Field of Glory: Empires Update 1.04 Preview

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Daniele
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Field of Glory: Empires Update 1.04 Preview

Post by Daniele » Fri Sep 20, 2019 1:45 pm

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Update 1.04 will land very soon and as you know it will bring numerous improvements, from the AI to gameplay balancing.

Among all the new things and changes, there are 4 that we'd like to highlight to you in advance, so to give you a taste of what's coming with the "Triumph" Update:

Military Buildings overhaul
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Build enough of them, and your military expertise will translate into better leaders and soldiers.

Cavalry in battles
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Cavalry is now able to flank attack armies relying only on foot soldiers. Horse power!

Retaliate Expedition
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Do you have enough of these pesky barbarians raiding your land? Retaliate against them, but don't take their filthy villages!
An army with a leader can attack with a 'Retaliate Expedition' order that will make them not conquer the region (and still fight the enemy)

Better Naval AI
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A better naval AI building more ships and protecting troop convoys

Stay tuned for the official full release!

13obo
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Re: Field of Glory: Empires Update 1.04 Preview

Post by 13obo » Fri Sep 20, 2019 2:16 pm

I'm very glad a player's suggestion regarding cavalry in battles was directly incorporated into the game. Jolly well done!

Pocus
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Re: Field of Glory: Empires Update 1.04 Preview

Post by Pocus » Fri Sep 20, 2019 3:09 pm

Indeed, and thanks to Geffalrus for his very nice idea!
AGEOD Team - Makers of Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.

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Re: Field of Glory: Empires Update 1.04 Preview

Post by 13obo » Fri Sep 20, 2019 3:16 pm

Anything on diplomacy and unit assignment on the frontage during combat?

Pocus
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Re: Field of Glory: Empires Update 1.04 Preview

Post by Pocus » Fri Sep 20, 2019 3:38 pm

Diplomacy no, it will take more time for us to come with something fleshed out enough. For the time being, we added the Retaliate order so you can attack without conquering. With the Abandon order, you can relinquish a region you already hold (and the cost is much more affordable now).

Unit assignment has been improved though, now the priority to center varies depending of the unit and the terrain for example. So you can expect to have heavy infantry with less priority in forest. It also covers special cases, like more priority if the unit likes a terrain.
AGEOD Team - Makers of Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.

13obo
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Re: Field of Glory: Empires Update 1.04 Preview

Post by 13obo » Fri Sep 20, 2019 3:42 pm

That's fantastic and I'm very much looking forward to this!

I don't mean to sound greedy but if something is done to address the current issues with the attack/defence mechanic that would make the game eternal in my books. For example, a sieging army is always considered the "attacker" even if a relieving army attacks them. This means that if I want to relieve a siege of a region in open terrain (say Antigonus or Rome capital region), my hoplites will always have 5 combat value, compared to the enemy's 7.

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Re: Field of Glory: Empires Update 1.04 Preview

Post by Geffalrus » Fri Sep 20, 2019 4:47 pm

Pocus wrote:
Fri Sep 20, 2019 3:09 pm
Indeed, and thanks to Geffalrus for his very nice idea!
Happy to help even a little! :)

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Re: Field of Glory: Empires Update 1.04 Preview

Post by Geffalrus » Fri Sep 20, 2019 4:49 pm

Pocus wrote:
Fri Sep 20, 2019 3:38 pm
Diplomacy no, it will take more time for us to come with something fleshed out enough.
That's a tricky pickle to figure out, no doubt. Fortunately, MP is accessible enough that player-player interaction can provide more variety in that realm.

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Re: Field of Glory: Empires Update 1.04 Preview

Post by sage3 » Fri Sep 20, 2019 9:34 pm

Wow, great and exciting stuff. Can't wait (especially for that capitol-moving bug fix which has paused by current Arverni game!). One question: will the way in which military buildings not located in a provincial capitol contribute be changed? Or will it at least be more clear which values are still used/ignored for such buildings?

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Re: Field of Glory: Empires Update 1.04 Preview

Post by Simonas » Sat Sep 21, 2019 11:53 am

Really nice stuff :) good job.

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Re: Field of Glory: Empires Update 1.04 Preview

Post by OldSarge » Sat Sep 21, 2019 2:10 pm

Looking forward to the update! I think that the retaliate feature will come in very handy.
You and the rest, you forgot the first rule of the fanatic: When you become obsessed with the enemy, you become the enemy.
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Dux Limitis
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Re: Field of Glory: Empires Update 1.04 Preview

Post by Dux Limitis » Sat Sep 21, 2019 2:20 pm

Pocus wrote:
Fri Sep 20, 2019 3:38 pm
Diplomacy no, it will take more time for us to come with something fleshed out enough. For the time being, we added the Retaliate order so you can attack without conquering. With the Abandon order, you can relinquish a region you already hold (and the cost is much more affordable now).

Unit assignment has been improved though, now the priority to center varies depending of the unit and the terrain for example. So you can expect to have heavy infantry with less priority in forest. It also covers special cases, like more priority if the unit likes a terrain.
Sorry,but I wanna let you guys to fix up the wrong translate of the spartan phalanx unit.They should translate as the veteran hoplite with spartan ∧ painting shields in fog2.And seems sparta can't hire the mercenaries in game even they have a mercenary building.
And then what we need are:
1.greek city state and diadochi nations can hire the mercenary hoplites,also need peltast and mercenary peltasts for the greek and thracians(thracians got it's own peltast models)
2.need the mercenary building can hire more mercenary units like slinger,archers.NOT ONLY medium foot and cavalry.
3.Need more nations even they're unplayable,but you still can active with them,such as alliance,like the rome2 tw.You know what?Your game without the 77 playable nations will left nothing on the map,but nameless wastelands.

Pocus
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Re: Field of Glory: Empires Update 1.04 Preview

Post by Pocus » Sat Sep 21, 2019 4:05 pm

Sparta now starts with hoplites and can get phalangites at Civilization Level III, representing Kleomenes III military reform. They both provide a siege bonus also.

Military buildings in province all counts now when you recruit. The ones in the capital count in full, and ALL OTHERS in others regions count as one third, so you can really boost XP with that now. Also, reduction in cost is factored across all province (again, with the full / one third rule). To give an example, if Rome has a barrack providing 10 XP in Latium and 3 others barracks in others regions, then overall units built in Latium get 20 XP.

Plus with the Military Expertise rule, these 4 barracks will help boost the ratio, thus providing nation-wide bonuses.
AGEOD Team - Makers of Empires, ACW2, WON, EAW, PON, AJE, RUS, ROP, WIA.

Dux Limitis
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Re: Field of Glory: Empires Update 1.04 Preview

Post by Dux Limitis » Sun Sep 22, 2019 1:48 am

Pocus wrote:
Sat Sep 21, 2019 4:05 pm
Sparta now starts with hoplites and can get phalangites at Civilization Level III, representing Kleomenes III military reform. They both provide a siege bonus also.

Military buildings in province all counts now when you recruit. The ones in the capital count in full, and ALL OTHERS in others regions count as one third, so you can really boost XP with that now. Also, reduction in cost is factored across all province (again, with the full / one third rule). To give an example, if Rome has a barrack providing 10 XP in Latium and 3 others barracks in others regions, then overall units built in Latium get 20 XP.
Thanks,I'll try it later.But one last thing,a suggest,when you set or change the recruit system,you should contrast with the fog2's nations' army lists.Make sure will not lack of any unit.Because the empires' battle can be translate into fog2,the units are very important.

And you have not answerd the question of the mercenary hoplite and peltast yet(

Bivox
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Re: Field of Glory: Empires Update 1.04 Preview

Post by Bivox » Mon Sep 23, 2019 12:54 pm

Very nice featured to add . Just a question I wonder if you have in long term projects nothing you can do in short term but overhaul the map by putting impassable terrain like mountains or river-crossing in certain provinces so players and AI can fortify choke points . Some mountains should only be crossed in certain areas while other not. Like Pyrenees and alpse should be natural barriers to protect nations and allow players to concentrate defences .

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Re: Field of Glory: Empires Update 1.04 Preview

Post by devoncop » Mon Sep 23, 2019 2:00 pm

Errrr....The Alps were not impassable.

Ask Hannibal 😉

vaalen
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Re: Field of Glory: Empires Update 1.04 Preview

Post by vaalen » Mon Sep 23, 2019 3:20 pm

These improvements are like a dream come true. An already great game will get even better. And I suspect there is much more in the update that is not mentioned.

Thank you Pocus, for this wonderful gift!

I hope the wait will not be long.

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