Why a Multiplayer Beta?
Posted: Tue Apr 04, 2023 2:40 pm
Hi,
So, why does Order of Battle, as long in the tooth and reliable in multiplayer as it is, need a multiplayer focussed beta test?
OOB was released in 2015 and uses Slitherine PBEM++ system for it's asynchronous multiplayer gameplay. In ~2020 we updated PBEM++ to Version 3 and newer games are using that system. OOB has been running on a legacy interface up to this point.
This beta is to enable us to test OOB running on proper Version 3 of PBEM++.
Why are we doing this? Well, we are continuously developing new features for PBEM++ and Order of Battle, with it's great online community, is a game that we want to keep refreshed with these features. This is only possible if it's running on V3 however!
With the current version of the multiplayer beta we are testing:
- Behind the scenes change to use your Slitherine User ID's rather than Usernames within OOB's interface
-- This means that logins no longer need to be case-sensitive (currently shards and Shards are treated slightly differently in OOB!)
- Addition of Elo Rankings to multiplayer games
-- All Tournament Games are "Ranked Game"
-- Players can choose to have their normal multiplayer challenges to be "Ranked" as well
-- We'll be making online leaderboards available where people can see who are the top ranked OOB players
- Addition of the ability to have a single challenge create a set of Paired Games for any map
-- Just like how Tournament Challenges are setup
- Improved error logging for when any issues occur
- Restarting a replay of a multiplayer game will just reload the game rather than redownload the game turn again
-- This had caused some players to be flagged as "cheating" when they weren't
We've also made the below changes, but they're less risky and therefore in need of a multiplayer test than the above:
Single Player:
Afrikakorps, WinterWar
- added options to play with skinned AI units
German trilogy:
- added options to play with skinned AI units
- added AI commanders in many scenarios
- included few later added units for more AI variety
- increased player RP in several battles
- deactivated some "RP transfer" events
- minor other changes
Soviet trilogy:
- added options to play with skinned AI units to the early DLCs
- added AI commanders in selected scenarios
- minor other changes
Bug Fixes:
- one-shot Nuke bombers don't give back CP
- disbanded units reappear on core import in linked DLCs
- Kursk objective fails, then corrects itself
- Added bebro's updated roster data from the other beta test thread
Multiplayer Map Updates:
Updated Bootcamp Battle - GBvUSSR
- Tweaked Jungle and Hills slightly
- Fixed issue with reinforcements arriving one turn late for British
Updated Wake Island Assault [Tournament Settings]
- Pre-deployed Medical Jeep as Auxillary Unit in North East
- Added new Japanese deploy point in mouth of lagoon
- Fixed VP Awarding for disbanded units
- Fixed visibility on Marshall Islands
- Fixed unflagged Supply near USA HQ
- Updated HQ Victory Points to new standard (121 starting pool, reduced by 8 per turn)
So, why does Order of Battle, as long in the tooth and reliable in multiplayer as it is, need a multiplayer focussed beta test?
OOB was released in 2015 and uses Slitherine PBEM++ system for it's asynchronous multiplayer gameplay. In ~2020 we updated PBEM++ to Version 3 and newer games are using that system. OOB has been running on a legacy interface up to this point.
This beta is to enable us to test OOB running on proper Version 3 of PBEM++.
Why are we doing this? Well, we are continuously developing new features for PBEM++ and Order of Battle, with it's great online community, is a game that we want to keep refreshed with these features. This is only possible if it's running on V3 however!
With the current version of the multiplayer beta we are testing:
- Behind the scenes change to use your Slitherine User ID's rather than Usernames within OOB's interface
-- This means that logins no longer need to be case-sensitive (currently shards and Shards are treated slightly differently in OOB!)
- Addition of Elo Rankings to multiplayer games
-- All Tournament Games are "Ranked Game"
-- Players can choose to have their normal multiplayer challenges to be "Ranked" as well
-- We'll be making online leaderboards available where people can see who are the top ranked OOB players
- Addition of the ability to have a single challenge create a set of Paired Games for any map
-- Just like how Tournament Challenges are setup
- Improved error logging for when any issues occur
- Restarting a replay of a multiplayer game will just reload the game rather than redownload the game turn again
-- This had caused some players to be flagged as "cheating" when they weren't
We've also made the below changes, but they're less risky and therefore in need of a multiplayer test than the above:
Single Player:
Afrikakorps, WinterWar
- added options to play with skinned AI units
German trilogy:
- added options to play with skinned AI units
- added AI commanders in many scenarios
- included few later added units for more AI variety
- increased player RP in several battles
- deactivated some "RP transfer" events
- minor other changes
Soviet trilogy:
- added options to play with skinned AI units to the early DLCs
- added AI commanders in selected scenarios
- minor other changes
Bug Fixes:
- one-shot Nuke bombers don't give back CP
- disbanded units reappear on core import in linked DLCs
- Kursk objective fails, then corrects itself
- Added bebro's updated roster data from the other beta test thread
Multiplayer Map Updates:
Updated Bootcamp Battle - GBvUSSR
- Tweaked Jungle and Hills slightly
- Fixed issue with reinforcements arriving one turn late for British
Updated Wake Island Assault [Tournament Settings]
- Pre-deployed Medical Jeep as Auxillary Unit in North East
- Added new Japanese deploy point in mouth of lagoon
- Fixed VP Awarding for disbanded units
- Fixed visibility on Marshall Islands
- Fixed unflagged Supply near USA HQ
- Updated HQ Victory Points to new standard (121 starting pool, reduced by 8 per turn)