FOG2 Medieval v1.5.18 update is now available - changelog

Field of Glory II: Medieval

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rbodleyscott
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FOG2 Medieval v1.5.18 update is now available - changelog

Post by rbodleyscott »

The v1.5.18 update has now been released.

STEAM and GOG builds should update automatically.

Standalone build will require you to run an updater. If the "Check for Updates" button does not work for you, you can download the updater here:

https://ftp.matrixgames.com/pub/Fieldof ... .05.18.zip

Changelog:

Version 1.5.18

• MP Allow Restarts option:
  • o There is now an option in the MP challenge setup screen to “Allow Restarts” in Ranked custom battle challenges.
    o This is to facilitate the use of the Slitherine Elo ranking system in player-run tournaments that allow either player to reroll the map at the start of the game if they deem it unsuitable. Mechanically, this entails one player conceding the game and then the challenge being set up again.
    o If the “Allow Restarts” option is set, concessions will be ignored for Elo ranking purposes if they occur in either player’s first 2 turns. After the first two turns, the conceding player will be considered the loser for Elo purposes.
    o Explanatory tooltips added to checkboxes in MP New Challenge setup screen.
• Field of Glory Kingdoms Beta:
  • o If you are in the Kingdoms beta, and have exported a battle, the Kingdoms Battle button will appear in the Battles menu. Click on it to play your Kingdoms battle and export the result.
    o After the battle, Kingdoms should now restart automatically if you select the appropriate option.
• New Army Lists:
  • o Christian Nubian 1050-1174 AD
    o Christian Nubian 1175-1500 AD
• New Time Warp Army Lists:
  • o Meroitic 280 BC – 400 AD
    o Axumite 100-970 AD
    o Beja 250-849 AD
    o Beja 850-1049 AD
    o Blemmye 298-499 AD
    o Blemmye 500-550 AD
    o Nobatae 298-499 AD
    o Nobatae 500-550 AD
    o Christian Nubian 550-1049 AD
• Other list changes:
  • o Adjusted numbers of military order knights in Crusader 1155-1291 AD list. (More Teutonic Knights, less Templar and Hospitallers at some army sizes)
    o Added one unit of Hospitaller men-at-arms to the German (Imperial) 1400-1424 AD list. These represent the military order knights (Hospitallers and some Teutonic Knights) that took part in the early stages of the Hussite Wars.
    o Bohemian Catholic allies added to German (Imperial) 1400-1424 list.
    o Serbian allies added to German (Imperial) 1425-1449 AD list. (Fought at Trnava in 1430).
    o Added Best-Equipped Cavalry to Ghaznavid and Ghurid lists.
    o Tweaked other cavalry numbers in Ghaznavid list.
    o Removed compulsory infantry from Rajput lists.
    o Tweaked cavalry in Rajput 1050-1339 and 1340-2500 lists.
• Other Time Warp list changes:
  • o Kardakes Hoplites added to Achaemenid Persian 419-329 BC list.
• Many thanks to Paul Adaway for all the new units/textures.

• Time Warp Unit Costs:
  • o Average Protected Warbands reduced from 54 to 51.
    o Average Lightly Protected Warbands reduced from 50 to 48.
• Campaign changes:
  • o Added Finnic Warriors to Rus and Swedish army lists for Neva stage of Alexander Nevsky campaign.
Richard Bodley Scott

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tyronec
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Re: FOG2 Medieval v1.5.18 update is now available - changelog

Post by tyronec »

There is something odd happening with highlighting units.
See the attached pic, there is no reason for the unselected units to have a blue background. Cosmetic issue, not effecting game play.
aa.jpg
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rbodleyscott
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Re: FOG2 Medieval v1.5.18 update is now available - changelog

Post by rbodleyscott »

Looks to me like those units have still got some movement points left after making the initial group move.
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tyronec
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Re: FOG2 Medieval v1.5.18 update is now available - changelog

Post by tyronec »

It's an MP game so I can't go back to it, but I didn't do any group moves.

It is something to do with command groups and units in the same command that still have MPs left and are within command range.
However not all units in the same group, in command range, and with MP are highlighted.
rbodleyscott
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Re: FOG2 Medieval v1.5.18 update is now available - changelog

Post by rbodleyscott »

Ah well, if at some point it is proven to (probably) be a bug, I will look into it.
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tyronec
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Re: FOG2 Medieval v1.5.18 update is now available - changelog

Post by tyronec »

I was able to repeat it be starting a game with a mix of units in command groups.
It occurs most of the time for most units in the command group selected with MPs.
rbodleyscott
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Re: FOG2 Medieval v1.5.18 update is now available - changelog

Post by rbodleyscott »

tyronec wrote: Tue Apr 30, 2024 5:26 am I was able to repeat it be starting a game with a mix of units in command groups.
It occurs most of the time for most units in the command group selected with MPs.
I don't really understand what you mean. When I tried mixed group the whole group stayed blue when some had used their full movement allowance and some had not.

What exactly are you doing to reproduce this? (Please spell out all steps fully)

If possible please show screenshots before and after the group moves.
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tyronec
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Re: FOG2 Medieval v1.5.18 update is now available - changelog

Post by tyronec »

This is a randomly produced army.
The first group is half out of command range.
If I move some of them and select a unit out of command range then nothing is highlighted, whether moved or not.
a.jpg
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b.jpg
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The next group is all in command range.
If i move some of them and select an unmoved unit then all unmoved units in the group are highlighted, but none that have moved any amount even if below their maximum move.
c.jpg
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Last edited by tyronec on Tue Apr 30, 2024 8:20 am, edited 1 time in total.
tyronec
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Re: FOG2 Medieval v1.5.18 update is now available - changelog

Post by tyronec »

d.jpg
d.jpg (94.38 KiB) Viewed 204 times
Maybe this is WAD, I don't know.

It is different from what happened in my MP game where units were being highlighted when they had moved a bit but maybe had MP points remaining. They were in the same command group.

So it is something to do with movement and something to do with command range and something to do with command group, but exactly what I am not sure.
At no stage in any of this have I done a group move.
rbodleyscott
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Re: FOG2 Medieval v1.5.18 update is now available - changelog

Post by rbodleyscott »

tyronec wrote: Tue Apr 30, 2024 8:18 am If i move some of them and select an unmoved unit then all unmoved units in the group are highlighted, but none that have moved any amount even if below their maximum move.
That is working as intended, because units that have made any non-group move, are excluded from group moves by the rest of the group. (Whether or not they have any AP left)
Richard Bodley Scott

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