Announcement: Field of Glory Patch v1.1.1 Released

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keithmartinsmith
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Announcement: Field of Glory Patch v1.1.1 Released

Post by keithmartinsmith » Fri Mar 12, 2010 6:07 pm

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.

Toby42
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Post by Toby42 » Fri Mar 12, 2010 7:25 pm

Is 1.1.1 supposed to work for RoR only?
Tony

Surtur
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Post by Surtur » Fri Mar 12, 2010 8:20 pm

Same question here.

IainMcNeil
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Post by IainMcNeil » Fri Mar 12, 2010 9:04 pm

It works for any version of FoG

Toby42
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Post by Toby42 » Fri Mar 12, 2010 9:13 pm

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???
Tony

tofman04
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Post by tofman04 » Fri Mar 12, 2010 9:24 pm

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?

Hoplite1963
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LOS in the 1.11 patch

Post by Hoplite1963 » Fri Mar 12, 2010 10:16 pm

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

Scutarii
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Post by Scutarii » Fri Mar 12, 2010 10:45 pm

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:

arsan
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Post by arsan » Fri Mar 12, 2010 11:28 pm

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!

ScipioTerra
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Post by ScipioTerra » Sat Mar 13, 2010 12:01 am

Wow. This seems like a big update. 236MB.

pipfromslitherine
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Post by pipfromslitherine » Sat Mar 13, 2010 12:03 am

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

petergarnett
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Post by petergarnett » Sat Mar 13, 2010 12:43 am

Good to see so much fixed in less than a week of bug reporting by players - thanks to all concerned.

Nihil
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Post by Nihil » Sat Mar 13, 2010 7:59 pm

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

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