v1.0.2 patch notes

Byzantine Productions Pike and Shot is a deep strategy game set during the bloody conflict of the Thirty Years War.

Moderators: rbodleyscott, Slitherine Core, Gothic Labs

rbodleyscott
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v1.0.2 patch notes

Post by rbodleyscott »

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.
Richard Bodley Scott

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TheGrayMouser
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Re: v1.0.2 patch notes

Post by TheGrayMouser »

Nice.. especially #2 !
nimblebooks
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Re: v1.0.2 patch notes

Post by nimblebooks »

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.
flatsix518
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Re: v1.0.2 patch notes

Post by flatsix518 »

One view that is interesting is using the undocumented "x" hotkey. Just hit x for the view, and x to leave...

John
Pixel
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Re: v1.0.2 patch notes

Post by Pixel »

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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GKChesterton1976
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Re: v1.0.2 patch notes

Post by GKChesterton1976 »

I am still havign trouble downloading the update and it won't let me play my online games until I do!
rbodleyscott
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Re: v1.0.2 patch notes

Post by rbodleyscott »

tamerlane wrote:I am still havign trouble downloading the update and it won't let me play my online games until I do!
The Steam patch works, but the Slitherine/Matrix one doesn't at present. The guys won't be in the office till later.
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Tac2i
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Re: v1.0.2 patch notes

Post by Tac2i »

This link should work for non-Steam folks:

ftp://ftp.matrixgames.com/pub/PikeAndSh ... p-v102.zip
rbodleyscott
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Re: v1.0.2 patch notes

Post by rbodleyscott »

Thanks Tac2i
Richard Bodley Scott

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Hrothgar
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Re: v1.0.2 patch notes

Post by Hrothgar »

Yes, the link worked for me. Thanks!
Aut vincere aut in eo quod didici
Doyley50
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Re: v1.0.2 patch notes

Post by Doyley50 »

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.
rbodleyscott
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Re: v1.0.2 patch notes

Post by rbodleyscott »

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.
The autoupdater is now working correctly. If you have any problems with it let us know.

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

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Doyley50
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Re: v1.0.2 patch notes

Post by Doyley50 »

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"
Doyley50
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Re: v1.0.2 patch notes

Post by Doyley50 »

Thanks for the help, its working now.
rbodleyscott
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Re: v1.0.2 patch notes

Post by rbodleyscott »

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"
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".
Richard Bodley Scott

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KateMicucci
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Re: v1.0.2 patch notes

Post by KateMicucci »

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.
Good.

Can light foot be made less likely to escape from non-light cavalry?
rbodleyscott
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Re: v1.0.2 patch notes

Post by rbodleyscott »

KateMicucci wrote:
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.
Good.

Can light foot be made less likely to escape from non-light cavalry?
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.
Richard Bodley Scott

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Blathergut
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Re: v1.0.2 patch notes

Post by Blathergut »

The updater is not working here.
KiwiWarlord
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Re: v1.0.2 patch notes

Post by KiwiWarlord »

Can players who are currently playing a game update and carry on with their game ?
Thanks
rbodleyscott
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Re: v1.0.2 patch notes

Post by rbodleyscott »

Warlord wrote:Can players who are currently playing a game update and carry on with their game ?
Thanks
Yes
Richard Bodley Scott

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