Order of Battle - v8.6.5 Update

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

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ledrobi
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Order of Battle - v8.6.5 Update

Post by ledrobi »

We're releasing a new update for the game, bringing it to version 8.6.5. This patch brings several changes, fixes and additions.

Maps:
- Added Crescent Bay MP Map
- Updated all [Tournament Settings] Maps to use NoDeploy feature
- Updated Return to Raseiniai and Kiev to Zhitomir to use NoDeploy feature

Editor:
- Added new "NoDeploy" feature. Can be used to stop players being able to deploy onto hexes where they usually would be able to
- Enabled extra factions like US Army, IJN, RAF, etc. in editor

General:
- Added several new units
- Added new unit skins
- Reduced biplane fighters to 2CP
- Several other balance changes
- Can now turn off the Fog Of War when viewing a full game replay

Fixes:
- Misplaced counter on Construction Yard
- Restart Scenario option not available if you press ESC rather than click Options button
bru888
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Re: Order of Battle - v8.6.5 Update

Post by bru888 »

ledrobi wrote: Tue Dec 15, 2020 11:12 am
General:
- Added several new units
An understatement. They've certainly been busy in this regard! Here is a list of what I reckon are the additional units in 8.6.5:

Image0144.jpg
Image0144.jpg (348.27 KiB) Viewed 2896 times

The 8.6.5 patch is available here: https://www.matrixgames.com/game/order- ... rld-war-ii
- Bru
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Re: Order of Battle - v8.6.5 Update

Post by Horst »

bru888 wrote: Tue Dec 15, 2020 2:40 pm General:
- Added several new units
An understatement. They've certainly been busy in this regard! Here is a list of what I reckon are the additional units in 8.6.5:
Thanks for the overview, as I haven't bothered to update yet.
I see there are already preperations for the first allied campaign. I'm surprised there are even new naval units. Not bad! :)
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Re: Order of Battle - v8.6.5 Update

Post by terminator »

The Queen Elisabeth est still under construction
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Re: Order of Battle - v8.6.5 Update

Post by bebro »

Should have the right model now, just the gunners may still be a tad confused ;)
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Re: Order of Battle - v8.6.5 Update

Post by prestidigitation »

- Several other balance changes
Desperately curious about this line!
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Re: Order of Battle - v8.6.5 Update

Post by Erik2 »

That's a generous unit addition. I wasn't expecting them until the new campaign was published. Nice, indeed.
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Re: Order of Battle - v8.6.5 Update

Post by bru888 »

Erik2 wrote: Tue Dec 15, 2020 5:35 pm That's a generous unit addition. I wasn't expecting them until the new campaign was published. Nice, indeed.
I forget; for which of your opuses were you waiting for additional Australian infantry units? You got some of them added, at least. It looks like you are missing only 1943 versions of infantry and heavy infantry, and later engineers.

Image0145.jpg
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Re: Order of Battle - v8.6.5 Update

Post by Admiral_Horthy »

Some current Italian ships have incorrect firing animation... cruiser, battleship, destroyer. Some turrets are not "back facing" pivot points are not reversed, and they turn to the opposing direction of the broadside.
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Re: Order of Battle - v8.6.5 Update

Post by Erik2 »

It may have been Kokoda Trail where I had to substitute some Aussie unit types.
But I think there are other bits that could benefit from the odd new type.
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Re: Order of Battle - v8.6.5 Update

Post by bru888 »

ledrobi wrote: Tue Dec 15, 2020 11:12 am
Editor:

- Enabled extra factions like US Army, IJN, RAF, etc. in editor
Thanks for this. I never understood why the erstwhile OOB luminary suppressed them. The more factions the better in general, but specifically, there are times when a human faction and an AI faction of the same nation come in quite handy.
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Re: Order of Battle - v8.6.5 Update

Post by JDLgnd »

Thanks for the update. :D
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Re: Order of Battle - v8.6.5 Update

Post by jeannot le lapin »

ledrobi wrote: Tue Dec 15, 2020 11:12 am We're releasing a new update for the game, bringing it to version 8.6.5. This patch brings several changes, fixes and additions.

General:
- Reduced biplane fighters to 2CP
Only biplane fighters not biplane tactical bombers.
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Re: Order of Battle - v8.6.5 Update

Post by jeannot le lapin »

Admiral_Horthy wrote: Tue Dec 15, 2020 6:11 pm Some current Italian ships have incorrect firing animation... cruiser, battleship, destroyer. Some turrets are not "back facing" pivot points are not reversed, and they turn to the opposing direction of the broadside.
Sometimes when a ship fires at an opposing ship, there is no explosion at the opposing ship even if it suffers damage :(
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Re: Order of Battle - v8.6.5 Update

Post by Erik2 »

bru888 wrote: Tue Dec 15, 2020 11:16 pm
ledrobi wrote: Tue Dec 15, 2020 11:12 am
Editor:

- Enabled extra factions like US Army, IJN, RAF, etc. in editor
Thanks for this. I never understood why the erstwhile OOB luminary suppressed them. The more factions the better in general, but specifically, there are times when a human faction and an AI faction of the same nation come in quite handy.
I would even venture to advocate more 'specialist' factions, like Luftwaffe, Royal Navy etc.
It often comes in handy for scenario designers, epsecially when creating 2v1 and 2v2 multiplayer games.
Adherbal talked at one point abot expanding the way actions were handled in OOB. Basically you would wto Wehrmachtctions in the editor and assign different graphic set to one of them. The functionality is in place and only lacks the graphic part.
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Re: Order of Battle - v8.6.5 Update

Post by terminator »

Erik2 wrote: Wed Dec 16, 2020 8:32 am
bru888 wrote: Tue Dec 15, 2020 11:16 pm
ledrobi wrote: Tue Dec 15, 2020 11:12 am
Editor:

- Enabled extra factions like US Army, IJN, RAF, etc. in editor
Thanks for this. I never understood why the erstwhile OOB luminary suppressed them. The more factions the better in general, but specifically, there are times when a human faction and an AI faction of the same nation come in quite handy.
I would even venture to advocate more 'specialist' factions, like Luftwaffe, Royal Navy etc.
It often comes in handy for scenario designers, epsecially when creating 2v1 and 2v2 multiplayer games.
Adherbal talked at one point abot expanding the way actions were handled in OOB. Basically you would wto Wehrmachtctions in the editor and assign different graphic set to one of them. The functionality is in place and only lacks the graphic part.
Luftwaffe and Royal Navy are good ideas but we have only 8 visible locations left for Alliances:

Alliances(8.6.5).jpg
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Re: Order of Battle - v8.6.5 Update

Post by Erik2 »

Hence enter the faboulous scroll-bar!
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Re: Order of Battle - v8.6.5 Update

Post by Admiral_Horthy »

jeannot le lapin wrote: Wed Dec 16, 2020 6:34 am
Admiral_Horthy wrote: Tue Dec 15, 2020 6:11 pm Some current Italian ships have incorrect firing animation... cruiser, battleship, destroyer. Some turrets are not "back facing" pivot points are not reversed, and they turn to the opposing direction of the broadside.
Sometimes when a ship fires at an opposing ship, there is no explosion at the opposing ship even if it suffers damage :(
That's a graphical bug, mentioned in the bugs section. Also missing torpedo trails, water splash etc
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Re: Order of Battle - v8.6.5 Update

Post by GabeKnight »

Thanks for the update...
bru888 wrote: Tue Dec 15, 2020 2:40 pm Here is a list of what I reckon are the additional units in 8.6.5:
... and thanks for this bit, too.
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Re: Order of Battle - v8.6.5 Update

Post by koopanique »

Maybe all these new units have been added in preparation for the new DLC (Allies Defiant)? I can't wait to see these new units in action in new scenarios/campaigns!
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