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Darkest Hour: Europe '44-'45 update for 24 May 2019

[RELEASE] v9.1.0 - Weapon Overhaul and More!

Share · View all patches · Build 3854103 · Last edited by Wendy

Patchnotes via Steam Community

At long last, v9.1.0 is released! This feature update brings a lot of cool stuff we’ve been working on the last few months. The change log is extensive, but has pretty GIFs, so read on!

Weapon Overhaul

This release sees the first fruits of our efforts to significantly upgrade the visuals and animations of virtually all Western Allied weapons, and generally weapons that weren’t already included in Red Orchestra: Ostfront. Our primary goal in this effort is to make all the weapons feel consistently polished and satisfying to use, as well as taking the opportunity to tweak and upgrade various weapon mechanics.

The first weapon on the list to get the full treatment is the Enfield No.4 which now looks, feels and sounds great!

All of these changes would not have been possible without the efforts of GarlicAAZ, whose animation talents have been put to good use, enabling us to fix and improve so many things we previously were unable to.

3D Scopes

After a very long hiatus, 3D scopes are back!

We made the decision to exclude 3D scopes from DH all the way back in v6.0 due, in part, to the wild inconsistency of the weapon animations and them generally feeling unpolished. In retrospect, this was probably a wrong-headed decision, and one that we’re happy to reverse.

You can enable 3D scopes in the game’s graphics settings.

Bolt-Action Reloading

All bolt-action rifles can now be reloaded with individual rounds! This means that, on weapons like the Mosin Nagant and Karabiner 98k, you will no longer need to expend 5 rounds in order to perform a reload.

This feature wouldn’t have been possible without the hard work of Dan’06, who got this feature across the finish line and worked out a number of the bugs.

While we were re-working the bolt-action reload system, we also took the opportunity to fix a mechanical error that had gone largely unnoticed for years. When you open the bolt on a bolt action rifle, the loaded round will now be ejected. For example, if you take a single shot with a rifle, cycle the bolt, and then reload, you will need to insert 2 rounds into the weapon in order to fill the magazine to capacity.

Pistols

Pistols are now much more accurate, but have increased sway. We have changed how the pistols look when sighted and removed the “zoom” when sighted. Overall, pistols should now be significantly more effective.

Automatics

Accuracy Changes
All automatic weapons are now more accurate, but will potentially have more recoil (see below). This makes automatics more responsive and intuitive to shoot, since there is less randomness to contend with.

Recoil Changes
All automatic weapons have had significant changes to recoil. The strength of recoil is no longer constant. Instead, recoil strength is now based on a curve, where longer consecutive shots result in more recoil. This promotes the use of short bursts, since firing constantly will make the weapon significantly harder to control. This should raise the skill cap and promote more authentic and sensibile usage of automatic weapons.

Reduction in Numbers
We feel the changes to accuracy will make automatics much more deadly in the hands of a skilled soldier. To counteract that, and the problem of automatic weapon proliferation, we’ve dialed back the availability of automatic options from a number of roles.

Overheating
The FG42, Bren, BAR can now overheat like other the Machine Guns.

Suppression Changes

The suppression system has been tweaked to reduce the strength of involuntary flinches you experience the more you get shot at. In other words, the more a player receives involuntary flinches in a short time, the less strength those flinches will have. At the same time the player will receive more weapon sway. This adjustment essentially trades flinches in for additional weapon sway. If a player stops receiving fire for some time, the sway and flinch strength resets to normal.

The idea here is to make overcoming sustained suppression possible for brave and skilled players; flinches are impossible to overcome, but additional sway is not. We will monitor how this affects the game and make changes based on player feedback.

Satchel Charges

Satchel Charges have always been a hot topic of debate. In recent past, we adjusted Satchels to not be very effective against tanks. However, based on community feedback, we have made some changes.

We now have 2 different satchels, small and large. A small satchel is meant to be roughly half the explosive power of the large. A large will be very effective against tanks, but must be placed under the tank, near the tracks on the side, or over the engine vent. A large satchel well placed will be able to destroy or disable the heaviest tanks. A small satchel may require more precise placement or require a second charge to get the job done.

Combat Engineers will now spawn with one small satchel. The plan is to later have a different model for the small and large satchels and allow players to combine 2 small satchels into 1 large.

Satchels can also now reliably damage or destroy Obstacles and Constructions, even through walls. This means Satchel Charges can now destroy barbed-wire fences, wooden fences, and will be more predictable in their effectiveness.

Anti-Tank Gun Rotation

At long last, anti-tank guns can now be fully rotated in-place!

Smaller guns like the AT-57 can be rotated by a single soldier, while larger guns like the PaK-43 need multiple soldiers in order to be rotated.

To rotate an anti-tank gun, simply walk up to one and press the command menu key (default: CAPSLOCK).

Overview Map Changes

  • Friendly anti-tank guns are now visible on the map.
  • Friendly danger zone boundary is now visible on the map.
  • All vehicles that venture deep into the opposing team’s territory will have their precise location visible on the map. This is done to counteract vehicles being used for extreme behind-the-lines sabotage, making it easier to combat such tactics. Anti-tank guns, supply caches and platoon HQ locations are spotted in the same manner.

Concertina Wire Changes

  • Can now be cut by wire-cutters
  • Added a unique placement sound
  • Added an intermediate stage (has wooden pikes, but no wire)
  • Added a cut stage (when cut by wire-cutters)
  • Increased supply cost from 25 to 100
  • Increased construction time from 2 to 4 digs
  • Deconstruction with the shovel takes significantly longer while the wire is intact
  • Can no longer be damaged by grenades
  • Improved collision so players cannot dive over them

Whew! What a list! We're excited to get in game and try it all out with you all!

See you on the battlefield,
Darklight Games

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