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Announcement: Field of Glory Patch v1.1.1 Released

Posted: Fri Mar 12, 2010 6:07 pm
by keithmartinsmith
Slitherine are pleased to announce the release Field of Glory version 1.1.1 with numerous bug fixes and tweaks. The update can be downloaded here:
http://www.slitherine.com/files/fog/fie ... _1.1.1.exe

The update works with any previous version of Field of Glory. Future patches will require the 1.1.1 patch as the patches are getting increasing big.

1.Change: Logic: Scenario editor and D.A.G: Inspired commanders default to a 8 hex range.
2.Change: Logic: Scenario editor and D.A.G: Field commanders default to a 5 hex range.
3.Change: Logic: Scenario editor and D.A.G: Troop commanders default to a 3 hex range.
4.Change: Logic: Units are now prevented turning if they have done a melee attack earlier in the same player turn.
5.Fix: Logic: Infinite loop in gamelogic.s.autodeploy.DeployUnit.intDeployLeader on certain armies, leading to hard crash.
6.Fix: Logic: In cohesion tests, units could provide rear support even if they were routed.
7.Change: Army generator: Leader radius and profile in generated game data.
8.Fix: Logic: Deployment was being allowed in blocked hexes.
9.Fix: OutOfBoundsException in gamefixed.s.AncientsFHexImp.Constructor, when loading a map that was originally created before 1.1.0, and has since had terrain like 'Broken' added.
10.Fix: UI: Null pointer crash in uiplayer.s.AncientsUI.InitComplete2.
11.Fix: D.A.G.: Fixed a number of descriptive and O.B. errors in the D.A.G.
12.Fix: Graphics: Fixed an issue with a number of unit facing images when turning a unit.
13.Fix: Some minor scenario O.B. issues.
14.Fix: All terrain effects were reviewed and updated.
15.Fix: Fixed a problem with some faint lines appearing at some zoom levels.
16.Fix: Fixed a problem closing replay before it is complete in a multi-player game.
17.Fix: Fixed a problem destroyed baggage camps re-appearing.
18.Fix: Crash when loading a map that was originally created before 1.1.0, and has since had terrain like 'Broken' added.
19.Fix: Logic: Deployment was being allowed in blocked hexes.
20.Change: Army generator: Leader radius and profile in generated game data.
21.Fix: Logic: In cohesion tests, units could provide rear support even if they were routed.
22.Fix: Logic: Freeze and crash on starting the game, when using certain armies in army generator games.
23.Change: Logic: Units are now prevented from turning if they have done a melee attack earlier in the same player turn.
24.Add: Ability to retry a failed multiplayer game upload.
25.Add: Multiplayer: Better validation of game upload.
26.Fix: Logic: Certain disorder code was relying on an old hex terrain value.
27.Fix: The issue where the UI would wrongly show possible move paths for a moved unit, for a short time after that unit moved.
28.Change: Disorder logic.
29.Fix: UI: Map pictures would have white lines at the edge, after rotating at zoom levels other than 1:1.
30.Fix: Off-map camps were re-appearing when a game was loaded.
31.Change: Reduced use of video RAM, particularly when loading many different scenarios without quitting and re-opening the game.
32.Fix: Closing a multiplayer game while the replay was in progress was causing it to be wrongly sent back to the opponent.

Posted: Fri Mar 12, 2010 7:25 pm
by Toby42
Is 1.1.1 supposed to work for RoR only?

Posted: Fri Mar 12, 2010 8:20 pm
by Surtur
Same question here.

Posted: Fri Mar 12, 2010 9:04 pm
by IainMcNeil
It works for any version of FoG

Posted: Fri Mar 12, 2010 9:13 pm
by Toby42
iainmcneil wrote:It works for any version of FoG
I'm updated to 1.1.0 now. I'm getting ready to buy RoR. Which should I install first? RoR or 1.1.1???

Posted: Fri Mar 12, 2010 9:24 pm
by tofman04
Another question. If I install this patch now, what's happening with my multiplayer games which are on the way? Still can I play them or not?

LOS in the 1.11 patch

Posted: Fri Mar 12, 2010 10:16 pm
by Hoplite1963
No sign of LOS in the patch. Any idea of when we are going to get this and what affect it will have on multi player games allready started.

Many thanks
Ian

Posted: Fri Mar 12, 2010 10:45 pm
by Scutarii
Well, i have the same problems instaling the patch than installing RoR... i think that Vista is in OWNED mode :cry: well at least after 5 installations can have all png filles :lol:

PD: good job :wink:

Posted: Fri Mar 12, 2010 11:28 pm
by arsan
How is it that the patch is as big as the full RoR setup?? :? All the units graphics are included again?? what for??
There must be lots of traffic right now, as its downloading at a painfully slow 30 kb/sec :( it will take nearly 2 hours!

Posted: Sat Mar 13, 2010 12:01 am
by ScipioTerra
Wow. This seems like a big update. 236MB.

Posted: Sat Mar 13, 2010 12:03 am
by pipfromslitherine
There are some versioning issues which are going to be fixed going forward. So people used to only need the latest patch, but it does become somewhat untenable!

I just did a quick check and got 500K/s+ so it's not server load at our end I don't think.

Cheers

Pip

Posted: Sat Mar 13, 2010 12:43 am
by petergarnett
Good to see so much fixed in less than a week of bug reporting by players - thanks to all concerned.

Posted: Sat Mar 13, 2010 7:59 pm
by Nihil
pipfromslitherine wrote:There are some versioning issues which are going to be fixed going forward. So people used to only need the latest patch, but it does become somewhat untenable!

I just did a quick check and got 500K/s+ so it's not server load at our end I don't think.

Cheers

Pip
Just the same thing happens to me, right now it is downloading at the amazing speed of 18 k/s