Field of Glory II Medieval v1.4.6 Patch Notes

Field of Glory II: Medieval

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rbodleyscott
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Field of Glory II Medieval v1.4.6 Patch Notes

Post by rbodleyscott »

Version 1.4.6 Patch Notes

• Manual:
  • o The EBOOK and printer friendly versions of the manual have been fully updated again.
• UI:
  • o Keils (see below) have a streamer pennon coming out of the back of their banner, and a sideway-orientated gilded/bronze halberd head on top. This combination allows their keil status to be seen from in front and the side. These disappear if the unit loses keil status as a result of losses.
    o The C-in-C's banner (whether keil or not) now has a gilded ball on top (under the halberd head in the case of a keil).
• Gameplay:
  • o Pike basic POA is no longer dependent on having 3 full ranks of models. It remains 100 POA regardless of losses. Deep Pike POA still degrades as the 4th rank falls.
    o Mounted handgunners have a short shooting range of 1, and no long range.
• Keils:
  • o Keils are very large units of pikemen and men with heavy weapon or swordsmen capability, and are subject to various special rules.
    o To qualify as a keil, the unit must have:
    •  At least 40% pikemen overall.
       Start the battle with a block of men with pike, heavy weapon or swordsmen capability equivalent to more than 960 men at the default representational scale.
       Currently have a block of men with pike, heavy weapon or swordsmen capability equivalent to at least 640 men at the default representational scale.
       The numbers above are adjusted proportionately when alternative representational scales are used.
       The unit UI will display whether the unit currently qualifies as a keil - a unit may lose keil status after suffering enough losses. See above re keil banners.
    o The keils currently in the game start with approximately 1200 men at the default representational scale. They should, in theory, be shown as five ranks of models, but the game engine only allows a maximum of 16 models in a unit. Hence the fifth rank is not displayed. However, no models are removed until the entire “fifth rank” would have been removed, and the unit will suffer no degradation to its depth POAs for pike until then.
    o ZOCs
    •  Keils ignore the ZOCs of non-keil enemy units unless the enemy unit is directly in front of them and they are in its primary ZOC.
       However, even if ZOCed by such a unit, they are also permitted to charge other units whose primary ZOC they would be in if the above did not apply. This does not allow them to charge a non-keil unit if they are ZOCed by a keil.
    o Flank/Rear attacks
    •  Keils are immune to Flank attacks, but not Rear attacks. In order to count as a Rear attack, the charger must contact the keil from the square directly behind it, and have started its turn less than 45 degrees from directly behind the keil.
• War Wagons:
  • o War Wagons are roughly treated as Infantry units with built-in field fortifications. They only get the full effect of these when Deployed.
    o Undeployed War Wagons
    •  Undeployed War Wagons are pulled by horses and can move and even charge enemy troops.
       They get +25 POA in close combat for the protection offered by the wagons. They get 10% cover vs shooting other than by heavy artillery.
    o Deployed War Wagons
    •  Deployed War Wagons cannot move, turn or charge. Their horses have been taken to the rear.
       They get +100 POA in close combat for the protection offered by the wagons, and 34% cover against shooting other than by heavy artillery – these are equivalent values to the effect of normal field fortifications.
    o Undeployed War Wagons can be deployed at any stage in the game after force selection is complete. If a mistake is made, deployment can be undone immediately, but after that they cannot be undeployed, except during the Deployment phase.
    o Disembarking War Wagons: The crew of a non-artillery War Wagon can disembark as an infantry unit at any stage in the game after force selection is complete. If a mistake is made, disembarkation can be undone immediately, but after that they cannot be re-embarked, except during the Deployment phase. Except during the deployment phase, the empty War Wagons remain on the map as static Field Fortifications, but cannot be reembarked.
    o Arc of Fire: Non-artillery War Wagons can shoot all round, but shoot most effectively to the sides. When shooting close to directly forwards or backwards they shoot at “Half arc” – i.e. half effect. Artillery Wagons can only shoot to the sides.
    o There is no “Turn and Shoot” order for War Wagons, the degree of turn (for Undeployed War Wagons) must be selected manually.
    o War Wagons are immune to flank/rear attacks.
    o War Wagons do not turn to face enemy in close combat.
    o War Wagons do not break off, get pushed back or pursue.
    o Combats against War Wagons, whether Deployed or Undeployed, do not count as “in Open Terrain”.
    o Undeployed War Wagons exert a ZOC to their front, but Deployed War Wagons don’t exert any ZOC.
    o When War Wagons rout, the crew disembark and flee, leaving the empty WWg behind. The crew of broken Artillery War Wagons disperse.
    o Although Artillery Wagons only have 34% Light Artillery capability, the unit size is larger than normal Light Guns units, so they shoot at roughly the same effectiveness as a Light Guns unit.
    o War Wagons and Field Fortifications
    •  A line partly of field fortifications and partly of Deployed or empty War Wagons will have the same effect as a solid line of field fortifications.
       Normally, a unit behind field fortifications at the end of a line of field fortifications is vulnerable to attack by an enemy unit diagonally to its front (beyond the FF) without counting as being behind FF, unless there is also a FF section protecting the unit’s flank. However, friendly Deployed War Wagons in the square adjacent to the end of the FF line will also have the same protective effect.

• Units:
  • o Szekler cavalry can now dismount – as Bowmen, Above Average, Some Armour, Bow, Swordsmen. (They fought dismounted at battle of Vaslui in 1475).
• Army Lists:
  • o All mounted MAA in Scots armies from 1320-1500 changed to the “prefer to fight on foot” variety.
    o Split Breton 1400-1491 list into 1400-1455, 1456-1465 and 1466-1491 lists.
    o Breton 1456-1465 list gets a few longbowmen (from “lances garnies”). Also Burgundian 1465-1470 AD allies.
    o Breton 1466-1491 list gets a few longbowmen (either from “lances garnies” or supplied by English), 1 unit of pikemen (supplied by the Holy Roman Empire) and some raw billmen. Also Castilian 1476-1497 AD allies.
    o Split French 1400-1444 list into 1400-1427 and 1428-1444. Handgunners added to latter. (Handgunners listed in pay records at siege of Orleans in 1428).
    o Corrected banner in English (Britain) 1450-1454 AD list.
    o Ghaznavid army list dates changed to 1041-1187 AD.
    o Time Warp Ghaznavid army list dates changed to 962-1040 AD and 1041-1187 AD. Since this required a change of name for the first version from [GHAZNAVID] to [E_GHAZNAVID], this will break any on-going battles or campaigns using the Time Warp version of that list when the update goes live.
    o Replaced heater shield spearmen with kite shield spearmen in later Rus army lists. NOT done in Wladyslav Jagiello campaign to avoid breaking on-going campaigns.
• Custom Battles – new scenarios:
  • o Open Battle (Overconfident Enemy)
    o Player Defending (Overconfident Enemy)
    o These scenarios are SP only.
    o The AI has a perceived advantage in forces - 15% more points than in the equivalent normal scenario.
    o Overconfidence will lead the AI to attack more aggressively than usual.
    o These scenarios can also occur in sandbox campaigns. In future DLC they may be used in historically-based campaigns.
• Epic Battles:
  • o Arsuf (MP) tweaked to make it a bit easier for the Ayyubid player.
• Quick Battles:
  • o Better distinguished in list box between the various versions of the same nation that use different banners.
• Sandbox Campaigns:
  • o Strength Multiplier (for display purposes) in Sandbox Campaigns will now be the average of the values specified in the army lists for the opposing armies in the first battle of the campaign. This should mean that total army sizes will be plausible for the opposing nations at that date. (This already happens for Custom Battles, and similar adjustments occur for Custom Campaigns)
• Settings:
  • o Added option to Hide all non-general banners if desired - as has been requested by some users. This can be done in More Options in Settings, or using the H hotkey. The H hotkey now toggles between Historical banners, Distinct Banners and Hidden Banners.
• Sound Effects:
  • o Replaced dismounted men-at-arms movement sound effects with fully-armoured infantry movement sound effects.
    o New “heavier” sound effect for Bombards. (Light guns keep the previous one).
• Bug Fixes:
  • o Made allowing Unmanoeuvrable or out of command range units to turn 45 degrees and move 1 square diagonally work correctly with group moves.
    o Fixed issue of list boxes sometimes not scrolling down enough to show the last item in the list in some game resolutions.
    o Fixed bug that made enemy army list preview deduct cost of FF when unit added if own army could have FF. (Note that this was purely a bug in the preview, not in actual battles).
    o Fixed bug that made Sandbox Campaign setup Army List Preview show (FF) beside units if previous custom battle in same gaming session had them.
    o Fixed bug that could sometimes cause calls to move the camera to fail to work.
    o Made (later) light crossbowmen use all 4 textures on the text sheet and quarrels show when they shoot.
    o Made Swiss Halberdiers advance in a more orderly fashion (keeping to their ranks and files).
Richard Bodley Scott

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angusosborne
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Re: Field of Glory II Medieval v1.4.6 Patch Notes

Post by angusosborne »

I'm looking forward to trying the.nrw troops out. Thank you
President of 110BC World Cup, Administrator of TDC V Imperial and WTC, Ever Green League Usurper (EGL 300 BC, EGL 900 AD, EGL 1240 AD)
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