Welcome to 1.5.37

Everything relating to open beta v. 1.5.37
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manickennel
Slitherine
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Joined: Tue Nov 26, 2019 2:34 pm

Welcome to 1.5.37

Post by manickennel »

Welcome to the latest open beta of FOG II. Our ongoing work on FOG II Medieval has meant a number of changes to gameplay which are now added in here. As always, we are very grateful for your input and look forward to hearing what you think. 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).

A recent beta build of Medieval caused errors for some users with Norton Antivirus installed, so if you are a Norton user, do please let us know either way how this works for you.

For this beta we would like you to test and report on the changes to the effect of ZOCs on permitted charges and breakoffs. Also the Heavy Artillery movement rules – please report any apparent anomalies. Also please report any issues with saving or loading SP or MP games, and particularly look out for lost map height data, especially in MP.

New .EXE
  • This is a further attempt to prevent interference by synching software from corrupting load/save data – particularly in MP. The most noticeable effect of this was in MP when height data could sometimes mysteriously disappear from the map due to incomplete file transfer caused by interference with the reading/writing of temporary files by synching software.
  • The new .EXE uses a different location for temporary files when saving or loading SP and MP games. This location (<appdatalocal>/temp, or if that does not exist <appdatalocal>), is one that should not be accessed by synching software. It now only uses the Documents folder for temporary files if neither of the above folders exist on the system.
Gameplay
  • ZOCs and Permitted Charges: A unit that is in the primary ZOC of one or more enemy units could already charge any of those within a 45 degree arc of the unit’s front. It can now also charge an enemy unit in the square directly to its front if it is in that unit's secondary ZOC. This is intended to remove the deliberate or inadvertent contact-delaying effect of each unit in a line of units turning to face diagonally. Please report any potential issues.
  • ZOCs and Breakoffs: ZOCs no longer prevent breakoffs from close combat. They still prevent voluntary Fall Back moves.
  • Heavy Artillery: Heavy Artillery can now move until they have shot once. This is intended to make Heavy Artillery more useful in the game. It does not represent them actually moving while fully assembled, but represents them being set up within range of the enemy. Note that this change will not affect any games that have already been started.
  • POAs: Adjusted the code for the “Missile troops defending other obstacles” POAs, so that missile units with close combat capabilities (e.g. Sparabara, Assyrian-style or Byzantine mixed foot) don’t get the full effect in addition to their POAs from their close combat capabilities. Note also that the line in the POA table should in fact read “Missile troops defending obstacles”, as if the unit is defending actual fortifications, the POA is additional to the POA for the fortifications.
UI
  • In the Tutorial scenarios, popups with information about enemy unit types now only appear if you left-click on the unit, rather than simply mouse over them. This is intended to reduce the barrage of popups.
Units
  • Irish Foot and Picked Irish Foot changed to Lightly Protected. Points cost increased accordingly, to 39 and 51 respectively.
Army Lists
  • Proportion of units with Heavy Weapon reduced in Irish 900-1049 AD list.
  • Archers removed from Irish 900-1049 AD list.
  • Added some Veteran Italian Foot to Apulian list.
Bug Fixes
  • Fixed bug that could occasionally cause MP mirror maps to be generated differently for the two games, with one version having a coast and the other a river.
  • Fixed bug that could prevent flank march units from charging enemy within charge reach when they first arrive.
  • Fixed bug that could make text from flank march message in Baggage escort scenario with Auto Force Selection overwrite the proper text for the popup showing the number of additional available generals, so that the game showed the flank march message for the same flank twice and did not show the generals message.
  • Fixed bug whereby unit breaking off from melee resolved after the end of the enemy turn (but counting as part of that turn, so not preventing it from moving in its own turn), would treat its pre-break off position as its starting position for determining validity of flank charges.
  • Fixed bug that awarded LUCKY and UNLUCKY achievements when unit triggering achievement was enemy unit.
  • Fixed bug that prevented testing charges for diagonally crossing the front of another enemy unit from working correctly in some circumstances when enemy unit is on rough terrain.
Senior Producer of FOG Kingdoms, Scramble, Stargate, Broken Arrow and Ancient Arenas: Chariots
Athos1660
Major-General - Elite Tiger I
Major-General - Elite Tiger I
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Re: Welcome to 1.5.37

Post by Athos1660 »

(...)
For this beta we would like you to test and report on (...) the Heavy Artillery movement rules – please report any apparent anomalies.
(...)
[*]Heavy Artillery: Heavy Artillery can now move until they have shot once. This is intended to make Heavy Artillery more useful in the game. It does not represent them actually moving while fully assembled, but represents them being set up within range of the enemy. Note that this change will not affect any games that have already been started.
Seems to work as described, using scenarios I created for the occasion.

This is a nice feature for the Heavy Artillery of FoGII: Ancients too. I like it that way. Strict immobility was a bit frustrating sometimes. This change makes it funnier.

Would it be worth considering at a later stage adding the ability to move heavy artillery after having shot at the cost of say one or two turns during which the Artillery can't shoot nor move (like in P&S) ? Would it be unrealistic and/or unhistorical ? Would it be fun ?
rbodleyscott
Field of Glory 2
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Re: Welcome to 1.5.37

Post by rbodleyscott »

Athos1660 wrote: Wed Aug 18, 2021 8:51 pm Would...adding the ability to move heavy artillery after having shot at the cost of say one or two turns during which the Artillery can't shoot nor move... be unrealistic and/or unhistorical ?
Almost certainly.
Richard Bodley Scott

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MVP7
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Re: Welcome to 1.5.37

Post by MVP7 »

Great to finally have the mobile heavy artillery in the Ancients! I have been hoping this change since 2018 :D.
stockwellpete
Field of Glory Moderator
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Re: Welcome to 1.5.37

Post by stockwellpete »

Where should this beta be placed if I am doing the Slitherine download please? In the main part, or in the Campaigns folder?
rbodleyscott
Field of Glory 2
Field of Glory 2
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Re: Welcome to 1.5.37

Post by rbodleyscott »

stockwellpete wrote: Sun Sep 26, 2021 12:46 pm Where should this beta be placed if I am doing the Slitherine download please? In the main part, or in the Campaigns folder?
Neither, it is a separate installation. Just download and run the installer and accept the defaults.
Richard Bodley Scott

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Edorf
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Re: Welcome to 1.5.37

Post by Edorf »

I have the GOG version. Any timeframe on when the 1.5.37 update will be officially released?
rbodleyscott
Field of Glory 2
Field of Glory 2
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Re: Welcome to 1.5.37

Post by rbodleyscott »

Edorf wrote: Mon Oct 25, 2021 8:56 pm I have the GOG version. Any timeframe on when the 1.5.37 update will be officially released?
We are holding it back until January, to avoid updating in the middle of the World Team chamiponships or FOG2 Digital League.
Richard Bodley Scott

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rbodleyscott
Field of Glory 2
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Re: Welcome to 1.5.37

Post by rbodleyscott »

Edorf wrote: Mon Oct 25, 2021 8:56 pm I have the GOG version. Any timeframe on when the 1.5.37 update will be officially released?
We are holding it back until January, to avoid updating in the middle of the World Team chamiponships or FOG2 Digital League.
Richard Bodley Scott

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Edorf
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Re: Welcome to 1.5.37

Post by Edorf »

rbodleyscott wrote: Tue Oct 26, 2021 7:57 am
Edorf wrote: Mon Oct 25, 2021 8:56 pm I have the GOG version. Any timeframe on when the 1.5.37 update will be officially released?
We are holding it back until January, to avoid updating in the middle of the World Team chamiponships or FOG2 Digital League.

I see. Thanks for the reply.
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