[DBP] Known bugs/issues in DBP v2.0
Posts: 2636 | Subs: 17
Given that v2.0 is the final public version of the mod, I thought I should give people a heads up about the issues we've discovered that are present in DBP's final public release (which will be addressed in the live version).
KV-8
- Had lower veterancy thresholds than live-game. Unintended; was carried over from FBP files by accident
Bulldozer Sherman
- Was still benefiting from FBP changes to veterancy
Soviet Crew Repairs
- Still drains 50% of munitions income, despite what was announced for v2.0
DSHK
- Deals 0 suppression vs infantry due to a missing modifier. The bug was introduced at somepoint around v1.3(?) when anti-air QoL changes were reverted (carried over from FBP; but were never intended to be introduced in DBP)
Fallschirmjagers
- Veterancy5 +15% accuracy modifier was missing
- Fallschirmjagers can capture territory while still airborne
USF 76mm sherman
- Is using 75mm Sherman Vet2/Vet3 modifiers instead of the intended Soviet 76mm veterancy modifiers
OKW flak emplacement
- The range indicator for the emplacement disappears after the emplacement has been built
Conscript AT nade/infiltration nades/assault nades
- They are not benefiting from the responsiveness/animation fixes other grenades have been benefiting from since v2.0
Vanguard Glider
- It was still possible to activate Vanguard Glider retreat point before teching to T3. This went against the intent of delaying all FRP options until later in the game
Let us know if you find any other last-minute bugs.
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Posts: 2636 | Subs: 17
Idk if its suppossed to but ill still ask, the pak 43 of okw can't do "prioritize vehicle". It's only ability is hold fire.
Pak43 and 17 pounder no longer have access to prioritise vehicles. That's because prioritise vehicles is permanently on for both units.
That way you also get rid of the ugly superfluous rotating yellow shield icon on the top.
Opel Blitz retains death crits (like kubel, IRHT in live)
That's a bit annoying. However, since we've locked the build, we want to avoid non high-priority changes that span multiple files.
Posts: 1890 | Subs: 1
snip
I've also noticed that currently Volks can use flame grenades even when a SWS truck isn't on the field (or even in queue for that matter)
Posts: 2636 | Subs: 17
I've also noticed that currently Volks can use flame grenades even when a SWS truck isn't on the field (or even in queue for that matter)
That's intended as a countermeasure for early garrison-camping (and potential Maxim-spam) against OKW.
I think that was introduced around the time OKW veterancy nerfs were announced. Is that missing from the notes?
Posts: 1890 | Subs: 1
That's intended as a countermeasure for early garrison-camping (and potential Maxim-spam) against OKW.
I think that was introduced around the time OKW veterancy nerfs were announced. Is that missing from the notes?
The last mention of flame grenades was 1.4
"BUG FIXES & QUALITY OF LIFE CHANGES
Fixed an issue where Walking Stuka barrages would not share cooldown
Volks flame grenade now available when truck hits the field (as advertised last update) "
Good to know though. Thanks for your hard work~
Posts: 4928
Pak43 and 17 pounder no longer have access to prioritise vehicles. That's because prioritise vehicles is permanently on for both units.
That way you also get rid of the ugly superfluous rotating yellow shield icon on the top.
Would that be too much to ask for all AT Guns?
Posts: 4474
no they have a crew that can kill sometime(sometimes) pak 43 and 17 dont have the crew
Would that be too much to ask for all AT Guns?
Posts: 2636 | Subs: 17
Would that be too much to ask for all AT Guns?
I wanted to do that; limit AT guns to attack buildings (to bust emplacements/bunkers) and vehicles only, and to remove the ugly overhead yellow icon. However, Miragefla vetoed it and the proposal never got through
I also wanted to do the same for dedicated TDs (which would also save players from having to click the prioiritise vehicle button every damn time they re-enter the Jackson). Same result.
For generalist tank etc prioiritise vehicle, I also wanted to change the overhead ugly and intrusive yellow icon with the squad-shield padlock from brace. That way it takes up less space, and you can also keep track of unit status from the unit shields in the top-right, or also from the tactical minimap. Same story
Posts: 194
For generalist tank etc prioiritise vehicle, I also wanted to change the overhead ugly and intrusive yellow icon with the squad-shield padlock from brace. That way it takes up less space, and you can also keep track of unit status from the unit shields in the top-right, or also from the tactical minimap. Same story
And whats Mirageflas reasoning behind this? It sounds great.
Posts: 4183 | Subs: 4
Posts: 4928
no they have a crew that can kill sometime(sometimes) pak 43 and 17 dont have the crew
Pak 43's have a crew and Prioritize Vehicles only applies to the main gun.
I wanted to do that; limit AT guns to attack buildings (to bust emplacements/bunkers) and vehicles only, and to remove the ugly overhead yellow icon. However, Miragefla vetoed it and the proposal never got through
I also wanted to do the same for dedicated TDs (which would also save players from having to click the prioiritise vehicle button every damn time they re-enter the Jackson). Same result.
Blah that sucks! I'm sure he has his reasons, but having to click "prioritize vehicles" on every AT gun I build or recrew, and every tank destroyer I build or crew, is one of the most annoying parts of the game for me. As far as unit mechanics go, it just feels like unnecessary micro.
What would he think about prioritize vehicles as the default, and free-fire (shoot anything) as the toggle?
Posts: 2636 | Subs: 17
Pak 43's have a crew and Prioritize Vehicles only applies to the main gun.
Blah that sucks! I'm sure he has his reasons, but having to click "prioritize vehicles" on every AT gun I build or recrew, and every tank destroyer I build or crew, is one of the most annoying parts of the game for me. As far as unit mechanics go, it just feels like unnecessary micro.
What would he think about prioritize vehicles as the default, and free-fire (shoot anything) as the toggle?
I want to get rid of the ugly yellow shield that, anyway, disappears when there's trees or smoke or whatever. There's no suitable icon to signify "Free-fire"
Posts: 88
Posts: 2885
I wanted to do that; limit AT guns to attack buildings (to bust emplacements/bunkers) and vehicles only, and to remove the ugly overhead yellow icon. However, Miragefla vetoed it and the proposal never got through
I also wanted to do the same for dedicated TDs (which would also save players from having to click the prioiritise vehicle button every damn time they re-enter the Jackson). Same result.
For generalist tank etc prioiritise vehicle, I also wanted to change the overhead ugly and intrusive yellow icon with the squad-shield padlock from brace. That way it takes up less space, and you can also keep track of unit status from the unit shields in the top-right, or also from the tactical minimap. Same story
Pak 43's have a crew and Prioritize Vehicles only applies to the main gun.
Blah that sucks! I'm sure he has his reasons, but having to click "prioritize vehicles" on every AT gun I build or recrew, and every tank destroyer I build or crew, is one of the most annoying parts of the game for me. As far as unit mechanics go, it just feels like unnecessary micro.
What would he think about prioritize vehicles as the default, and free-fire (shoot anything) as the toggle?
Maybe it would at least be possible to enable this ability on default when build/recrewed? That way we can still disable it to keep miragefla happy but we don't have to click that button so many times.
Posts: 2636 | Subs: 17
Maybe it would at least be possible to enable this ability on default when build/recrewed? That way we can still disable it to keep miragefla happy but we don't have to click that button so many times.
The return of investment is too low, unless we're getting rid of the ugly overhead button the majority of the time, when the AT gun is in normal (prioritise vehicles) mode
Posts: 367
I wanted to do that; limit AT guns to attack buildings (to bust emplacements/bunkers) and vehicles only, and to remove the ugly overhead yellow icon. However, Miragefla vetoed it and the proposal never got through
I also wanted to do the same for dedicated TDs (which would also save players from having to click the prioiritise vehicle button every damn time they re-enter the Jackson). Same result.
For generalist tank etc prioiritise vehicle, I also wanted to change the overhead ugly and intrusive yellow icon with the squad-shield padlock from brace. That way it takes up less space, and you can also keep track of unit status from the unit shields in the top-right, or also from the tactical minimap. Same story
could we know what was miragefla oppinion on that when you guys had that discussion, so we could see the whole picture?
Posts: 1740
Pak43 and 17 pounder no longer have access to prioritise vehicles. That's because prioritise vehicles is permanently on for both units.
That way you also get rid of the ugly superfluous rotating yellow shield icon on the top.
That's a bit annoying. However, since we've locked the build, we want to avoid non high-priority changes that span multiple files.
IMO a better UI solution would be having the prioritize vehicle button displayed on the right menu but not clickable as it is intended with camouflage.
The way it is right now could lead to irritation as to why the button has been removed.
But I understand that there are higher priorities.
Posts: 88
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