Field of Glory II v1.2.5 major update released!

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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Benedict151
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Field of Glory II v1.2.5 major update released!

Post by Benedict151 » Thu Mar 08, 2018 11:23 am

Hello Everyone
v1.2.5 is a substantial update for the base game and includes many (many!) improvements and fixes to the main game. The full change list is below but notable improvement areas include Sandbox Campaigns (including the ability to name your units) and Custom Battles
A large number of these are as a result of your feedback, both here on the main forum but also from the Legions Triumphant beta test group (so if you are interested in whats coming next keep an eye out for the next FoGII beta test!).
Please do keep sending us your suggestions and observations, they are always welcome even if we can't answer them all individually.

v1.2.5 is compatible with saved games from 1.0.2
If you are playing a multiplayer game then both you and your opponent will need to update your versions to v1.2.5.

V1.2.5 is available from the Members & Public areas (and of course you can obtain it by 'checking for update' when starting the game)

Members Area:
http://www.slitherine.com/members/publicDL.asp?gid=651

And from the Public area :
http://ftp.matrixgames.com/pub/FieldOfG ... v1.2.5.zip

VERSION 1.2.5
Campaigns:
- All Campaigns: You can now name your campaign units, using a “Name Unit” unit order in the deployment phase (not force selection phase) of any campaign battle. This will not work correctly for campaigns started with earlier program versions, so is disabled for such campaigns. You are limited to a maximum of 200 unit names in a campaign, which should be plenty to name all your core units.
- All Campaigns: Units with a defined upgrade path will be upgraded to a higher grade unit when their experience and elan reach a high enough level. E.g. Raw Pikemen > Pikemen > Veteran Pikemen. Raw legionaries > Mediocre legionaries > Legionaries > Veteran legionaries. Raw hoplites > Citizen hoplites. Citizen hoplites and Mercenary hoplites > Veteran hoplites. Armoured cavalry > Veteran armoured cavalry. If the upgrade entails an improvement in equipment or armour as well as quality, the equipment upgrade cost will be deducted from the reinforcement points for the next battle. For modders: The upgrade path is defined in the Squads file, column BO (headed “##1”). Just insert the name (from column A) of the unit the unit will upgrade to.
- All Campaigns: If you lose a campaign battle with your main field army, you can now retreat to join up with reinforcements and then fight the enemy again. Your units will not have their battlefield losses replaced (nor will the enemy units), although severely damaged units may be automatically merged with other units of the same type. You will receive additional reinforcing units - you don’t get to choose what these will be, but they are not “rear echelon”. If you lose the second battle you must revert to the situation before the first battle you lost (or concede the campaign).
- Sandbox Campaigns: Increased maximum number of battles to 15. Note that to prevent armies becoming ludicrously elite, unit advancement is slower in longer sandbox campaigns. For campaign creators: This will not apply to scripted campaigns unless the VARIABLEUNITPROG tag is found in the global chunk of the CustomCampaign.txt file.
- Sandbox Campaigns: Increased number of decision points.
- Sandbox Campaigns: Added new possible decisions and events.
- Sandbox Campaigns: Added additional enemies – appropriate by date and geography. You will need to fight these off as well as prosecute the campaign against your main enemy.
- Sandbox Campaigns: If an anachronistic matchup is created for the main campaign protagonists (by turning off the date filter) the additional enemies will match the period of the main enemy army, not that of the player army. For example, this allows you to play a “What if the Early Achaemenid Persian Empire still existed in the 5th century AD” campaign.
- Sandbox Campaigns: Prioritised which side’s map set should be used for different campaign situations.
- Sandbox Campaigns: These now allow the “Own Army” list of army lists to be filtered by a date range. Only lists that fit the specified date range will be displayed. Also, Pot Luck “Own Army” selection will match that date range. If the enemy army is not “Pot Luck” and the date filter is turned on, it will also match the date range of the enemy army.
- Sandbox Campaigns: Pot Luck “Enemy Army” selection is now only matched against the “Own Army” army list by Date and Geography if those filters are on. If either or both of those filters are turned off, the random selection will be made accordingly. If the date filter is on, the randomly chosen army will be matched not only against the date range of the “Own Army” list, but also against the date range set by the player if that restricts the choice further.
- Sandbox Campaign terrain: In regions where these types are available, changed percentages to Agricultural 60%, Hilly 20%, Wooded 10%, Mountainous 10%.
- Campaign Design: “COAST” in battle chunk in CustomCampaign.txt now forces a map with lake/sea/huge river on one flank, except in Baggage protection scenarios.

Custom Battles:
- Added enemy army list options preview button to force selection screen – to the right of the Accept button. This is only available in custom battles, not in campaigns, because in campaign battles the army lists may be applied in non-standard ways.
- Custom Battles (SP & MP) now allow the “Own Army” list of army lists to be filtered by a date range. Only lists that fit the specified date range will be displayed. Also, Pot Luck “Own Army” selection will match that date range. If the enemy army is not “Pot Luck” and the date filter is turned on, it will also match the date range of the enemy army.
- Pot Luck “Enemy Army” selection is now only matched against the “Own Army” army list by Date and Geography if those filters are on. If either or both of those filters are turned off, the random selection will be made accordingly. If the date filter is on, the randomly chosen army will be matched not only against the date range of the “Own Army” list, but also against the date range set by the player if that restricts the choice further.
- Player Force Selection is now allowed for Pot Luck armies in both SP and MP custom battles. (Auto can still be selected if preferred).
- Custom force points can now be adjusted in advanced custom battle settings in increments of 1, 10, 50 or 100. This means that hand-moderated campaigns can use any relative force adjustment required by the campaign rules.
- Pot Luck Custom Battle terrain: In regions where these types are available, changed percentages to Agricultural 60%, Hilly 20%, Wooded 10%, Mountainous 10%.

Multiplayer:
- Pot Luck army list selection for MP custom battle games is now made before Challenge creation is finalised. This will give the player the chance to abort the Challenge if the matchup is one he does not want to play. It will also allow players viewing the challenge list to see the matchup before accepting the challenge. It also means that MP battles involving - Pot Luck armies no longer automatically use Auto force selection – they will use whichever mode is selected when the challenge is created.
- MP games now remember the camera settings (rotation, zoom, pitch) at the end of each player’s turn, and apply them at the start of the player’s next turn.
- Concession is no longer permitted in Automated Tournament games.
- Accept Challenge lobby tooltip now shows the two sides’ points for custom points battles. (This won’t work correctly for challenges created using previous versions of the game).
- Made greyed out colour in MP lobby Accept Challenge list more legible. (Used for challenges requiring user-created content that is not currently loaded on the player’s computer).

Quick Battles:
- Added option in Quick Battles setup to choose the battle size. (Default is Small).

Settings:
- New Unit Speed Turbo option allows unit movement to be speeded up by up to approximately 10 times. This affects unit movement speed only, it does not affect other animations.
- Added option to run the game in a Framed Window. The game must be restarted before it takes effect. While in this mode map scrolling by moving the mouse cursor to the edge of the window may not work, instead it can be scrolled by holding down the left mouse button and dragging. Note that, unless you want to tile something else on your screen at the same time as the game, it is recommended to play in Full Screen or non-framed Windowed mode and use ALT-TAB to switch between programs.
- Added option to adjust Gamma. Gamma adjustment is only possible in Full Screen mode.
- Switching to Full Screen mode does not take effect until the game is restarted.
- Some of the options (Scroll Speed, Zoom Speed and Gamma) have been moved to a second page, accessed by clicking the small button on the lower left corner of the panel.

Deployment:
- Only light troops can now deploy on the “wrong” side of a flank river.
- Stopped chariots from autodeploying on top of difficult-sloped hills.
- In Campaigns, Autodeploy will now take into account units being understrength, and deploy them further back in the deployment if possible.

AI:
- Rear line AI cavalry, light chariots and light troops will now tend to route round friends to get to the desired target. (Previously could sometimes get “stuck” behind them and not try to route round them).
- Light foot should no longer take a roundabout route to their destination through rough/difficult terrain.
- Cavalry, camelry and chariots will no longer automatically evade if charged in flank/rear by light horse.

Random Maps:
- Mountain territory maps now have more hills and rough terrain between the mountains.

Army Lists:
- Divided Jewish 167-64 BC army into separate 167-111 and 110-64 lists. The latter resembles the previous list. The former represents the earlier guerrilla army.
- Divided Dacian list into separate 50 BC - 88 AD and 89-106 AD lists. Only the latter gets Roman-style artillery.
- Replaced Skythian, Sarmatian and Bosporan Irregular Foot with trousered model better representing their subject tribe foot.

Other changes:
- Pursuits: Troops who charge Fragmented troops who break on testing for being charged, flanked troops that break on contact, or already routed troops, will now follow normal pursuit rules – so mounted troops, warbands and sometimes raw troops will pursue, all other infantry won’t.
- Evaders: Evaders may now suffer some casualties when they evade, even if they are not caught. This represent stragglers being caught or hit by enemy missiles. The closer the evaders are to being caught, the more likely they are to suffer casualties and the more casualties they are likely to suffer.
- Cataphracts unit cost reduced from 72 to 68 points.
- Arab camelry upgraded to Average. Cost increased accordingly to 48 points.
- Rhoxolani Cavalry unit cost increased from 48 to 52 points.
- Reclassified "Irregular Foot" as Medium Foot, Lightly Protected, Average, Light Spear, 50% swordsmen. Cost remains 30 points.
- Added Wagon Laager light fortification objects to Editor.
- North European and Middle-Eastern rough ground textures emphasized a bit more.
- Font changed in MP password entry box to make upper and lower case easier to distinguish.

Bug Fixes:
- Fixed various issues where status effects on banners and unit UI were being updated before the event causing them was displayed.
- Fixed bug in Light Artillery shooting animation.
- Fixed bug in Levy Spearman rear rank melee animation.
- Fixed some minor ZOC display bugs.
- Removed redundant AI code from multiplayer scenario scripts. In some cases this code was restricting the move distance of one side’s faster troops for the first couple of turns.
- Corrected bug that might sometimes cause SPACE to close MP chat window.
- Fixed bug that caused game to crash on some systems when downloading very large user content mods.
- Corrected various other minor bugs.

Manual Clarifications:
- If a unit evades and is caught by the chargers, this automatically counts as a rear attack, and causes a cohesion drop even though the unit is not already in close combat. (Unless the evaders are non-light troops being charged by light troops). If a unit that successfully evaded is then charged by another unit, it cannot evade again. However, this second charge does not automatically count as a rear attack, so won't cause the cohesion to drop unless it was a legal flank/rear attack using the normal rules for that. If it does count as a legal flank/rear attack it will cause a cohesion drop even though the unit is not already in close combat. (Unless the previous evaders are non-light troops being charged by light troops).

Southern Hunter
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Re: Field of Glory II v1.2.5 major update released!

Post by Southern Hunter » Thu Mar 08, 2018 11:45 am

Thanks. I really look forward to some aspects of this. In particular, the upgrade of units with veterancy tickles my fancy.

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Re: Field of Glory II v1.2.5 major update released!

Post by Cumandante » Thu Mar 08, 2018 12:11 pm

Love this update! Good work.

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Re: Field of Glory II v1.2.5 major update released!

Post by Southern Hunter » Thu Mar 08, 2018 1:11 pm

Can I make the suggestion that the rule "No experience gain if the unit has not suffered casualties" be amended to be "No experience gain if not suffering OR CAUSING casualties"? I have some units that are doing wonderful things on the battlefield, shooting, charging flanks, etc, but do not gain experience. The last round of the battle I am often looking around to see how I can get a few of them killed!

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Re: Field of Glory II v1.2.5 major update released!

Post by Ludendorf » Thu Mar 08, 2018 2:00 pm

Hmm... interesting changes.

What effect would the 50% swordsmen have for Irregular Foot?

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Re: Field of Glory II v1.2.5 major update released!

Post by Adraeth » Thu Mar 08, 2018 2:21 pm

Oh come on!! I am at work.... you can't do that now :D :D :D ....

Love this update, thank you!!

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Re: Field of Glory II v1.2.5 major update released!

Post by rbodleyscott » Thu Mar 08, 2018 3:13 pm

hunter wrote:Can I make the suggestion that the rule "No experience gain if the unit has not suffered casualties" be amended to be "No experience gain if not suffering OR CAUSING casualties"? I have some units that are doing wonderful things on the battlefield, shooting, charging flanks, etc, but do not gain experience. The last round of the battle I am often looking around to see how I can get a few of them killed!
A good suggestion.
Richard Bodley Scott

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Re: Field of Glory II v1.2.5 major update released!

Post by rbodleyscott » Thu Mar 08, 2018 3:15 pm

Ludendorf wrote:Hmm... interesting changes.

What effect would the 50% swordsmen have for Irregular Foot?
Effectively they lose 12-13 POA for the reduction in Protection (from Protected to Lightly Protected), but gain 50 POA vs most opponents (and 25 vs steady spears) from the 50% swordsmen. They will also be somewhat more vulnerable to shooting.

Overall they are (somewhat) better.
Richard Bodley Scott

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Pixel
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Re: Field of Glory II v1.2.5 major update released!

Post by Pixel » Thu Mar 08, 2018 3:22 pm

Some very nice Quality of Life changes here in addition to a solid list of other improvements. Downloading Legions Triumphant Now.
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Re: Field of Glory II v1.2.5 major update released!

Post by Pixel » Fri Mar 09, 2018 2:18 am

Quick quality of life request/suggestion:

When creating a challenge you see all the armies across the Expansions and the base game. While there is a button to hide unpurchased armies there isn’t a easy way to filter the list by expansion as far as I am aware.

Could we have either little icons for the different expansions next to the army names or a filter. This would make the setup of challenges where one player has all the expansions and is creating a challenge for another player that only has a few of them easier.

As we get more expansions this might become more of a issue.
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rbodleyscott
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Re: Field of Glory II v1.2.5 major update released!

Post by rbodleyscott » Fri Mar 09, 2018 7:46 am

Pixel wrote:Quick quality of life request/suggestion:

When creating a challenge you see all the armies across the Expansions and the base game. While there is a button to hide unpurchased armies there isn’t a easy way to filter the list by expansion as far as I am aware.
There is so much overlap between expansions that we felt filtering by date would be more useful.
Could we have either little icons for the different expansions next to the army names or a filter. This would make the setup of challenges where one player has all the expansions and is creating a challenge for another player that only has a few of them easier.
You don't have to own an expansion to accept a custom battle challenge, only to create a challenge. So you don't need to worry about whether your opponent owns the expansion. (Except for Epic Battles)
Richard Bodley Scott

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Pixel
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Re: Field of Glory II v1.2.5 major update released!

Post by Pixel » Fri Mar 09, 2018 4:29 pm

Just to clarify, you are saying that someone without the Legions Triumphant Expansion for example could accept a challenge created by me (who owns Legions Triumphant) that happens to have one or more of the Legions Triumphant armies?

AKA anyone can play PBEM with any of the MP armies (across expansions) as long as someone who owns all the relevant expansions creates the challenge?

If so that is pretty cool and it keeps the MP community together nicely!
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rbodleyscott
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Re: Field of Glory II v1.2.5 major update released!

Post by rbodleyscott » Fri Mar 09, 2018 4:41 pm

Pixel wrote:Just to clarify, you are saying that someone without the Legions Triumphant Expansion for example could accept a challenge created by me (who owns Legions Triumphant) that happens to have one or more of the Legions Triumphant armies?
Yes
AKA anyone can play PBEM with any of the MP armies (across expansions) as long as someone who owns all the relevant expansions creates the challenge?
Yes
If so that is pretty cool and it keeps the MP community together nicely!
We thought so.
Richard Bodley Scott

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Gwaylare
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Re: Field of Glory II v1.2.5 major update released!

Post by Gwaylare » Fri Mar 09, 2018 10:29 pm

Thanks for the update, that sound very good overall.
So I do like especially the preview of an enemy army during deployment and the balacing of Irregular Foot and Cataphracts.

Great job :D

Best regards
Gwaylare

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Re: Field of Glory II v1.2.5 major update released!

Post by fuzzayd » Sun Mar 11, 2018 2:45 am

This is a very nice update. Finally got a chance to purchase and play a battle and I didn't think the game could feel so improved. Great work and can't wait to see what's next.

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Re: Field of Glory II v1.2.5 major update released!

Post by klayeckles » Thu Mar 15, 2018 8:49 pm

all i can say is too bad for flatfooted fred...he died this upgrade...he's the slow guy on the overweight pony that can't keep up with his evading brethren....i never did like fred, but i love the updates! :mrgreen:

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Re: Field of Glory II v1.2.5 major update released!

Post by BornGinger » Fri Mar 16, 2018 10:34 pm

It seems my saved battles disappeared when I installed this major update. It doesn't matter because I can arrange the armies for the battles and start them again. Some people might not be too happy, though.

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Re: Field of Glory II v1.2.5 major update released!

Post by rbodleyscott » Sat Mar 17, 2018 6:52 am

BornGinger wrote:It seems my saved battles disappeared when I installed this major update. It doesn't matter because I can arrange the armies for the battles and start them again. Some people might not be too happy, though.
Indeed, but they should not have disappeared. They are not part of the installation.

They should be in /Documents/My Games/FieldofGlory2/SAVES.
Richard Bodley Scott

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