Upcoming patch

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devoncop
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RE: Upcoming patch

Post by devoncop »

Can I just check Jason, will the patch be save game compatible with my ongoing PBEM games ?

Cheers

Ian
"I do not agree with what you say, but I shall defend to the death your right to say it"
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berto
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RE: Upcoming patch

Post by berto »


I have scanned the v1.10 change log. I don't see anything on the list that would be incompatible with ongoing games. Not to say there is no risk -- you never really know, be sure to make backups -- but you should be okay.
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berto
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RE: Upcoming patch

Post by berto »


The internal Dev Team v1.10 change log (not quite the same as the v1.10 Manual Update Log), EXE changes only (data changes not listed here):

[*]Implemented Options > Center on Action, for automatically recentering the map at the current action hot spot.
[*]The game engine newly centers the map on airstrike hexes (whether or not Center on Action is selected).
[*]In the game engine Organization Dialog, selecting a unit (if present) will jump the map to that unit's hex, also select the unit (in the Unit List).
[*]Implemented Display > Hex Jump. (In the game engine, also in the scen and map editors.)
[*]Implemented Display > TrackID Jump. (In the game engine, also in the scen editor.)
[*]With the Organization Highlight toggled ON, Prev/Next will cycle through the selected unit's company. (Not available for HQs and Leaders, and organizations higher than company.)
[*]Implemented separate Side A and Side B Objective Points displays in the Victory Dialog.
[*]For recon by assault with 0 Assault units, implemented a new "Ambush!" feature to deter its use.
[*]Added aircraft ordnance indicators in the top-level CAS dialog.
[*]With low visibility (for example, at night), helos fly at NOE not so far or as fast.
[*]Implemented Help > Unit Handbook (Passenger) (hotkey Alt+F2).
[*]In the scen editor, implemented Higher Organization Highlight (with the Ctrl key pressed).
[*]In PBEM replay: if Enhanced Reporting is toggled OFF, Damage Reports will show but with full details, without FOW; while if Enhanced Reporting is toggled ON, no Damage Reports at all will show; while in both cases, you can still see the full on-screen action.
[*]In between turns (for instance, at the conclusion of a PBEM turn), units will not show in the HexInfo Box.
[*]Under any circumstances, the AI should never friendly fire same-side units.
[*]When direct firing a hex with hidden units, the Damage Results dialog will no longer display the tell-tale "Unknown effects vs. unknown units" (thereby hinting at the presence of those enemy units).
[*]In case of indirect fire or aircraft direct fire, underground units were maybe impacted. This has been circumvented.
[*]In the Unit List, enlarged the font showing unit values (Strength, Action, etc.).
[*]In the Unit List, depicted selected units in clearer fashion (by tweaking colors and brightness).
[*]For some of the larger dialogs (e.g., the Organization Dialog, Opportunity Fire Dialog, etc.), implemented dialog window minimize, maximize, and restore.
[*]The game engine EXE newly defaults to Screen Edge Scrolling (was Scroll Bar Scrolling).
[*]In the game engine, Options > Elevation Delta newly defaults to 1 (was 3).
[*]Fixed several other airstrike issues: where airstrikes might never happen; where "authorization denied" might mistakenly remove an aircraft from the availability pool; where bogus airstrikes might be assigned; where MultiStrike aircraft might effectively be confined to a single airstrike.
[*]Fixed a bug where starting a PBEM game with Side B as the first side was effectively blocked.
[*]Fixed a bug where, in PBEM replay, in some circumstances you might be able to see all units for both sides (i.e., no FOW).
[*]Fixed another FOW unit reveal bug.
[*]Fixed a bug allowing unrestricted helo transport Load, if at LZ.
[*]Fixed a bug triggering indiscriminate opfire directed at Civilians (e.g., if a combat unit shares the same hex with enemy Civilians).
[*]Fixed several unit movement display artifacts.
[*]Fixed the issue where sometimes the Toggle Display of Units (hotkey K) functionality would break.
[*]Fixed the bug where commando units were unable to scale cliffs.
[*]Fixed a bug involving loaded transports loading onto other (empty) transports. Henceforth, such an action is prohibited.
[*]Fixed a movement cost bug.
[*]For very lengthy scenarios with many turns and varying visibilities, fixed some possible text overruns in the Scenario Information dialog.
[*]Fixed other minor bugs, and made other minor code improvements.
Campaign Series Legion https://cslegion.com/
Campaign Series Lead Coder https://www.matrixgames.com/forums/view ... hp?f=10167
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devoncop
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RE: Upcoming patch

Post by devoncop »

ORIGINAL: berto


I have scanned the v1.10 change log. I don't see anything on the list that would be incompatible with ongoing games. Not to say there is no risk -- you never really know, be sure to make backups -- but you should be okay.


Good to know (as Jason would say😉)

Thanks Berto.
"I do not agree with what you say, but I shall defend to the death your right to say it"
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berto
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Re: Upcoming patch

Post by berto »

There is a bit of uncertainty about the v1.10 patch with earlier save games. OTOH, using the base game fully patched to v1.10, I am able to load save games (both H2H and solo AI) from early January and late December. I don't believe there is a general incompatibility, it should work, but might be hit or miss. Your Mileage May Vary.
Campaign Series Legion https://cslegion.com/
Campaign Series Lead Coder https://www.matrixgames.com/forums/view ... hp?f=10167
Panzer Campaigns, Panzer Battles Lead Coder https://wargameds.com
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