bronze, silver, and gold) which offer different benefits. If you’d like to support this campaign, just head on over to this page then create a patreon user, enter payment information, and pledge an amount. A successful campaign will mean that I will invest more time into Darkest Hour and players will see more content and hopefully Darkest Hour will remain on your Steam Library for years to come. Again, I’d like to thank Basnett and Kashash and also thank the community and future patrons. The specifics of the benefits include:
Version 8.1.4 is here! We have some changes to the munitions, various improvements to constructions, and quality of life changes!
The Munition System:
* Removed cache munition reward system
* Changed the munition system to reward player score and players who do not die often. For details: https://github.com/DarklightGames/DarkestHour/commit/0d86db5676c52c7b629462ca234d100546755a55
Rallypoint Changes:
* Increased the "enemy encroachment" radius from 25m to 50m.
* Increased the "enemy encroachment" spawn time penalty from 10s to 15s.
Dragons Teeth Changes:
* Can now be dug up when there is a friendly supply truck nearby
* Can now be easily destroyed by satchels and artillery
* Can now be damaged by AP and HE direct hits
* Can now be damaged by direct hits from Rockets and other AT weapons
Watchtower Changes:
* Can now be easily destroyed by satchels and artillery
* Can now be damaged by AP and HE direct hits
* Grenades no longer damage
* Can now be damaged by direct hits from Rockets and other AT weapons
Bridgehead Advance Changes:
* Increased reinforcements for Allies
* Removed Allied reinf bleed for first objectives
* Worked on Honnopel area a bit more
Lutremange Advance Changes:
* Significant reduction in the FogFX
* Destroyed the Rail Bridge
* Replaced the middle bridge with jellysoda's bridge
* Added sandbag cover all over the middle bridge
* Other minor changes
Improvements:
* The 2 minutes round end time should no longer activate if the opposing team's reinforcements are over 50 (instead round will just end with the winner)
* Moved the vehicle spawn for the Vehicle Pool Construction forward (should help prevent tanks such as Panther from spawning stuck)
* Fixed a bug where the "press / to join a squad" message would be sent to spectating players
See you on the battlefield,
Darklight Games
Version 8.1.2 arrives with bullets and blood. This update focuses on munitions and blood effects.
Darkest Hour is all about having authentic combat situations and until now it has lacked low ammo situations. We decided to implement a munitions system that will decrease infantry starting ammo as the battle rages on; this way low ammo only becomes a problem late in the battle. Players will need to load up on ammo from ammo boxes, loot weapons, and if it comes to it engage with melee. It can be a burden to run out of ammo, so conserve your ammo, pick your targets, and resupply teammates when you can!
The Munition System:
Each team now has a munition percentage that can be viewed on the scoreboard. Munitions will decrease over time on Advance maps. Players spawn with a percentage of their maximum carrying capacity equal to their team’s munition percentage. Munitions does not yet affect tanks or vehicle weapons.
v8.1.0 has arrived and this time we have a cocktail of improvements!
The big change players will notice right away is that we have a new scoring system! Players should notice some big changes to the scoreboard:
We have scheduled anniversary events for Darkest Hour. This Saturday and Sunday (14-15th), we will be celebrating the 10th anniversary of Darkest Hour. We celebrate Darkest Hour every time we play, but scheduling events is more influential. We do not have an exact day to celebrate DH's anniversary, so we do so any time during the June-July months. So find some time and pop in this weekend and if you haven't already check out the changes!
We're back again with another update! To start off this list, there are a couple new constructions, the Dragon's Tooth, and the exciting new Vehicle Pool which allows a well organized team to deploy vehicles closer to the front-lines. In addition, the logistics mechanics have gotten a considerable number of tweaks to hopefully steer players toward more realistic behavior:
Darkest Hour: Europe ‘44-’45 update 8.0.9 is here!
The highlights this update are some design changes to vehicles such as the Opel Blitz, GMC, Jeep, Kubelwagen, and APCs such as M3A1 and Sd.Kfz 251 Halftracks. In addition, level optimization and polishing.
Darkest Hour: Europe ‘44-’45 update 8.0.7 has arrived!
This update is a blend of new content, updated maps, balance tweaks, optimization, and design changes.
We're back again with another update! This update adds the long-awaited Squad Leader's Assistant role! Squad leaders can now assign a squad member as an assistant, allowing that player to place constructions and mark enemies on the situation map. This will allow the squad leader to focus on rally point placement and leading the squad into battle! More to come! See you on the battlefield, Darklight Games
[img=https://i.imgur.com/OoL5rQw.jpg] Darkest Hour: Europe '44-'45 is getting another big update today! Here are some of the highlights!
Learn everything you wanted to know, but were afraid to ask, about Darkest Hour's new Squad Rally Point mechanics from our new video! https://www.youtube.com/watch?v=yWwepskZNHE
(temporarily announcement) Get the copy for you or your friend and enjoy Dakest Hour in enlarged Community ;)
Darklight Games is proud to announce that Darkest Hour's new v8.0 update has now entered LIVE BETA! This means that the v8.0 update is now live on Steam for all to play! This update adds a number of exciting new features such as squads, constructions, and more. Since this is the largest and most technically ambitious update the game has ever seen, we are making sure to get it right! This is why we are releasing the game for our community to play while we work out any remaining kinks in a real-world environment. Be sure to join the 500+ strong Discord community to discuss the changes, make suggestions, or report any bugs! See you on the battlefield! Chat with us on Discord: http://discord.gg/EEwFhtk Support us on Patron: https://www.patreon.com/darkesthourgame Follow us on Facebook: https://www.facebook.com/darkesthourgame Follow us on Twitter: https://twitter.com/darklight_games Watch us on YouTube: https://www.youtube.com/channel/UCqRNIWsgJDqsocwUHykvkBg P.S. A full changelog will be made available soon.
Want in on this Sunday's Beta test, but not sure how the squad system works? Here is a handy video that introduces the basics of how to join and lead squads. https://youtu.be/2AyDRl6kK20 Beta Schedule: http://steamcommunity.com/games/DH/events Get The Beta: https://github.com/DarklightGames/DarkestHour/wiki/Beta-Test Make sure to be there this Sunday the 22nd @ 5pm GMT for 128 player test!!!! See you on the battlefield!
Darkest Hour 8.0 is now beta! We have scheduled all the beta tests for 8.0 you can find them here: http://steamcommunity.com/games/DH/events
Do not miss these beta tests. We are recording footage for the 8.0 trailer and we have opened the server to 128 slots. Spread the word, 128 slots! And help us put the 8.0 beta server to the test!
We plan to release the 8.0 beta change log this Friday. We are less than a month away from the planned 8.0 release date of November 11th.
We would like to thank those who helped test in Alpha and a special thanks to those who have reported issues we have since fixed.
See you on the battlefield.
Yes it is only gameplay video - still no change-log . Check the in-video cards or description for more. Click the image for YouTube video: [url=https://www.youtube.com/watch?v=TVubVAqLWzg][img=http://www.red.orchestra.pl/wp-content/uploads/2017/10/DH-Beta-1.jpg]
Click the image for YouTube video: [url=https://www.youtube.com/watch?v=Zllp-gp3Fqs][img=http://www.red.orchestra.pl/wp-content/uploads/2017/10/DH-alfatest-thumb.jpg]
Sunday Oct. 1st @ 5pm GMT (1pm EST)
Join us for the test which will mark 8.0 feature complete and thrust us into Beta!
This test is highlighted by the last new maps we plan to add for 8.0, a new high-performance server, and improvements across the board.
Those not setup or that want to join and help us finalize 8.0 can learn how here: https://github.com/DarklightGames/DarkestHour/wiki/Beta-Test
Those who want to discuss and report problems they found, can do so our discord here: https://discord.gg/pAqmTnJ
So hop in and see us on the battlefield!
Help us fill the test server! We need full population tests!
Test setup instructions:
https://github.com/DarklightGames/DarkestHour/wiki/Beta-Test
Join us for another round of alpha testing. Since the last tests, we've got some new goodies:
Darkest Hour: Europe '44-'45 now has an official Discord server! Click the link below to join the community! https://discord.gg/RKpwrbr See you there!
[url=https://www.patreon.com/posts/heads-up-13014167]
Just a quick update so everyone knows what's going on with the progress of v8.0.
The alpha tests we have had (and that you've been a part of!) have been great! The tests have shown us a few places where we need to improve and refine the mechanics.
Most importantly, it has shown us that we are definitely on the right track. Some of the team have been developing Darkest Hour for 5 years, and we have never seen near-unanimous approval of any changes we've made to the game until now. The new mechanics create a dynamic, player-driven battlefield on top of the rock-solid and exciting combined arms combat that Darkest Hour is best known for. v8.0 is clearly the update that the game needs to stay fun, exciting, and relevant in 2017 and beyond.
Excitement and motivation is at an all-time high as we hunker down to finalize the first beta (feature-complete) build for public testing. The next public play-test is likely to be in mid-to-late August. Assuming all goes well in that test and no game-breaking bugs are discovered, we will pivot towards creating a build for eventual public release of 8.0 in early Q4 of 2017.
Thank you to everyone who has supported the game and our efforts in all ways, large and small. The best days are ahead of us.
Click the image for YouTube video: [url=https://www.youtube.com/watch?v=19MSu1ReJGI][img=http://www.red.orchestra.pl/wp-content/uploads/2017/07/dark-alfa-thumb.jpg]
The beta server is now up and running, make sure to restart steam if you didn't get an update in the last couple minutes.
8.0 Alpha Test!
Sunday July 9th @ 5pm GMT
We were not going to test this weekend, wanting to wait for more stuff to be complete, but we have new maps ready to test!
If you want to join, remember to opt into beta and join the test server. For more instructions:
https://github.com/DarklightGames/DarkestHour/wiki/Beta-Test
(Don't forget to opt out of beta afterwards if you want to play live DH again)
Since last test we've worked on:
The server is up!
Join now and ask questions and learn about the changes!
How to get the build:
https://github.com/DarklightGames/DarkestHour/wiki/Beta-Test
We are super happy with the test on Sunday and motivation is up. However, we want to flesh things out a bit more for the next test. Fixing up the logistics and preparing more maps to be ready will take time. So we've decided to not test this coming weekend. And we will schedule the next test as soon as we are ready for one. So please be patient. As a distraction to the fact DH 8.0 isn't live, I'd like to offer a challenge to everyone. I want everyone to get a microphone and begin using it, conquer your shyness, and get more involved with communication. Play the live DH and try calling out some enemies and get used to using your voice. The 8.0 update is all about teamwork and teamwork without communication is like sex without genitals. See you gents on the battlefield!
This test was a huge success and I want to thank everyone for showing up. I had a blast! Tests will continue next weekend (we need time to fix stuff up). We managed to test (pretty much) full rounds of Lutremange, Putot, and Cambes, and even Stoumont_Cutoff at the end. All were amazingly fun and unique. As a SL there are so many things to do and we will be adjusting to make sure the SL isn't TOO overwhelmed. Also it seems voice communication is finally working. Local chat after 9 years, finally works! Still some bugs to work out, but otherwise we are moving towards filling in missing features. In the mean time head over to the steam discussion board and discuss ideas: http://steamcommunity.com/app/1280/discussions/ Again our 8.0 alpha change log is here: https://docs.google.com/document/d/1CuBVYWKVHk4eM6wEdQpu0m1E_hLkRjrio4SPT7rCz2M/ And can be obtained by following this guide: https://github.com/DarklightGames/DarkestHour/wiki/Beta-Test Hope to see everyone next weekend!
The test went okay, pretty much what we expected, lots of bugs and a nasty client crash. Underneath that though, we saw the potential of the update. We want to fix the client crash and improve as much as we can tonight so we can give it another shot tomorrow. So we are asking if you guys would show up again tomorrow the same time! We really want to nearly fill the 64 player server, so please answer the call of duty! NEXT TEST: Sunday the 18th @ 1pm EST (5pm GMT) For those that missed out on today, you can join us tomorrow! How to get the 8.0 test version: https://github.com/DarklightGames/DarkestHour/wiki/Beta-Test After a few weeks we hope to be out of Alpha, but its going to be tough. Many of us are very busy with life stuff.
The 8.0 alpha testing starts in 1 hour, make sure to help us test this update! You can get setup to help test by following this guide. See you on the battlefield!
Hello gents, You can now download and get setup for the steam beta build, which is what we are using for the 8.0 Alpha test. There are a lot of things you need to know! How to get the steam beta build: https://github.com/DarklightGames/DarkestHour/wiki/Beta-Test Note: Please remember you have to opt out of beta to play normal DH again!!! Resetting your controls: Once you are in the 8.0 alpha, some controls have been added/changed and to make use of them you need to go into your controls and select a control profile (then set your controls how you want). Changelog: https://docs.google.com/document/d/1CuBVYWKVHk4eM6wEdQpu0m1E_hLkRjrio4SPT7rCz2M/edit?usp=sharing THIS IS AN ALPHA!!! Things are broken and unfinished! There will be bugs! Well I hope that was enough of a warning! Again the test is tomorrow (Saturday the 17th) at 1pm EST (5pm GMT).
Well it is past due, but it is time for 8.0 update testing! This update will be the largest update for the Darkest Hour mod yet and we are not even feature complete yet. Therefore, we are calling this 8.0 Alpha testing and those who help us test should not expect things to be final. The testing will go on as long as we need it to.
To start things off, we are scheduling the first 8.0 test for Saturday the 17th, at 1pm EST. We expect the test to last a couple of hours or longer if things go well. We will be testing the squad system, rally points, construction, maps, and the new game type Advance. For a more complete list of changes so far, you can check out our work in progress change log here.
We're back at it again, this time with a small but important patch that fixes a couple of important bugs:
Comrades, Darklight Games is now accepting monthly donations via Patreon, an online crowdfunding platform, to support continued development of Darkest Hour. Pledging as a little as $1 a month will get you exclusive access to our Patreon feed where we will post development updates and sneak peeks that can't be seen anywhere else! Click here to learn more about it and to pledge your support! Thank you, Darklight Games
Click the image for YouTube video: [url=https://www.youtube.com/watch?v=TAKAKNwGWBc][img=https://i.ytimg.com/vi/TAKAKNwGWBc/maxresdefault_live.jpg]
click the image [url=https://www.youtube.com/watch?v=iXQQuGYWpjY][img=https://i.ytimg.com/vi/iXQQuGYWpjY/maxresdefault_live.jpg]
Comrades, Short and sweet this time: we have released a patch that fixes the persistent screen blurring bug that some players were experiencing. See you on the battlefield, Darklight Games
Check other Players footage (in video description and in-video cards) Click the image for YouTube video: [url=https://www.youtube.com/watch?v=5-zmIupqoI4][img=http://www.red.orchestra.pl/wp-content/uploads/2017/02/20170224-web.jpg]
Scum was streaming live with English commentary. Click the image for it: [url=https://www.youtube.com/watch?v=LDpzRAIaYuU][img=http://www.red.orchestra.pl/wp-content/uploads/2017/02/20170224-web-768x432.jpg]
Another round on the house!
We will be testing 7.2.0 update this weekend. We will release the change log right before the test. To get the beta build, follow the simple instructions here (https://github.com/DarklightGames/DarkestHour/wiki/Beta-Test).
Click the image for YouTube video: [url=https://www.youtube.com/watch?v=tMB8CX_8JFg][img=http://www.red.orchestra.pl/wp-content/uploads/2017/01/20170127-web.jpg]
There was a 4K one, but at 2K DH looks cool either ;) P.S. Join for next one(s) to improve our footage by your mighty presence ;) (click the image for YouTube video) [url=https://www.youtube.com/watch?v=U39AHrynsqo][img=http://www.red.orchestra.pl/wp-content/uploads/2016/12/20161223-web.jpg]
Steam has started a player driven award system. We feel Darkest Hour deserves a "Test of Time" award, if you agree head to the store page here and nominate it.
A couple hours after release there was an event to celelebrate the new version - here is our footage ;) [url=https://www.youtube.com/watch?v=TxA3f8RdmTI][img=http://www.red.orchestra.pl/wp-content/uploads/2016/11/thumb.jpg]
Urah! We are proud to release the latest version of Darkest Hour, which sees the addition of Ostfront units, weapons and vehicles. Of course, this also means the addition of four Ostfront maps, including the infamous fan favorite Kreigstadt (a.k.a. Berlin)! [img=http://i.imgur.com/G1qj7w6.jpg] A special thank you to the dozens of volunteers who donated their time to playtest the build! We have a variety of brand new vehicles and maps in the works, so like us on Facebook to keep up with our progress! To see a full list of the changes, you can find the change log here! See you on the battlefield, Darklight Games
Comrades!
Our first public beta test for Darkest Hour 7.1 will start on Sunday, November 6th at 5:00 PM GMT! To join the fight, just follow these simple instructions!
To keep up with our public testing events, be sure to join our public testing Steam group!
See you on the battlefield,
Darklight Games
Hey guys!
We've been pretty quiet as of late, due in large part to us working hard on update 7.1, which will see the addition of Eastern Front forces to Darkest Hour!
We will be making a call for beta testers very soon, so keep your eyes out for that announcement coming in the next week or so!
See you on the battlefield,
Darklight Games
Sadly only 10 (sic!) players but for test ground was enough ;> Click the image for YouTube video (and read the video's description!) [url=https://www.youtube.com/watch?v=nHvX-hYaFKs][img=http://www.red.orchestra.pl/wp-content/uploads/2016/10/20161021-web.jpg]
[img=https://lh4.googleusercontent.com/6T-8Gq5rbd-f2L8jwPPmq_wqp6jmmlZ2qkV9COXQO3XLE55bQRtvwsDG4T_Y06wTG6JaKZXWaKyOIJE=w946-h914]
[img=http://www.red.orchestra.pl/wp-content/uploads/2016/08/20160826-aa.jpg] CLICK THE IMAGE for YouTube video: [url=https://www.youtube.com/watch?v=g-yfXTdyqZY][img=http://www.red.orchestra.pl/wp-content/uploads/2016/08/20160826-web-768x432.jpg]
Click the image for YouTube video: [url=https://www.youtube.com/watch?v=07AxW1cY-m0][img=http://www.red.orchestra.pl/wp-content/uploads/2016/08/20160812-web-1024x576.jpg]
Haven't put the video from RO.PL FightNight after last Friday as usual, because there were not enough Fighters, but feeling lack of work well made I just did an "appendix" for FN, of course couldn't make quick extra event, so I joined the crowded server - 29th's - and this is what we captured for your joy ;) CLICK THE IMAGE FOR YouTube VIDEO: [url=https://www.youtube.com/watch?v=PTMrCmL0LLU][img=http://www.red.orchestra.pl/wp-content/uploads/2016/07/th29.-thumb-resize.jpg]
Darklight Games is currently looking to bring on an additional programmer to work on Darkest Hour: Europe '44-'45! The successful applicant will work alongside experienced programmers and artists to develop new features and content in a highly collaborative remote environment!
We are accepting applications from anyone with demonstrable solo or collaborative game programming experience and an interest in realistic FPS gaming!
Experience with any of the following are a bonus:
* UnrealScript
* Python
* Django
* Git
* Jenkins CI
* Lex & Yacc
Don't wait, drop us a line at hello@darklightgames.com! Be sure to tell us about your strengths and game programming experience!
We are back again with another patch! Noteable bug fixes include:
[img=http://www.red.orchestra.pl/wp-content/uploads/2016/06/20160617-aa.jpg] Click the image for YouTube video: [url=https://www.youtube.com/watch?v=-ER1m8Pl5zw][img=http://www.red.orchestra.pl/wp-content/uploads/2016/06/20160617-web-1024x576.jpg]
Click the image for YT video: [url=https://www.youtube.com/watch?v=te1yPLkVhwI][img=http://www.red.orchestra.pl/wp-content/uploads/2016/06/400.jpg]
As promised, we have fixed a number of the issues that arose from the D-day release. The largest complaint from players were the frequent crashes; after reviewing the code, we feel that the crashes were likely caused by out-of-date files sneaking their way into the build rather than any issues with the code itself; regardless, we do not expect the crashes will persist. Some noteable bug fixes include:
To commemorate the 72nd anniversary of the D-day invasion of France, the Darklight Games team is proud to announce the release of v7.0.0! [img=http://darkesthour.darklightgames.com/public-relations/images/v7.0.0.png] In keeping with the spirit of the event, this update brings a total of 5 new Normandy levels: Vierville, St-Clement, La Cambe, Dead Man's Corner and Foucarville! The update also brings a whole bunch of new ear-candy, as we've replaced a dozen weapon sounds and completely replaced the American voices with professional voice recordings! And as always, we've made lots of changes and bug fixes, all of which can be seen in the change log! We had previously hinted that v7.0.0 would include a brand new squad system and map called Hedgerow Hell; unfortunately, we did not have enough time to finish them for the D-day update. Rest assured that this, and much more, will come in later updates! See you on the battlefield, Darklight Games
The poll won [img=http://www.red.orchestra.pl/wp-content/uploads/2016/04/20160429-aa.jpg] So here is a video (click the image for YouTube footage): [url=https://www.youtube.com/watch?v=7tzam7eM9-8][img=http://www.red.orchestra.pl/wp-content/uploads/2016/04/20160429-web-768x432.jpg]
[img=http://i.imgur.com/cmgsq9d.jpg] Today we have released Darkest Hour 6.0.3, a small but worthy update bringing a new vehicle to the lines -- the Sd.Kfz.10/5, a half-track equipped with the terrifying 2cm FlaK 38. We have done some new things for this vehicle; some variants of this vehicle have armor plates, but small arms fire can still penetrate the soft spots. The vehicle should be used defensively and should avoid the chaotic front unless properly supported. Our next vehicle will be the Allied counter-part, the M16 Multiple Gun Motor Carriage, and a complete remake of the M3 Halftrack. As always, we have fixed a few bugs including the fix for the German uniform mishap that has been common since 6.0 released. See you on the battlefield, Darklight Games P.S. Keep your eyes peeled on our Facebook in the coming weeks for an exciting announcement regarding the future of the game.
Hello everyone! I'd like to inform you that for any reason you want to contact us and you don't like to use our standard Forum at red.orchestra.pl we have started our Facebook page you might be interested in: https://www.youtube.com/watch?v=gLv6R1owNLg
We are back again with another patch! We've listened to feedback regarding the new vehicle spawning system and have implemented a system that will eliminate an issue where multiple players could all expect to spawn the same tank, yet only one would actually get to. Vehicles are now "reserved" as soon as they are selected to spawn! We have also made changes that should eliminate the need to "lead" targets in close quarters. Looking ahead, the team will be starting the transition out of bug-fixing mode and into content-creation mode, including the addition of more maps and vehicles! Stay tuned! As a side note, the team has been having a lot of fun playing these past couple weeks! However, we have noticed that on certain servers, players are experiencing a considerable amount of lag when the player counts creep up past a certain threshold (~60). As a result, we are asking server administrators to gauge the performance of their servers and adjust their maximum player slots accordingly to ensure a stable and enjoyable experience for all players. See you on the battlefield, Darklight Games P.S. If you are experiencing an "Unknown Steam Error" when a server changes maps, fear not, there is a quick and easy fix! Simply follow these instructions!
As promised, we have released patch 6.0.1 which addresses a number of the issues found since 6.0 dropped last week. This patch focuses mainly on fixing level issues such as low reinforcements values and problematic spawn point placements. There are, of course, a variety of other fixes as well which can be found in the change log. See you on the battlefield, Darklight Games
Hello everyone! We are happy to see everyone playing and discussing the new update! We here at Darklight have been having a blast, but our work is far from over. We recognize there are a number of issues that are hampering some players' experiences, and we are working quickly to resolve as many of them as we can. This Thursday, we will be releasing patch 6.0.1 which will address the low reinforcements on some levels, spawn placement issues and a number of small technical glitches that made their way into the 6.0.0 release. We will be releasing patches weekly (generally every Thursday) for the next month or so as we iron out the wrinkles left in the wake of this enormous update. We thank all of you for your patience and suggestions (and complaints!) thus far. As part of our new and open development process, you can track our progress on patch 6.0.1 on our GitHub. See you on the battlefield, Darklight Games
Four years. It has been nearly four years since Darkest Hour has recieved an official update. Today, that changes. Darklight Games is extremely proud to finally announce the release of Darkest Hour 6.0! https://www.youtube.com/watch?v=ojdq1M8WFfE I would like to personally thank a couple of team members by who made this update possible. Andrew Lett, our level designer, for his tireless efforts and enthusiasm, even when tasked with the monumental amount of work required to update and modernize over 30 levels by hand! Matt Hands, of the programming team, for the staggering amount of bug fixes and enhancements made to the vehicle code, and of course for diligently (and exhaustively) documenting every commit! Other special mentions include Peter Klinger, Piotr Lukasik, Torben Hensgens and Ian Campbell. Of course, we also thank our faithful testing team whose efforts have helped make this the most stable and bug free version of Darkest Hour since it's inception. This is not our last hurrah. Darklight Games will continue to update and modernize the game on a significantly more regular basis. We will provide more information on this in the coming weeks, but for now, we can't wait to play with all of you! Those interested can find the change log here. Long live Darkest Hour! Sincerely, Colin Basnett Darklight Games
Last - if the 6.0 comes out in January 2016 ;) as there is an info that this mod for DH will be not supported (sadly) in newest DH version. So there is Christmas footage ;) https://www.youtube.com/watch?v=rrIaE74ESVU
We are excited to announce that public testing for update 6.0 has officially come to a successful end! We would like to thank everyone who came out for donating their valuable time and helping us ensure the release is as bug free and enjoyable as possible! An extra special thanks to those who made it out almost every time. You know who you are. Thank you! As a tribute to all who attended the test sessions, here is a group photo we took after filming footage for the update 6.0 trailer. We can't thank you enough and are looking forward to seeing you by our sides in the trenches or in our cross-hairs very soon! [url=https://scontent-sea1-1.xx.fbcdn.net/hphotos-xlf1/t31.0-8/1498035_10153829194776692_2447947984217822450_o.jpg][img=https://scontent-sea1-1.xx.fbcdn.net/hphotos-xlf1/t31.0-8/1498035_10153829194776692_2447947984217822450_o.jpg]
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