Order Of Battle - v5.2.9 - Open Beta

Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!

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Shards
Slitherine
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Re: Order Of Battle - v5.2.5 - Open Beta

Post by Shards »

I'll announce it here, on Monday I'd expect
Oleksandr
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Re: Order Of Battle - v5.2.5 - Open Beta

Post by Oleksandr »

Fixing shader code is great news indeed!
bru888
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Re: Order Of Battle - v5.2.5 - Open Beta

Post by bru888 »

Oleksandr wrote:Fixing shader code is great news indeed!
Except that it's not getting fixed right away, in the next patch, if you read a few posts up. Just so you are not disappointed next week. :|
- Bru
Andy2012
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Re: Order Of Battle - v5.2.5 - Open Beta

Post by Andy2012 »

@Shards, bebro, adherbal: Almost forgot, finished Kharkov on 5.2.5. Works fine. But the objective says 'must eliminate all but 6 units in the salient' - there was one last infantry hiding in the forests which I had to hunt down to get the finish around turn 22. Put shortly, description and trigger dont match. After I killed the last hideout, it went to victory. End trigger should if possible be crisper. Thanks.
Oleksandr
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Re: Order Of Battle - v5.2.5 - Open Beta

Post by Oleksandr »

bru888 wrote:
Oleksandr wrote:Fixing shader code is great news indeed!
Except that it's not getting fixed right away, in the next patch, if you read a few posts up. Just so you are not disappointed next week. :|
Darn, now I am disappointed (( Guess I'll lay off starting german campaigns until graphics are fixed
Andy2012
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Re: Order Of Battle - v5.2.5 - Open Beta

Post by Andy2012 »

Andy2012 wrote:@Shards, bebro, adherbal: Almost forgot, finished Kharkov on 5.2.5. Works fine. But the objective says 'must eliminate all but 6 units in the salient' - there was one last infantry hiding in the forests which I had to hunt down to get the finish around turn 22. Put shortly, description and trigger dont match. After I killed the last hideout, it went to victory. End trigger should if possible be crisper. Thanks.

Finished Sevastopol on 525, works neatly. I noticed you increased exp for aux and reduced Soviet troop carriers, right? BTW, I still feel like Waffen SS I does not get enough resources fully work as a combat unit. Basically, I had to shelter them in Kharkov to build up a cushion for later.
Mojko
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Re: Order Of Battle - v5.2.5 - Open Beta

Post by Mojko »

Placing a carrier that contains docked aircraft makes the carrier to be removed with the aircraft, however Air command points are not increased at all. They should be increased by the amount which was used by the docked aircraft.
Author and maintainer of Unit Navigator Tool for Order Of Battle (http://mfendek.byethost16.com/)
Horst
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Re: Order Of Battle - v5.2.5 - Open Beta

Post by Horst »

My new prognosis for the final update release is the next DLC...
I wish the participants of the tournament good luck with the bugs of 5.2.3!
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Re: Order Of Battle - v5.2.5 - Open Beta

Post by Shards »

Ye of little faith :P

One more minor issue for logging, possible problem with some specs in Marines?

http://steamcommunity.com/app/312450/di ... 421329529/
Shards
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Shards »

Updated to 5.2.8
  • Missing railroad links fixed
  • Rising Sun, Guadalcanal scenario missing event picture added
  • US Pacific, Leyte campaign fix for Japanese fleet spawning
  • Panzerkrieg scenario fixes now actually implemented in patch
  • Fixed bug where music would not play
  • SIDE-EFFECT - This required an update to the base engine, which means that Hex Grids can now appear underwater in a visually unappealing way. We're trying to figure this one out!
  • Fixed the duplication of Specialisation units
  • US and Japanese Marines now also have a 1 turn supply stash (Soviet Marines already had this)
kondi754
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by kondi754 »

Shards wrote:Updated to 5.2.8
  • Missing railroad links fixed
  • Rising Sun, Guadalcanal scenario missing event picture added
  • US Pacific, Leyte campaign fix for Japanese fleet spawning
  • Panzerkrieg scenario fixes now actually implemented in patch
  • Fixed bug where music would not play
  • SIDE-EFFECT - This required an update to the base engine, which means that Hex Grids can now appear underwater in a visually unappealing way. We're trying to figure this one out!
  • Fixed the duplication of Specialisation units
  • US and Japanese Marines now also have a 1 turn supply stash (Soviet Marines already had this)

When will a new patch be available for everyone?
I buy games here, not via Steam, so I expect that I will be treated the same.
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Shards »

Hi Kondi,

Of course it will, but whilst things are still unstable or unproven, it's much quicker for us to get content onto Steam. Once we're ready with a "normal" update, then it will go to all platforms and formats.

Thanks!
kondi754
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by kondi754 »

Ok Shards,

Thank you for the answer.
It's still Beta, haven't noticed. :oops:
bru888
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by bru888 »

Yes, I thank those folks on Steam for beta-sizing these patches. I know that what I ultimately get will be better for their time and effort.

Shards, thanks for your time and effort as well. 90% is an A-minus, though, and you guys want to earn an A-plus for OOB so please keep "trying to figure [that] one out!" ;)
- Bru
Shards
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Shards »

su152.jpg
su152.jpg (19.71 KiB) Viewed 2489 times
Need to fix the cost of an arty su 152 still
Shards
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Shards »

su152.jpg
su152.jpg (16.64 KiB) Viewed 2488 times
Also not sure these are the correct traits for the Tank version :D
Shards
Slitherine
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Shards »

StuH42 has a different cost for Tank and Arty versions. Tank version certainly seems well over priced!

Good to see the Flammpanzer has Shock attack now though!

And a couple of other pricing oddities. The M2 90mm AA Gun is outrageously cheap when you look at it's Anti Tank abilities, 21 Mech attack for 60 RP? Yes please!

Also, the StuGIII G, Sturer Emil, Nashorn and Elefant are all 200RP, which feels wrong?
Andy2012
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Andy2012 »

Shards wrote:Updated to 5.2.8
  • Missing railroad links fixed
  • Rising Sun, Guadalcanal scenario missing event picture added
  • US Pacific, Leyte campaign fix for Japanese fleet spawning
  • Panzerkrieg scenario fixes now actually implemented in patch
  • Fixed bug where music would not play
  • SIDE-EFFECT - This required an update to the base engine, which means that Hex Grids can now appear underwater in a visually unappealing way. We're trying to figure this one out!
  • Fixed the duplication of Specialisation units
  • US and Japanese Marines now also have a 1 turn supply stash (Soviet Marines already had this)
Thanks. BTW, do I have to restart a mission from the campaign screen to play it on 5.2.8 or can I start from any save?
Another thing (you already wrote about mispriced units): I feel like the discounted upgrades in different tank versions are still way too expensive. Moving from one PzIII to the next version is almost as expensive as transitioning fully to Pz IV. Upgrading between version gives you a slight armour increase, going to the bigger model a huge jump in firepower. This is imbalanced. Same for the Stug, which is too expensive, as you wrote, and too expensive to upgrade still....
Shards
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Shards »

Hi,

Yeah, you must restart a scenario to see any updates to it.

I've no expertise on upgrade cost balancing though :) That's Adherbal's department!
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Re: Order Of Battle - v5.2.8 - Open Beta

Post by Shards »

Oddness with targeting reticle

https://imgur.com/a/KZb6c
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