FOG2 Medieval v1.5.8 update is now available

Field of Glory II: Medieval

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rbodleyscott
Field of Glory 2
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FOG2 Medieval v1.5.8 update is now available

Post by rbodleyscott »

The version 1.5.8 update of FoG 2 Medieval is out now.

The STEAM and GOG versions should update themselves automatically. (On STEAM you should have betas set to None).

The standalone version needs to be updated using the updater file.

If the autoupdater does not work for you, you can manually download the updater from this link:

https://ftp.matrixgames.com/pub/Fieldof ... .05.08.zip


Here are the patch notes:

Version 1.5.8

• MP Login and user names:
  • o FOG2M MP Login will now accept usernames up to 32 characters long (was previously 16), and combined Slitherine/Matrix account creation has been corrected accordingly – it previously accepted usernames up to 64 characters long. This caused some tournament battles not to function if one of the players signed up to the tournament with a username longer than 16 characters.
    o If your current username is longer than 32 characters, it will not be changed automatically, but please email support@slitherine.co.uk about changing it to a shorter version.
• Gameplay:
  • o Routers now disperse if they have not rallied after 3 consecutive rout moves. (it was previously 5). As there is no chance to rally after the initial rout move, this effectively reduces the number of turns in which routers who have outdistanced pursuit get a chance to rally from 4 to 2, and consequently halves the overall chance of routed troops rallying. [In fact it is actually less than half what it was, because previously units that were pursued beyond the normal number of rout moves - see below - got a final chance to rally when the pursuers stopped pursuing. They no longer get such a chance if they have already exceeeded the normal maximu number of turns of routing]
    o Note that this also reduces the distance away from the main battle that routers can travel and still rally. However, it does not reduce the distance that pursuers can pursue because routers do not disperse while they are being actively pursued. (Precisely so that pursuers do have the opportunity to pursue long distances). So this change intentionally won't speed up the process of getting units that pursued back into the action. When the pursuers do finally stop pursuing, if the routers have reached or exceeded the normal number of rout moves, they will disperse next turn without any opportunity to rally.
    o If a general joins a routing unit that is not being actively pursued, and is not autobroken, it will take an immediate rally test. Of course if it does not rally then, or in any subsequent rally test, the general will be lost when the unit Disperses.
    o Generals now prevented from joining routed units that are autobroken or being actively pursued.
    o TIME WARP only: Heavy Chariots now get +50 POA in Impact and Melee vs steady Defensive and Offensive spearmen. (Unless these are behind an obstacle). Not against steady pikes.
• UI:
  • o Added Cursor Lock Enable/Disable to Options. The Default is Disabled.
    o Enabling Cursor Lock locks the mouse cursor to the game window, which should allow moving the mouse cursor to the edge of the game window to move the map reliably when using windows smaller than the full screen resolution, or other custom setups.
    o The Shadows options have been moved to the More Options page to make room.
• Unit Costs:
  • o Welsh Spearmen and Early Scottish Spearmen reduced from 50 to 47 (because of unmanoeuvrability).
    o Light Foot Slingers increased from 24 to 27. (Superior slingers – Time Warp – increased from 33 to 36.)
• Army Lists:
  • o Some armoured spearmen (sergents de pied) added to French 1320-1349 list.
    o Ottoman 1362-1429 list changed so that Janissaries and Azab Massed Archers have optional stakes, and FF can only be used in Defensive battles.
    o Mounted handgunners added to Danish and Swedish lists from 1450.
    o Added Genoese army lists for the periods 1320-1399, 1400-1449 and 1450-1475.
    o Added Oarsmen to Venetian (Colonial) list.
• Autodeployment:
  • o Light infantry less likely to be autodeployed behind mountains on mountainous maps.
• Bug Fixes:
  • o Fixed bug that made “Use Stakes” button disappear in Force Selection if the Sort buttons were clicked.
    o Fixed bug that prevented placement of FF by longbowmen normally equipped with stakes if "Use Stakes" turned off, but "Use FF" turned on, in "Own Side Defending" scenario.
    o Fixed issue of units in Editor-created scenarios (Epic Battles) losing their custom unit or general name when they deploy or disembark war-wagons. (Or dismount, if the scenario has a Deployment phase).
    o Enemy light troops will no longer occasionally deploy in the fortress in “Relieve Besieged Fortress” scenario on Very Narrow Map. (This combination only occurred vs English armies with large numbers of stakes).
    o Corrected cost of Medium_Axemen (”Axemen”) in Time Warp.
    o Corrected MP Kosovo victory conditions.
    o Fixed issue of Editor trying to offer TestObjects (Miscellaneous) as a base terrain type.
    o TIME WARP only: Fixed bug whereby Heavy Chariots and Scythed Chariots only got +100 instead of +150 and +250 respectively vs non-steady pikes, offensive spearmen and defensive spearmen at impact in open terrain.Version 1.5.6
    o White Sheep Turcoman 1470-1500 list given correct Handgunner unit.
    o Fixed bug that could cause Editor-created reinforcement messages to crash the game.
Richard Bodley Scott

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locustmustdie
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Re: FOG2 Medieval v1.5.8 update is now available

Post by locustmustdie »

light slinger is 3 points cheaper than Ribauds now 8)
SimonLancaster
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Re: FOG2 Medieval v1.5.8 update is now available

Post by SimonLancaster »

47 pts for Welsh Spear is a start. They were in my top ten for the worst units.
YouTube channel for Field of Glory 2: Ancients and Medieval.

https://www.youtube.com/@simonlancaster1815
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