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Re: v1.0.2 patch notes

Posted: Fri Nov 28, 2014 9:35 am
by rbodleyscott
Blathergut wrote:The updater is not working here.
It is probably a firewall issue. I had to turn my McAfee firewall Smart Advice from "Decide Automatically" to "Ask me to Decide". Then it worked. Please let us know if this (or the equivalent on your firewall) does not work.

However, if you cannot get it to work, use this link

ftp://ftp.matrixgames.com/pub/PikeAndSh ... p-v102.zip

and click on the .exe file inside.

Re: v1.0.2 patch notes

Posted: Fri Nov 28, 2014 10:08 am
by nikgaukroger
rbodleyscott wrote: 3. Prevented diagonal flank/rear charges across front of enemy unit.

I've just had this happen by a pursuing unit - is this intentional?

Re: v1.0.2 patch notes

Posted: Fri Nov 28, 2014 10:20 am
by rbodleyscott
nikgaukroger wrote:
rbodleyscott wrote: 3. Prevented diagonal flank/rear charges across front of enemy unit.

I've just had this happen by a pursuing unit - is this intentional?
Yes, pursuing units ignore ZOCs.

Re: v1.0.2 patch notes

Posted: Fri Nov 28, 2014 10:40 am
by Blathergut
rbodleyscott wrote:
Blathergut wrote:The updater is not working here.
It is probably a firewall issue. I had to turn my McAfee firewall Smart Advice from "Decide Automatically" to "Ask me to Decide". Then it worked. Please let us know if this (or the equivalent on your firewall) does not work.

However, if you cannot get it to work, use this link

ftp://ftp.matrixgames.com/pub/PikeAndSh ... p-v102.zip

and click on the .exe file inside.

Tried that. Did not work. I used the link and it was fine.

Re: v1.0.2 patch notes

Posted: Fri Nov 28, 2014 1:13 pm
by krieg63
look like the royalist cavalry pursue less with this update

Re: v1.0.2 patch notes

Posted: Fri Nov 28, 2014 1:25 pm
by krieg63
also dis you change something in pursuing move after evading troops?
look like the pursuers now, pursue on a greater distance

Re: v1.0.2 patch notes

Posted: Fri Nov 28, 2014 1:29 pm
by rbodleyscott
guillaume wrote:also dis you change something in pursuing move after evading troops?
look like the pursuers now, pursue on a greater distance
Sadly that is a bug. (Caused by one of the other bug cures :roll: )

If pursuers change target to another enemy unit, and that new enemy unit evades, then unfortunately the bug allows the pursuers extra movement to catch the second unit.

It will be fixed in the next patch.

In the meantime light troops had better watch out!

Re: v1.0.2 patch notes

Posted: Fri Nov 28, 2014 1:35 pm
by krieg63
unfortunately that break easily a game. I have 4 games where one cavalry root between 4 and 5 units only during a pursuing move.
catching one after an other. all together the pursuer move on 2/3 of the terrain in one turn!!!!!

Re: v1.0.2 patch notes

Posted: Fri Nov 28, 2014 1:44 pm
by rbodleyscott
guillaume wrote:unfortunately that break easily a game. I have 4 games where one cavalry root between 4 and 5 units only during a pursuing move.
catching one after an other. all together the pursuer move on 2/3 of the terrain in one turn!!!!!
Agreed that it needs fixing and we will do so as soon as possible, but unfortunately it takes some time to set up installers etc. for a patch.

However, the game (by design) resets the pursuers move distance when they break an enemy unit, so the bug really only affects the situation when the new target evades rather than routing.

Re: v1.0.2 patch notes

Posted: Fri Nov 28, 2014 1:50 pm
by krieg63
Perhaps it will be good to limit the number of reset?

Re: v1.0.2 patch notes

Posted: Fri Nov 28, 2014 2:22 pm
by nikgaukroger
rbodleyscott wrote:
nikgaukroger wrote:
rbodleyscott wrote: 3. Prevented diagonal flank/rear charges across front of enemy unit.

I've just had this happen by a pursuing unit - is this intentional?
Yes, pursuing units ignore ZOCs.
Thought they did just had one of those moments where you're not sure :D

Re: v1.0.2 patch notes

Posted: Fri Nov 28, 2014 2:25 pm
by rbodleyscott
guillaume wrote:Perhaps it will be good to limit the number of reset?
Possibly, but we are currently quite happy with the situation re routs and pursuits as it allows the game to reflect the sudden major collapses that occurred relatively frequently in battle, and the way cavalry often rolled up several infantry battalions before they could react (e.g. the Spanish rear line infantry at Rocroi).

It is intended that turns represent initiatives and counter-initiatives rather than everything moving at a steady even pace - units spent much of their time doing nothing or shooting at each other in a very desultory fashion so it is not unrealistic for a pursuit to move a considerable distance without other units moving.

The issue with evaders is annoying, but we will fix it as soon as we can. This may, however, take a couple of weeks, because it requires a new installer etc. each time we do a patch, and schedules are currently very tight at Slitherine.

When the patch does come, however, it will include a number of other fixes including, amongst other things, preventing weird evades and routs, and preventing pike keils from bi-passing troops in the square directly in front of them.

Re: v1.0.2 patch notes

Posted: Fri Nov 28, 2014 5:11 pm
by Adebar
First of all a big Thank You to the team for the patch. Glad to see this happen despite the ongoing Warhammer craze (not my cup of tea, sorry).

Although I noticed that the music bug is still there and the minimal game speed is still 60 %. Maybe that's something for the next patch? :wink:

Re: v1.0.2 patch notes

Posted: Fri Nov 28, 2014 5:29 pm
by rbodleyscott
Adebar wrote:Although I noticed that the music bug is still there and the minimal game speed is still 60 %. Maybe that's something for the next patch? :wink:
Actually yes, both of these issues should be fixed in the next patch.

It hasn't proved possible to give the option to increase game speed, but we can offer the option to reduce it further.

Re: v1.0.2 patch notes

Posted: Fri Nov 28, 2014 5:38 pm
by Adebar
That's good news, thanks!

Re: v1.0.2 patch notes

Posted: Sat Nov 29, 2014 3:30 pm
by krieg63
sorry but this patch is catastrophic because of this evading bug. I just see an infantry moving 7 hex and catching a cavalry by the rear.

means there is an other bug as a recru infantry could charge light cavalry .....

Re: v1.0.2 patch notes

Posted: Sat Nov 29, 2014 4:34 pm
by rbodleyscott
guillaume wrote:means there is an other bug as a recru infantry could charge light cavalry .....
Infantry are allowed to charge light horse.

Re: v1.0.2 patch notes

Posted: Sat Nov 29, 2014 4:52 pm
by krieg63
rbodleyscott wrote:
guillaume wrote:means there is an other bug as a recru infantry could charge light cavalry .....
Infantry are allowed to charge light horse.
but not on more than 6 hex!!!!!

is there a way to go back before the patch?

Re: v1.0.2 patch notes

Posted: Sat Nov 29, 2014 4:59 pm
by rbodleyscott
guillaume wrote:
rbodleyscott wrote:
guillaume wrote:means there is an other bug as a recru infantry could charge light cavalry .....
Infantry are allowed to charge light horse.
but not on more than 6 hex!!!!!

is there a way to go back before the patch?
There isn't I am afraid. We will issue a revised patch as soon as Slitherine's schedule permits it.

Re: v1.0.2 patch notes

Posted: Sat Nov 29, 2014 5:11 pm
by krieg63
what a customer attitude!!!!!