We have another public beta for you. It has some important changes, so we would like to get your feedback on it before we make it official.
If you are interested, you can download the public beta update from this DIRECT LINK.
The public beta is also available on Steam, as a beta branch. To activate it, you need to use the Steam client:
1. In your Library, right-click Field of Glory II, and choose "Properties
2. In the new window, select the "Betas" tab
3. On the drop-down menu, select "openbeta - Open Beta", and click Close. Steam will proceed to update your game.
Please post your feedback in THIS SUBFORUM
Here is the list of changes:
Beta Version 1.5.20
The main change in this beta update is the removal of the Heavy Foot +1 CT modifier for “Below Average” or worse quality Heavy Foot.
Also, a couple of bug fixes (see main 1.5.20 changelog below) and two items that seem too trivial to include in the main changelog:
• Battle Reports and Situation Intro text boxes (the top two boxes) should now always be scrolled to the top when the Campaign stage screen first appears each stage.
• At the end of the campaign, “End” will be displayed instead of, for example, “Stage 10/9”.
o Heavy Infantry that are of “Below Average” (or “Somewhat Disheartened”) or worse quality (quality <= 90) no longer get the +1 CT modifier for Heavy Foot.
o Change: Close Order Warbands and troops of “Below Average” (or “Somewhat Disheartened”) or worse quality are excluded from the +1 Cohesion Test modifier for being Heavy Foot.
• Bug Fixes:
o Fixed bug that corrupted campaign unit database if player rolled back to previous stage of campaign instead of playing one of the choices in a pursue/don't pursue decision.
o Fixed bug that could sometimes cause the game to crash if a new sandbox campaign was started after playing (or loading) another one in the same session.
Beta Version 1.5.19
• The new AI code for cavalry armies fixes an issue whereby in some circumstances the cavalry wing of a cavalry army that has no significant enemy force facing it might halt to wait for its own army’s centre to advance, rather than sweeping round the enemy flank. Please play some test games with balanced armies vs cavalry armies to check whether the new code seems to work well if the player places all or most of his army on one flank. A “cavalry army” is one that has only a small amount of non-light infantry. (You can tell whether the game considers it a cavalry army, because if so, it will initially deploy any non-light infantry in the rear).
• Please observe the effects of the new cavalry break off logic.
o Improved AI for the cavalry wings of cavalry armies.
o Non-cataphract cavalry will now break off from infantry unless they will have a significant advantage in the ensuing melee. (Previously they would stay in combat if they had a very slight advantage, which tended to lead to an attritional combat that they were unlikely to win in the end). Break off logic for cataphracts has been left unchanged because they often have a better chance of winning the melee than the impact, so staying in combat if they have some advantage is often the better option.