v1.0.2 patch notes
Moderators: rbodleyscott, Slitherine Core, Gothic Labs
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- Field of Glory 2
- Posts: 28261
- Joined: Sun Dec 04, 2005 6:25 pm
v1.0.2 patch notes
There is currently a problem with the Slitherine/Matrix installer, which will hopefully get sorted out tomorrow. In the meantime non-Steam users can use this link
ftp://ftp.matrixgames.com/pub/PikeAndSh ... p-v102.zip
The Steam version is updating correctly.
Patch notes as follows:
Version 1.0.2
1. Zoom In allowed to go closer.
2. You can now set up multiplayer skirmish games using custom force point distributions. (Useful for resolving battles for external campaigns). Note that these games must be private, that is password protected, to prevent the unwary being caught out in open games.
3. Prevented diagonal flank/rear charges across front of enemy unit. (However pursuers can still do this because they ignore ZOCs).
4. Artillery are now much easier to destroy by close combat in open terrain because:
a. “Unprotected” artillery now have -200 POA instead of -100 POA in impact and melee combat.
b. Artillery drop cohesion on contact if charged in flank/rear by light troops.
5. Light troops attacking non-light enemy in flank or rear can now never have a lower net POA than they would have had if they charged those enemy frontally.
6. Light foot (including commanded shot) made less likely to evade from equivalent light foot, and light horse less likely to evade from equivalent light horse.
7. Overstrength Later Tercios no longer count as keils. (Note that they previously only counted as keils when they were at full starting strength of 1000 or more, so some already started below that strength and the others only qualified as keils until they had been shot at once or twice. The design has always intended that Later Tercios should not count as keils. Early Tercios, on the other hand, do.).
8. Corrected button tooltips in New Campaign creation dialogue box. Also in Plugin dialogue in Editor
9. Any remaining AP (at least 4) highlighted in yellow for greyed out units in Unit List.
10. Increase difficulty dialogue no longer appears in End Battle screen in Tutorial scenarios.
11. Edgehill and Nantwich scenario intro maps corrected.
12. Corrected some errors in the French translation.
13. Added missing button texture to End Campaign screens.
14. Corrected rare crash bug (which reported attempt to place unit on occupied tile).
15. Corrected a rarely occurring bug causing failure to fully cancel close combat between non-adjacent units.
16. Force selection screen icons for non-light horse archers and mounted crossbowmen corrected.
17. Added Rough Ground overlay to all three tile overlay sets.
18. Bridge objects automatically count as Roads. Ford overlay tiles automatically count as Tracks.
19. Corrected rare bug where unit pursuing evaders switched target but still also charged the evaders in the rear.
20. Removed light guns from French musketeers units. (They weren’t supposed to have them and they had not been included in the unit cost).
21. Nicer texture used for Saxon kurassiers in 1st Breitenfeld.
ftp://ftp.matrixgames.com/pub/PikeAndSh ... p-v102.zip
The Steam version is updating correctly.
Patch notes as follows:
Version 1.0.2
1. Zoom In allowed to go closer.
2. You can now set up multiplayer skirmish games using custom force point distributions. (Useful for resolving battles for external campaigns). Note that these games must be private, that is password protected, to prevent the unwary being caught out in open games.
3. Prevented diagonal flank/rear charges across front of enemy unit. (However pursuers can still do this because they ignore ZOCs).
4. Artillery are now much easier to destroy by close combat in open terrain because:
a. “Unprotected” artillery now have -200 POA instead of -100 POA in impact and melee combat.
b. Artillery drop cohesion on contact if charged in flank/rear by light troops.
5. Light troops attacking non-light enemy in flank or rear can now never have a lower net POA than they would have had if they charged those enemy frontally.
6. Light foot (including commanded shot) made less likely to evade from equivalent light foot, and light horse less likely to evade from equivalent light horse.
7. Overstrength Later Tercios no longer count as keils. (Note that they previously only counted as keils when they were at full starting strength of 1000 or more, so some already started below that strength and the others only qualified as keils until they had been shot at once or twice. The design has always intended that Later Tercios should not count as keils. Early Tercios, on the other hand, do.).
8. Corrected button tooltips in New Campaign creation dialogue box. Also in Plugin dialogue in Editor
9. Any remaining AP (at least 4) highlighted in yellow for greyed out units in Unit List.
10. Increase difficulty dialogue no longer appears in End Battle screen in Tutorial scenarios.
11. Edgehill and Nantwich scenario intro maps corrected.
12. Corrected some errors in the French translation.
13. Added missing button texture to End Campaign screens.
14. Corrected rare crash bug (which reported attempt to place unit on occupied tile).
15. Corrected a rarely occurring bug causing failure to fully cancel close combat between non-adjacent units.
16. Force selection screen icons for non-light horse archers and mounted crossbowmen corrected.
17. Added Rough Ground overlay to all three tile overlay sets.
18. Bridge objects automatically count as Roads. Ford overlay tiles automatically count as Tracks.
19. Corrected rare bug where unit pursuing evaders switched target but still also charged the evaders in the rear.
20. Removed light guns from French musketeers units. (They weren’t supposed to have them and they had not been included in the unit cost).
21. Nicer texture used for Saxon kurassiers in 1st Breitenfeld.
Richard Bodley Scott


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- Field Marshal - Me 410A
- Posts: 5001
- Joined: Sat Nov 14, 2009 2:42 pm
Re: v1.0.2 patch notes
Nice.. especially #2 !
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- Senior Corporal - Ju 87G
- Posts: 96
- Joined: Mon Nov 30, 2009 8:48 pm
Re: v1.0.2 patch notes
I would like zoom out to be able to go bigger. I find it annoying that I can't see the whole battlefield at once.
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- 1st Lieutenant - Grenadier
- Posts: 753
- Joined: Tue Dec 14, 2010 10:43 pm
- Location: Texas
Re: v1.0.2 patch notes
One view that is interesting is using the undocumented "x" hotkey. Just hit x for the view, and x to leave...
John
John
Re: v1.0.2 patch notes
Played a few turns with the new patch this evening and it seems like a nice set of changes and fixes. 



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- Senior Corporal - Destroyer
- Posts: 105
- Joined: Tue Apr 17, 2007 3:27 am
Re: v1.0.2 patch notes
I am still havign trouble downloading the update and it won't let me play my online games until I do!
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- Field of Glory 2
- Posts: 28261
- Joined: Sun Dec 04, 2005 6:25 pm
Re: v1.0.2 patch notes
The Steam patch works, but the Slitherine/Matrix one doesn't at present. The guys won't be in the office till later.tamerlane wrote:I am still havign trouble downloading the update and it won't let me play my online games until I do!
Richard Bodley Scott


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- Field of Glory 2
- Posts: 28261
- Joined: Sun Dec 04, 2005 6:25 pm
Re: v1.0.2 patch notes
I have tried both non steam links, but all I get is a message, "missing IDS New version", I can still play the old version though.
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- Field of Glory 2
- Posts: 28261
- Joined: Sun Dec 04, 2005 6:25 pm
Re: v1.0.2 patch notes
The autoupdater is now working correctly. If you have any problems with it let us know.Doyley50 wrote:I have tried both non steam links, but all I get is a message, "missing IDS New version", I can still play the old version though.
However, the non-Steam link should work - you just have to open the Zip and double click on the .EXE file inside it.
Richard Bodley Scott


Re: v1.0.2 patch notes
I have just tried with the autoupdater,just get as far as "creating handle" then a message "Unable to download file.an error occured while trying to open an FTP file"
Re: v1.0.2 patch notes
Thanks for the help, its working now.
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- Field of Glory 2
- Posts: 28261
- Joined: Sun Dec 04, 2005 6:25 pm
Re: v1.0.2 patch notes
That might be due to your firewall setting. I had the same issue until I switched McAfee firewall from "Decide Automatically" to "Ask me to decide".Doyley50 wrote:I have just tried with the autoupdater,just get as far as "creating handle" then a message "Unable to download file.an error occured while trying to open an FTP file"
Richard Bodley Scott


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- Corporal - 5 cm Pak 38
- Posts: 43
- Joined: Thu Nov 13, 2014 3:31 am
Re: v1.0.2 patch notes
Good.6. Light foot (including commanded shot) made less likely to evade from equivalent light foot, and light horse less likely to evade from equivalent light horse.
Can light foot be made less likely to escape from non-light cavalry?
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- Field of Glory 2
- Posts: 28261
- Joined: Sun Dec 04, 2005 6:25 pm
Re: v1.0.2 patch notes
They could be but they already have a shorter move than the cavalry, so this probably isn't necessary. The cavalry just need to start close to them to have a good chance of catching them.KateMicucci wrote:Good.6. Light foot (including commanded shot) made less likely to evade from equivalent light foot, and light horse less likely to evade from equivalent light horse.
Can light foot be made less likely to escape from non-light cavalry?
Richard Bodley Scott


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- Field Marshal - Elefant
- Posts: 5882
- Joined: Tue Jan 22, 2008 1:44 am
- Location: Southern Ontario, Canada
Re: v1.0.2 patch notes
The updater is not working here.
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- Lieutenant Colonel - Fw 190A
- Posts: 1179
- Joined: Mon Sep 24, 2007 7:39 am
- Location: Christchurch, New Zealand
Re: v1.0.2 patch notes
Can players who are currently playing a game update and carry on with their game ?
Thanks
Thanks
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- Field of Glory 2
- Posts: 28261
- Joined: Sun Dec 04, 2005 6:25 pm
Re: v1.0.2 patch notes
YesWarlord wrote:Can players who are currently playing a game update and carry on with their game ?
Thanks
Richard Bodley Scott

