Welcome to the latest open beta of FOG II. As usual, we have a whole host of improvements for you and look forward to your feedback. You can download the Slitherine version here, or if Steam is more your thing, then you will find the game on the openbeta branch (no password required).
Hotseat Mode
- It is now possible to switch back and forth between Hotseat mode and AI mode during the course of a battle. You can turn Hotseat mode On and Off in the Settings menu. The change takes effect on the next enemy turn - not including their first (Deployment) turn.
- This allows you to start a Custom Battle in Hotseat mode, do Force Selection and Deployment for the enemy side, then switch to AI mode to fight out the battle. To do this, you need to set Hotseat mode On in the Settings menu before starting the battle, and then switch it Off again at any time before the enemy second turn.
- To allow the above to work correctly, the enemy side (like the player) does not get a move on its first turn when the game is started in Hotseat mode.
- Maximum battle size before scaling is now affected by the Conversion Ratio setting. i.e. If you set the Conversion Ratio to 150% of default, the battle will not scale unless the larger side has more than 36 Empires units, and the scaling will be based on that figure and not the default figure of 24.
- Our grateful thanks go to Paul Adaway, author of TT Mod, for permission to use units from TT mod in the main game, and Stephen Hales of Little Big Men Studios for permission to use his shield pattern designs in TT Mod units. https://www.littlebigmenstudios.com/
- Added 5 new Irregular Foot units from TT Mod. (Iranian-style, Non-Iranian Middle-Eastern style, Skythian, Ligurian and Nubian.)
- Added Takabara textures from TT mod.
- Added Early Cataphracts from TT Mod.
- Added 4 new Late Roman cavalry units from TT Mod: Clibanarii, Cavalry, Veteran Cavalry, Equites sagittarii.
- Numerous army lists have been updated to use the new units.
- The following Epic Battle scenarios have been updated to use the new units: Thymbra, Chaironeia (86 BC), Tigranocerta, Adrianople, Argentoratum, Chalons, Frigidus, Maranga.
- Fixed issue that could cause late arriving troops (e.g. flank marchers) to be treated as part of the same group move command as some inappropriate on-table troops.
- Correction - Section 15.2: “Moreover, a unit cannot drop cohesion twice in the same turn from shooting, nor from close combat. (But can drop once for each, and in some circumstances can double drop from close combat). Note that melees that were not resolved before hitting End Turn are resolved automatically and count as part of the preceding turn for the above purpose. Also, a unit that is Fragmented may break (without waiting to be contacted) if charged by another unit, even if it became Fragmented as a result of a previous impact close combat this turn.”
(The previous statement that cohesion could drop from each of shooting, impact and melee in a turn was incorrect.)
By request, here is a list of scripts and other major files changed since v1.5.30:
- ArmyList.txt
- Squads.csv
- Squads.xlsx
- Helpers.bsf
- Slith_RandomMap2.bsf
- AITools.bsf
- CampaignTools.bsf
- LiaisonTools.bsf
- Macros.bsf
- MoreScenarioTools.bsf
- BattleCommon.bsf
Vale!