Maps
Bois Jaques
Amount of German Panzer V ‘Panther’ tanks reduced from 2 to 1.
Amount of German Mortar Operator roles increased from 1 to 2.
Lowered ambient temperature.
Brecourt
Fixed issue where the 105mm guns did not change appearance when destroyed.
Bridgehead
Both sides now have forward deployment instead of motor pool deployment.
Deployment locations and system changed slightly for balance and to reduce spawn killing.
Added one public Mobile Deploy Vehicle to both sides which does not require a Squad Leader to drive.
German armor takes longer to re-spawn.
Amount of time before Germans destroy the first bridge increased.
Added an additional infantry crossing adjacent to both bridges.
Destroying the Pak 40 over-watching the first bridge is now a secondary objective for the Canadians.
Canadian armor bolstered.
Caen
Germans and Canadians now have dedicated mortar positions.
Added objectives:
Les Pavillions
Hotel Sohier
Theatre de Caen
Rue Gilbert
Eglise des Carmes
Avenue de Verdun
Garage Citroen
Removed objectives:
Eglise St. Jean
Place Foch
Created a formidable German defense position at Les Abbatoirs:
Pak 40
Anti-tank obstacles
Concertina wire
Sandbag emplacements
Artillery now constantly falls on Les Abbatoirs.
Cambes en Plaine
Multiple fixes to German role equipment:
Germans no longer equipped with Allied red signalling smoke.
Germans no longer equipped with Fallschirmjagergewehr 42.
Germans no longer equipped with Sturmgewehr 44.
Dog Green
Enlarged Western Sandbank capture zone.
Enlarged Eastern sandbank capture zone.
Foy
German StuG III Ausf. G replaced with late model (with remote machine-gun).
Re-added functional Flak 88 at the crossroads outside of the church.
Gran
Added spawn protection to all spawn areas.
Hill 108
First German spawn area now moved further back to prevent Germans from camping American spawn area.
Second American spawn areas moved closer to the top of the hill.
Removed Phase Line Two objective.
Hill 400
Americans now have 1 Anti-tank Soldier role for bunker busting.
Amount of German Machine-Gunner roles reduced from 4 to 3.
Hurtgenwald
Americans now receive a M4A3(105) Sherman.
La Chapelle
German Tank Hunters now receive a Panzerschreck instead of a Panzerfaust 60.
Reduced tanks for both sides to 1.
Final German tank is now a Stug III G.
Noville
Fixed “hall-of-mirrors” render issue.
Amount of German Machine-Gunner roles reduced from 4 to 2.
German Rifleman roles adjusted so as not to have an excess of Gewehr 43s.
Added 1 American Anti-tank Soldier role.
Removed a fallen beam from the Noville church tower that rendered it an ineffective firing position.
German reinforcements reduced to be 80% of the American reinforcements.
Raids
German Tank Hunters now receive a Panzerschreck instead of a Panzerfaust 60.
Reduced tank & assault gun to 1 per side.
Simonskall
Americans and Germans now have dedicated mortar positions.
Fixed objective names and added missing objective descriptions for both teams.
Stoumont
Amount of American Mortar Operator roles increased from 1 to 2 for higher player counts.
Americans recieve Sherman M4A3.
Increased Sherman respawn by 1 vehicle.
German vehicles now are “snow covered” variants.
Weapons
General
All third person weapon meshes are now scaled correctly and attached to players’ hands in the proper place.
Fixed weapons being shot out of hands excessively.
Reduced size of first person muzzle flashes on the following weapons:
Browning Automatic Rifle
.30 Cal Browning LMG
M1911 Colt .45 pistol
C96 ‘Schnellfuer’ pistol
M3 ‘Greasegun’
Fallschirmjagergewehr 42
Sten Mk.II
New sound effects for certain infantry weapons.
Anti-Tank Weapons
All anti-tank rocket weapons start with 2 rockets; resupplied with 1.
Third person meshes for anti-tank rockets are now the correct size.
American Bazooka now correctly identified as the M1A1 (not the M9).
Rewrote anti-tank weapon descriptions with helpful information on effective range and penetration potential.
Increased splash damage radius for all anti-tank rockets.
PIAT must be either rested or in prone position to reload and/or fire.
Infantry Weapons
Replaced old infantry .30 cal sounds with vehicle version, for consistency’s sake.
Bren now uses tracer rounds.
Machine-guns no longer have a more pronounced field-of-view focus than other weapons.
Sub-machine guns and pistols now have a less pronounced field-of-view focus than rifles.
Corrected M1 Grenade’s first person view offset.
Fixed American and German infantry tracers - now using same defaults as vehicle versions.
Adjusted infantry machine-gun tracers to proper frequencies.
Corrected magnification levels on all sniper rifle scopes.
Removed black “bars” that appeared at the side of sniper scope overlays.
Revised reticule for German sniper scopes - reticule bars now slightly thinner and have transparency (in texture mode).
Rewrote a number of descriptions including the correct rate of fire and effective ranges for each weapon.
Corrected the Sturmgewehr 44’s automatic rate of fire, from 500 rpm to 550 rpm.
Corrected the BAR’s slow mode rate of fire, from 250 rpm to 300 rpm.
Increased recoil of BAR, Bren, and FG42 in hipped stance.
Reduced recoil of BAR, Bren, and FG42 in bipod deployed mode.
Corrected network variable truncation bug that caused machine-gun tracer trajectory to be incorrect by up 1.4 degrees. (variable now accurate to 0.005 degrees).
Mortars
Spread for both mortars increased to provide greater area-of-effect suppression.
High explosive mortar rounds will now ‘suppress’ nearby players’ view even if they are not within line-of-sight of the explosion.
View suppression from explosive mortar rounds increased.
Reduced amount of time it takes the operator to bring his hands up and down off of the traverse controls.
Elevation adjustment is now client-side and should be much smoother.
American 60mm Mortar M2 high-explosive round now has a 25% greater blast and kill radii.
American 60mm Mortar M2 traverse speed dramatically increased.
Anti-Tank Guns
Changes
Opposing forces can no longer “capture” and use abandoned enemy anti-tank guns (booby trap feature disabled as a result of this change).
Replaced faulty message text “Cannot Use Enemy Vehicle” with “Cannot Use An Enemy AT-Gun”.
All anti-tank guns can now take proximal HE splash damage.
Dispersion toned down for all anti-tank shell types (except APDS, which was already adjusted in 5.0).
Vehicles
Additions
Added M4A3(105) Sherman for American side.
Added Cromwell Mk.I with 6Pdr for British/Commonwealth side.
M304 HVAP shot returned to the late M36 Jackson model; early Jackson model retains the M77 AP shot.
Added smoke shells to early Wolverine and Sherman 76 models.
Marder III Ausf. M now carries a top mounted MG34 for anti-infantry defense.
Added Browning .30 cal machine gun to the Higgins boat.
Vehicles exceeding 110% of rated max road speed will be forced to throttle down below this threshold.
Added 'FactoryDepletedEvent' to DH_VehicleFactory.
Fixes
Vehicle engine on/off mode and turret traverse speeds now sync properly for all players on server.
Fixed bug that prevented switching to last ammo type after primary and secondary ammo stores were depleted.
Fixed bug that prevented vehicle mounted and infantry .30 Cal machine guns from damaging light vehicles.
Allied halftrack driver no longer exits under map terrain.
Improved vehicle geometry for M3A1 Halftrack. Player seating is now at the correct level in the back of the vehicle.
M3A1 Halftrack driver’s armored view flap is now animated correctly.
Dispersion toned down for all tank shell types (except APDS, which was already adjusted in 5.0).
Revised AP shell damage versus armored transports and armored cars.
Allied M3A1 Halftrack , Jeep Willys, and GMC 2.5 ton truck can now take proximity HE splash damage.
Hellcat and Greyhound commanders can no longer be shot through turret armor by small arms.
Fixed issue where certain tank HEAT rounds could automatically penetrate any other tank without running the penetration code.
Fixed “dead” zone in Greyhound turret where a hit at this location would result in zero health damage to the vehicle.
Fixed bug that allowed mobile resupply vehicles to resupply the opposing side.
Fixed Higgins ramp glitch where the raise animation would play as soon as the driver entered the boat.
Removed proximity shake from Higgins boat.
Binoculars view for Higgins boat gunner now functions properly.
Fixed field of view for Allied halftrack machine gun.
Squad Leaders may now deploy to Mobile Deploy Vehicles despite there being enemies near the vehicle or the vehicle being in a capture zone.
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