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RE: New patch
Posted: Mon Apr 18, 2016 8:14 pm
by GJK
Right, but you can't be both broken and pinned which is what it seemed like it was saying.
RE: New patch
Posted: Tue Apr 19, 2016 2:33 am
by Paullus
Yes you are correct
RE: New patch
Posted: Wed Apr 20, 2016 1:18 pm
by okiefire1
ORIGINAL: Peter Fisla
I will be sending the package to the publisher on Friday, April 15th.
Any estimate on when we might see it on this end? Thanks, again, for your hard work!
RE: New patch
Posted: Wed Apr 20, 2016 3:08 pm
by Paullus
Very soon. Matrixgames is working on the final pieces.
RE: New patch
Posted: Wed Apr 27, 2016 7:03 pm
by kylania
ORIGINAL: Paullus
Very soon. Matrixgames is working on the final pieces.
We're coming up on two weeks past the submission date and a week past the last update. Still no word from Matrix about this patch?
RE: New patch
Posted: Wed Apr 27, 2016 8:47 pm
by Gerry4321
Do you test a whole bunch of scenarios again or is it just sitting there in some queue?
RE: New patch
Posted: Thu Apr 28, 2016 2:43 am
by Paullus
We had a problem with the installer, solved yesterday.
RE: New patch
Posted: Thu Apr 28, 2016 4:57 am
by MikeGER
ORIGINAL: MikeGER
When its ready, Peter please consider relasing it like the Zero day patch zip too, maybe in the members area, for those early birds who are not affraid of unzipping a file by hand
From my experience it can take up to two additional weeks from the developers upload to Matrix/Slitherine until they have a "production queue slot" free to build, test, and relase a full blown auto-installer file
Gents, i told ya! [;)]
(that's why i had respectfully asked for "just a zip" upfront from the developer itself (like Zero day patch = no installer also) for those who can sort a few files into the right directories by hand)
RE: New patch
Posted: Fri Apr 29, 2016 12:44 pm
by AlanBernardo
I must say, it's pretty bad when a patch was expected in early April, submitted two weeks later, expected again a week later, and now at the end of April and still nothing.
I can wait and have waited, but this kind of thing I do not expect from Matrix Games.
Alan
RE: New patch
Posted: Sat Apr 30, 2016 8:19 pm
by waltero
ORIGINAL: AlanBernardo
I must say, it's pretty bad when a patch was expected in early April, submitted two weeks later, expected again a week later, and now at the end of April and still nothing.
I can wait and have waited, but this kind of thing I do not expect from Matrix Games.
Alan
Yes, I think it better to keep silent than make promises you can't keep.
Waited many years for a game like this, I can wait a bit longer...thanks for trying.
RE: New patch
Posted: Mon May 02, 2016 8:53 am
by lhmg
Thanks for keeping us in the loop Paullus. I for one realize this isnt carved in stone and appreciate having an idea of how things are coming along ratherr than no information. Thanks again. [:)]
RE: New patch
Posted: Wed May 04, 2016 9:23 pm
by kylania
ORIGINAL: Paullus
We had a problem with the installer, solved yesterday.
It's been another week since "we fixed it yesterday", any updates?
RE: New patch
Posted: Wed May 04, 2016 9:53 pm
by E
ORIGINAL: kylania
ORIGINAL: Paullus
We had a problem with the installer, solved yesterday.
It's been another week since "we fixed it yesterday", any updates?
Peter Fisla says Matrix will release it sometime around the middle of next week (the ball has been in Matrix's court since the 30th of Apr)
Edit: See the "Townsfolk" thread, for the info direct.
tm.asp?m=4073280
RE: New patch
Posted: Wed May 11, 2016 3:02 pm
by DoubleDeuce
Hmm, AI does seem to be more aggressive. [8D]
RE: New patch
Posted: Wed May 11, 2016 3:12 pm
by fuselex
haven`t installed it yet but if DD is scratching his chin ,saying Hmmm , could be good

RE: New patch
Posted: Wed May 11, 2016 3:18 pm
by Gerry4321
Any chance you could elaborate? If you are not too busy playing ...[:D]
Really hoping it has fixed the problem of teh AI not walking into empty VLs
ORIGINAL: Double Deuce
Hmm, AI does seem to be more aggressive. [8D]
RE: New patch
Posted: Wed May 11, 2016 4:00 pm
by DoubleDeuce
Working on a new scenario and both the Russian Tanks and German Halftracks have been shifting positions to get LOS, and shots, on enemy units. The Russian tanks, those that didn't fail their Radio checks, moved right up on the Germans without delay and started shooting. Admittedly, its just been that one scenario so far. I think I'll go back again and playtest the others I have released and see if this carries over to them also, especially Silesian Interlude.
RE: New patch
Posted: Wed May 11, 2016 5:37 pm
by UP844
After installing the patch, I played some scenarios including Exit hexes, with mixed results.
In "Silesian Interlude", the Russian tanks sat still and fire; the Russian infantry fought like demons from the VP buildings.
In "7th Somerset at Oosterhout" (there are no VP hexes, only British Exit hexes), the Germans who did not have a loss made a run for the Exit hexes on turn 1 and stayed there.
In "The Puma Prowls" (no VP hexes, both sides must exit) I first played the Russian side, and the Germans remained in their set-up hexes, with the exception of a single Puma that occupied one of the Russian Exit hexes; then I played the German side, and this time I met the Russians (3 T-70 out of 5) more or less halfway down the map (I expected to find them on the German exit hexes).
I have not yet had a chance to check all the new features and bug corrections; anyway, Peter deserves a very big THANK YOU for his commitment!
RE: New patch
Posted: Wed May 11, 2016 10:03 pm
by giffin
Probably a Stupid Question but what are the New "Added keyboard shortcuts" Couldn't find it in the manual.
thanks!
RE: New patch
Posted: Wed May 11, 2016 10:21 pm
by E
ORIGINAL: Punisher007
Probably a Stupid Question but what are the New "Added keyboard shortcuts" Couldn't find it in the manual.
There are many listed in the drop down menus. Be careful with the spacebar (
it acknowledges Pauses AND advances Turn Segments).