Field of Glory II Version 1.3.9 Patchnotes

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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Daniele
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Field of Glory II Version 1.3.9 Patchnotes

Post by Daniele » Thu Jun 07, 2018 11:09 am

Hi Everybody!

Field of Glory II has been updated to version 1.3.9!

This new version brings a lot of improvements and changes, including STEAM achievements!

You can download the update from here (Members Area) or from here (Public FTP)

Version 1.3.9 Patchnotes
• Some optimisations to improve performance on slower systems.

• STEAM:
o 20 STEAM achievements have been added. (STEAM version only).

• Gameplay:
o Some mounted unit types can be dismounted as equivalent infantry units at Deployment. This is confined to nations that often dismounted their cavalry, and currently only applies to units in the Age of Belisarius DLC.
o Massed bowmen without any close combat capabilities now get a negative shooting POA modifier if there are any unbroken enemy non-light troops with close combat capabilities within 2 squares and not facing away from them. This is primarily a nerf because armies with large numbers of these units were found to be overpowered. It is rationalised by them being nervous when enemy combat troops approach closely, as they are too densely formed to evade – this concept is supported by some studies of more modern warfare. (Note: The AI takes this into account and avoids moving non-combat bowmen close to unbroken enemy combat troops, unless these are facing away or it wants to charge something).
o Additional -1 modifier in cohesion tests for losing close combat for foot lacking any close combat (impact or melee) capabilities. This will make “massed bowmen”, artillery, peasant levies, light archers and slingers quicker to rout in close combat. It applies on top of any “Any one of…” modifier.
o Armoured cavalry gain additional 12% casualty mitigation against shooting by bows, slings and javelins compared to Protected. (Unprotected cavalry get 0% mitigation, Protected cavalry get 16%, Armoured get 28%, Cataphracts get 49%).
o Maximum melee POA for armour advantage increased to + 100 vs foot. (It remains +50 vs mounted). This currently only affects cataphracts.
o Deep units of Offensive Spearmen (with a base unit size of 12 figures or more) can now form square.
o The permitted (re-)deployment areas for non-light troops in Random Map battles now depend entirely on the width of the map (and the presence of flank rivers or coasts if any), and will not vary depending on the size of each army or whether Autodeploy has been used. Light troops can deploy right out to the map edge. Note that Autodeploy may sometimes deploy non-light units beyond the standard deployment zone. Such units can be redeployed, but only into the standard deployment zone.
o Chariots can now cross Deep Streams slowly.
o Tightened up application of rule that units cannot charge targets that were not within 45 degrees of straight ahead at the start of the turn. Previously it was sometimes possible to charge units slightly out of the 45 degree arc by making a 45 degree (free) turn first.
o G hotkey now toggles map grid.

• Units:
o Indian cavalry upgraded to Average, Protected, Light Spear, Swordsmen at 32 points. (At 20 points, despite their previous low quality and absence of melee capability, they were by far the most cost-effective flankers in the game.)
o Elephants points cost increased to 60.
o Points cost of the following extra-deep units adjusted: Average Warbands reduced from 63 to 58 points, Superior Warbands reduced from 81 to 75 points, Pictish Spearmen reduced from 58 to 54 points.
o Triarii now reported as ”Highly Superior” rather than “Elite”. Note that this is just a UI change, not a nerf. Their numerical quality rating is the same as before.
o Limitanei will now be promoted to Pseudocomitatenses in campaigns when they have acquired sufficient experience in the field army.

• Army Lists:
o Improvised Camelry removed from Achaemenid Persian 550-546 BC army list, and Achaemenid Persian 547 BC (Thymbra) list added.
o Added some armoured noble lancers to all three Western Hunnic lists, representing lance-armed noble Huns.

• AI:
o AI: Infantry less likely to get “stuck” behind friends in close proximity to enemy.
o Shooty non-light cavalry, camelry and light chariots are now more likely to evade than previously if the combat chances are fairly close to even but they have a significant shooting advantage against the chargers. In practice this means that they are more likely to evade from non-shooty cavalry or infantry in marginal cases than before. (Note that this only potentially alters the decision to evade when the combat odds are fairly close to even. Also they still won’t evade if cavalry chargers start their move in the adjacent square, because of the high danger of being caught.)

• Multiplayer:
o It is no longer possible to get a re-rolled map by “force-quitting” the program on the first turn of an MP random map game. Such behaviour was already being tracked by the PBEM system with the ultimate sanction of banning, but now it is simply not possible.
o Concession disabled during MP replay as it could sometimes cause issues.

• Manual:
o Manual correction: Melee POA chart. Heavy and Scythed chariots both have +100 POA vs any troops except elephants, light foot, light horse or steady foot who are pike, offensive spearmen or defending an obstacle.
o Manual correction: Irrigation ditches give +25 POA in Impact and Melee combat to foot defenders if the unit is not missile troops vs mounted and so does not qualify for +100 POA for “Protection”.
o Manual addition: Shooting POA chart: Massed non-combat bowmen with unbroken enemy combat troops within 2 squares of them and not facing away from them get -70 POA shooting modifier.
o See also other gameplay changes above.

• Modders:
o Maximum SideID increased to 8191.

• Bug Fixes:
o Editor UI can now cope with gaps in the list of SideID names.
o Fixed bug that could sometimes result in newly promoted custom-named campaign units being assigned to unpurchased units on the battlefield during battle setup, their place among the pre-purchased units being taken by an almost identical un-named unit. This caused the name to be lost if the unit was not repurchased during force selection.
o Fixed bug that could allow player too many troops in campaign “own reinforcements” scenario. (This would show as negative points in the force selection window).
o Fixed bug that could alter the map size in the MP custom battles setup screen if you lingered too long while setting up an MP skirmish.
o Fixed bug that could give light foot an Undo button if they evaded through friends in their own turn as a result of an enemy pursuit charge.
o Fixed bug that showed wrong banner colours for reversed epic battle scenarios with Romans or Spartans as Side0.
o Fixed issue with banner and texture allocation in Empire of the Huns and King of Kings campaigns.
o Fixed error in Thracian army list end date in army list file.
o Fixed general allocation bug in 3rd battle of Third Century Crisis campaign.
o Improved trajectory of horse archer arrows.
o Fixed bug in Roman Lancers’ death animations.
o Fixed some other minor animation bugs.

oscarius
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Re: Field of Glory II Version 1.3.9 Patchnotes

Post by oscarius » Thu Jun 07, 2018 11:27 am

Shame about the Indian cavalry, there's rather too many 'Average' rated units (and hardly any above or below average..) though I can definitely see the balance reasoning. Warband and elephant changes look fair.

z1812z
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Re: Field of Glory II Version 1.3.9 Patchnotes

Post by z1812z » Sun Jun 10, 2018 8:34 pm

The Grid will be very useful.

canuckgamer
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Re: Field of Glory II Version 1.3.9 Patchnotes

Post by canuckgamer » Mon Jun 11, 2018 2:11 am

I hope that in a future patch the option of adjusting the speed of the replay for multiplayer is added. As it is now I sometimes have to view the replay more than once to see my opponent's turn especially ranged weapons results.

Kabill
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Re: Field of Glory II Version 1.3.9 Patchnotes

Post by Kabill » Mon Jun 11, 2018 8:36 pm

Horse-archer evasion changes seems to be working well. Playing a game at the moment where I've had trouble pinning them even with charges from an adjacent tile, which has overall worked out in their favour.
Kabill's Great Generals Mod for FoG2: http://www.slitherine.com/forum/viewtopic.php?f=492&t=84915

Dux Limitis
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Re: Field of Glory II Version 1.3.9 Patchnotes

Post by Dux Limitis » Wed Aug 01, 2018 2:26 pm

@Daniele I got some ideas for new units added,you're already add the Early Imperial Legionaries in the Legions Triumphant DLC,can you add the Late Imperial Legionaries?They're really changed and different form the Legionaries before.And,can you add roman ballistarii(crossbowmen) in next patch?Late roman army really have many ballistarii,they use the manuballistae(or called arcuballistae ) ,you can see them in the <Notitia Dignitatum> and the <Res Gestae>.

KiwiWarlord
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Re: Field of Glory II Version 1.3.9 Patchnotes

Post by KiwiWarlord » Fri Aug 03, 2018 11:07 pm

o Indian cavalry upgraded to Average, Protected, Light Spear, Swordsmen at 32 points. (At 20 points, despite their previous low quality and absence of melee capability, they were by far the most cost-effective flankers in the game.)

Changing the historical characteristics of troop types because of 'gamey/cheesy tactics' is wrong imo.

Maybe you should look at other ways to make rubbish troops rubbish in the game.eg movement lessened and turns more expensive for Raw/Mediorce or flank/rear charges don't disrupt as per Light Troops?

rbodleyscott
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Re: Field of Glory II Version 1.3.9 Patchnotes

Post by rbodleyscott » Sat Aug 04, 2018 9:04 pm

KiwiWarlord wrote:
Fri Aug 03, 2018 11:07 pm
o Indian cavalry upgraded to Average, Protected, Light Spear, Swordsmen at 32 points. (At 20 points, despite their previous low quality and absence of melee capability, they were by far the most cost-effective flankers in the game.)

Changing the historical characteristics of troop types because of 'gamey/cheesy tactics' is wrong imo.

Maybe you should look at other ways to make rubbish troops rubbish in the game.eg movement lessened and turns more expensive for Raw/Mediorce or flank/rear charges don't disrupt as per Light Troops?
That would certainly be an alternative way of dealing with such issues.
Richard Bodley Scott

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JayJayAwesome
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Re: Field of Glory II Version 1.3.9 Patchnotes

Post by JayJayAwesome » Wed Aug 15, 2018 6:56 am

A quick question:
Cataphracts vs Roman Legionaries in melee combat get a +100 POA advantage due to armor in the game I just played. (No DLC installed so far)

Shouldn't it be just +50 POA advantage instead, as the Legionaries are armored (value 50 POA) themselves?

Do I get something wrong?

rbodleyscott
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Re: Field of Glory II Version 1.3.9 Patchnotes

Post by rbodleyscott » Wed Aug 15, 2018 12:38 pm

JayJayAwesome wrote:
Wed Aug 15, 2018 6:56 am
A quick question:
Cataphracts vs Roman Legionaries in melee combat get a +100 POA advantage due to armor in the game I just played. (No DLC installed so far)

Shouldn't it be just +50 POA advantage instead, as the Legionaries are armored (value 50 POA) themselves?

Do I get something wrong?
Zarkarion on STEAM wrote:The POA is not an armour value, it is a POA for having better armour than the opponent. It is half the difference in armour rating, capped at +50 vs mounted troops and +100 vs Foot. The side with the lower armour rating gets nothing.

Armoured legionaries have an armour rating of 100, while cataphracts have an armour rating of 300. The difference is therefore 200, corresponding to +100 POA for the cataphracts (and nothing for the legionaries).
Richard Bodley Scott

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