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UPDATE 4 - Status - 10/1/2017 10:14:41 PM   
Peter Fisla


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Hi All,

Just a quick status update, things are going well and I plan to finish all the development by the end of October - or earlier if possible. While I'm doing development, Jorgen and I continue with testing. If all goes well, I hope to send the final version of UPDATE4 to matrix games in the middle of November.


Here is a kind of a rough list of items what will be part of UPDATE 4, this is not final:

Bug fixes:

- Do not display AI setup zones information in the Hex Information Box (section 4.6.2. of the manual)
- When a scenario side has AI control units, even if that side is currently being controlled by a human player and no human controlled units (Infantry or AFV) are being deployed in the current turn, the game will now not enable Reinforcements Segment.
- AI will now place eligible ordnance into Rubble, Buildings and Lumberyards
- German 75mm PAK 40 would not fire from a building
- If a personnel unit is broken/broken+, "p" pinned sign will not be now displayed
- When an AFV fails to start and is immobilized/fails a bog check/Stalls/Starts/Stops/changes its hull or turret orientation, the message displayed in the Auction Log Window would quickly disappear without user being able to see the message
- The Pzkpfw IVF1 counter art sprite had long barrel, instead it should have short barrel, Terrain.png was modified
- German 7.5cm leIG 18 and 15cm sIG 33 Infantry guns, British 6-Pounder Anti-Tank Gun, 17-Pounder Anti-Tank guns and British M1A1 75mm Artillery Howitzer now carry limited HEAT ammunition.
- Any weapon belonging to a personnel unit that is locked in a Close Combat/Melee cannot fire

New Feature:

- Added support for Text Labels in the editor as well as in the game engine
- Added support for colored text in the User Control Panel
- Added support for colored text in the Auction Log window
- Added fire target evaluation functionality – Combat Target Advisor

Changes:

- OBA accuracy has been improved by 50%
- SW/Ordnance/AFV weapons when they break, the message in the Action Log window will display "Malfunctioned" rather than "Broken". The term "broken" now applies to the personnel units only.
- Line of Sight and Fog of War processing is now up to 45% faster, this should help with large maps and campaign games
- Manual changes and updates, added APPENDIX 6 and 7

Cheers!

< Message edited by Peter Fisla -- 10/30/2017 9:16:55 PM >
Post #: 1
RE: UPDATE 4 - Status - 10/1/2017 10:42:56 PM   
stevemk1a


Posts: 855
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From: Penticton B.C.
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Thank you!

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RE: UPDATE 4 - Status - 10/1/2017 10:52:11 PM   
UP844


Posts: 1662
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From: Genoa, Republic of Genoa (occupied by Italy)
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Thanks, Peter!!!

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Long Range Fire (A7.22)........1/2 FP

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Post #: 3
RE: UPDATE 4 - Status - 10/2/2017 8:52:57 AM   
Ticonderoga60

 

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Good work Peter, thanks!!!

(in reply to UP844)
Post #: 4
RE: UPDATE 4 - Status - 10/2/2017 9:21:07 AM   
rico21


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Mmmouais!!!

(in reply to Peter Fisla)
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RE: UPDATE 4 - Status - 10/2/2017 10:25:28 AM   
Big Ivan


Posts: 1963
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From: Mansfield, Ohio USA
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Thanks for the update Peter!

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RE: UPDATE 4 - Status - 10/2/2017 1:09:22 PM   
Cataphract88


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quote:

ORIGINAL: rico21

Mmmouais!!!


+1

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Richard

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Post #: 7
RE: UPDATE 4 - Status - 10/2/2017 8:32:03 PM   
slaphappypappy

 

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Yes!! Thanks!!


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RE: UPDATE 4 - Status - 10/3/2017 1:02:05 AM   
Hailstone


Posts: 666
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From: Phoenix, AZ
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I like but now there's anticipation. Why, why...

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RE: UPDATE 4 - Status - 10/17/2017 8:18:46 PM   
Peter Fisla


Posts: 2503
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From: Canada
Status: offline
So as of today I have completed development on UPDATE 4:) Now Jorgen and I are doing testing and stuff. Assuming testing goes smooth, I hope to get the whole package sent to matrix games by the end of October.

Cheers!

< Message edited by Peter Fisla -- 10/17/2017 8:19:35 PM >

(in reply to Hailstone)
Post #: 10
RE: UPDATE 4 - Status - 10/17/2017 8:27:25 PM   
UP844


Posts: 1662
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From: Genoa, Republic of Genoa (occupied by Italy)
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Let's go with the fireworks!



_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to Peter Fisla)
Post #: 11
RE: UPDATE 4 - Status - 10/22/2017 3:33:37 PM   
LN59


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Bientôt la mise à jour n°4 ? Faut fêter ça !
________________________________

Soon Update #4? Must celebrate!




Attachment (1)

< Message edited by LN59 -- 10/22/2017 3:37:06 PM >


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Post #: 12
RE: UPDATE 4 - Status - 10/23/2017 12:11:15 AM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline
Quick update, I was able to improve line of sight and Fog of War processing logic by up to 45% - this should help with large maps...especially campaign games. UPDATE4 is shaping up to be quite an update indeed :)

(in reply to LN59)
Post #: 13
RE: UPDATE 4 - Status - 10/23/2017 2:12:15 AM   
Hailstone


Posts: 666
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Thanks man.

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Post #: 14
RE: UPDATE 4 - Status - 10/23/2017 10:49:23 AM   
UP844


Posts: 1662
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From: Genoa, Republic of Genoa (occupied by Italy)
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Great news! Thanks a lot, Peter!

_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to Hailstone)
Post #: 15
RE: UPDATE 4 - Status - 10/23/2017 11:53:38 AM   
Ticonderoga60

 

Posts: 86
Joined: 10/12/2016
From: Italy
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Great Peter, this is a very good news. The most important thing in this state of game is the lag during movement segment expecially. Thx Peter for maked a dream in reality!

(in reply to UP844)
Post #: 16
RE: UPDATE 4 - Status - 10/23/2017 4:57:32 PM   
Cataphract88


Posts: 728
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From: Britannia
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Sounds like a good step forward, Peter, thanks a lot.

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Richard

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Post #: 17
RE: UPDATE 4 - Status - 10/23/2017 6:47:22 PM   
Big Ivan


Posts: 1963
Joined: 6/9/2008
From: Mansfield, Ohio USA
Status: offline

quote:

ORIGINAL: Peter Fisla

Quick update, I was able to improve line of sight and Fog of War processing logic by up to 45% - this should help with large maps...especially campaign games. UPDATE4 is shaping up to be quite an update indeed :)



If it will help the slow speed issue with larger scenarios and reinforcements coming in later turns, that would be a HUGE update Peter!!

Couple that with the new color text coding, eligible ordnance in buildings, map labels and Target Combat Advisor it will be quite an update for sure!

Thanks!

John

_____________________________

Blitz call sign Big Ivan.

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RE: UPDATE 4 - Status - 10/23/2017 10:13:42 PM   
slaphappypappy

 

Posts: 120
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Yes, Yes, and Yes!!

(in reply to Big Ivan)
Post #: 19
RE: UPDATE 4 - Status - 10/25/2017 5:52:21 AM   
stevemk1a


Posts: 855
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From: Penticton B.C.
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Thanks again, Peter!

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RE: UPDATE 4 - Status - 10/25/2017 7:49:26 AM   
Franciscus


Posts: 809
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Great

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Post #: 21
RE: UPDATE 4 - Status - 10/30/2017 6:12:57 PM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline
Alright, it's official; UPDATE4 has been submitted to matrix games. It's out of my hands now, I hope you guys get it soon :)

Cheers!

(in reply to Franciscus)
Post #: 22
RE: UPDATE 4 - Status - 10/30/2017 11:55:03 PM   
Rosseau

 

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Thanks for your continued commitment to the game, Peter. Not that I am surprised, as it has been a life-long endeavor for you from what I understand! Not all developers take their projects so seriously.

(in reply to Peter Fisla)
Post #: 23
RE: UPDATE 4 - Status - 10/31/2017 1:56:55 AM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline

quote:

ORIGINAL: Rosseau

Thanks for your continued commitment to the game, Peter. Not that I am surprised, as it has been a life-long endeavor for you from what I understand! Not all developers take their projects so seriously.


Thank you for your kind words Rosseau. TotH is a passion/hobby for me, I will continue to fix/polish/enhance the game for the future.

(in reply to Rosseau)
Post #: 24
RE: UPDATE 4 - Status - 10/31/2017 3:21:17 AM   
Angiel


Posts: 128
Joined: 10/31/2006
From: Toscana Italy
Status: offline
Thanks for updating, now the game has improved a lot.

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RE: UPDATE 4 - Status - 10/31/2017 5:44:08 AM   
rico21


Posts: 2990
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Thanks for your continued commitment to the game, Peter. Not that I am surprised, as it has been a life-long endeavor for you from what I understand! Not all developers take their projects so seriously.

+1

(in reply to Angiel)
Post #: 26
RE: UPDATE 4 - Status - 10/31/2017 7:57:50 AM   
Ticonderoga60

 

Posts: 86
Joined: 10/12/2016
From: Italy
Status: offline
Thx Peter for your professionalism and for treat us with respect and friendship. I'm waiting the update anxiously.
TOTH: a dream become reality!
+1 +1 +1

(in reply to rico21)
Post #: 27
RE: UPDATE 4 - Status - 10/31/2017 5:20:09 PM   
UP844


Posts: 1662
Joined: 3/3/2016
From: Genoa, Republic of Genoa (occupied by Italy)
Status: offline
Thanks a lot Peter, I'm eagerly looking forward to update 4 and its improvements!



_____________________________

Chasing Germans in the moonlight is no mean sport

Siegfried Sassoon

Long Range Fire (A7.22)........1/2 FP

(in reply to Ticonderoga60)
Post #: 28
RE: UPDATE 4 - First Impression - 11/23/2017 7:30:47 PM   
Big Ivan


Posts: 1963
Joined: 6/9/2008
From: Mansfield, Ohio USA
Status: offline
Peter,

So far update 4 is playing pretty well for me. The speed of the game has improved greatly and the color coding
of units, messages and information is a super big plus. So to I like the text additions for the map. I made a medium size
test scenario to check the new features out and it played pretty well.

I had units starting on board (Infantry and armor) and reinforcements coming in on turns 3 & 4 and there seemed to be no loss of speed.
The visibility was set at 10 hexes. I even had artillery and while my artillery lost battery contact after only one
mission, the A/I's artillery hit some of my troops twice causing havoc.

Overall I think you did a nice job improving playability and moving TotH forward with this new update.

Cheers!
John

_____________________________

Blitz call sign Big Ivan.

(in reply to UP844)
Post #: 29
RE: UPDATE 4 - First Impression - 11/23/2017 8:15:43 PM   
Peter Fisla


Posts: 2503
Joined: 10/5/2001
From: Canada
Status: offline
quote:

ORIGINAL: Big Ivan

Peter,

So far update 4 is playing pretty well for me. The speed of the game has improved greatly and the color coding
of units, messages and information is a super big plus. So to I like the text additions for the map. I made a medium size
test scenario to check the new features out and it played pretty well.

I had units starting on board (Infantry and armor) and reinforcements coming in on turns 3 & 4 and there seemed to be no loss of speed.
The visibility was set at 10 hexes. I even had artillery and while my artillery lost battery contact after only one
mission, the A/I's artillery hit some of my troops twice causing havoc.

Overall I think you did a nice job improving playability and moving TotH forward with this new update.

Cheers!
John


Hi Big Ivan, as a game designer/developer I really appreciate your feedback on the update and I' glad to hear the UPDATE4 made the game better! I'm already starting to think for UPDATE5, cheers and thank you again for the quick feedback!

< Message edited by Peter Fisla -- 11/23/2017 8:25:15 PM >

(in reply to Big Ivan)
Post #: 30
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