Development wishlist

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
SimonLancaster
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Re: Development wishlist

Post by SimonLancaster »

From a friend: "What I'd love to see is a Slitherine game where there's an army builder and you can customize your own armies, with unit painting and all of that. Could be really fun."
YouTube channel for Field of Glory 2: Ancients and Medieval.

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DIVM
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Re: Development wishlist

Post by DIVM »

SimonLancaster wrote: Tue Jan 13, 2026 11:44 pm From a friend: "What I'd love to see is a Slitherine game where there's an army builder and you can customize your own armies, with unit painting and all of that. Could be really fun."
Oh yeah! I got one to mod my units from external apps and, although it worked, it was a pain.
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Re: Development wishlist

Post by Athos1660 »

Being able to save several Custom battle settings (Army 1 + Army 2 + scenario type + Map size + etc.) and give them names.
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Re: Development wishlist

Post by Karvon »

I'd like the option to designate, and deploy in formation, flank marches on both flanks.

During the deployment phase, I'd like to see a flank march box measuring 3x10 along both edges. One could place a command of up to 30 units led by a subgeneral in the box. Once deployment ended those units would be removed and held offboard till arrival was determined. They would then arrive in the formation they were deployed in.

Flank marches would not be allowed on flanks masked by coast or impassable waterways.

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Triarii
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Re: Development wishlist

Post by Triarii »

kronenblatt wrote: Mon Jul 11, 2022 12:06 pm I’d like an option to set visible range from default 20 to an integer of something between say 4 and 32 when setting up a game. Alternatively, if not possible, some predefined levels to choose Visibility Range from; e.g., Very Short (4), Short (12), Medium (20, default), Long (32).

This would create some very interesting dynamics in terms of gameplay, tactics, recon, manoeuvres, etc.
I would like to bump this original post.
Is varying LOS Range a popular development wish?
Certainly, for me, being able to change the visible range in battle set-up would be a welcome added 'chrome' benefit.

The possibility of reducing the LOS range due to weather effects would add another dynamic.
Given that ice/frozen is already possible could LOS range limitation be a further adaptation?
e.g.
Fog 1/4 - (25%)
Heavy Rain/Downpour/Snow - 1/2 (75%)
Light Rain/Mist - 3/4 - (75%)
- possibly with an option randomising or limiting the game turns in which it applied?

Have no idea on the practicality of any of that from a coding point of view, or whether there would be a wider appetite for it, though it has been raised in a separate topic as well as by the original post.
However, enabling weather events of the Teutoberger Wald, Towton, Barnet, Peipus type does seem a beguiling addition to this great system.
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Re: Development wishlist

Post by SimonLancaster »

Is it possible to just code actual movements in the replay?

I just had an excruciating replay in the league where my opponent moved his skirmishers in front of me about 20 times. About 50% of the replay was him messing around moving units around.
YouTube channel for Field of Glory 2: Ancients and Medieval.

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Re: Development wishlist

Post by rbodleyscott »

SimonLancaster wrote: Mon Jan 19, 2026 2:32 pm Is it possible to just code actual movements in the replay?

I just had an excruciating replay in the league where my opponent moved his skirmishers in front of me about 20 times. About 50% of the replay was him messing around moving units around.
No, because as far as the game is concerned those were actually movements at the time they were added to the replay file.
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Re: Development wishlist

Post by Ray552 »

I think the addition of the ability to change the visible range in the game would be a great addition, if this is possible with the game engine.

An article regarding the effects of dust in ancient warfare: "Military Dust"
Karvon
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Re: Development wishlist

Post by Karvon »

FYI kronenblatt has created a small mod which sets LOS at 9, for those seeking a more limited view of the field. You can find it in-game under the custom content list.

Regards,

Karvon
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Re: Development wishlist

Post by Ray552 »

Thanks for the LOS mod information.
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Re: Development wishlist

Post by Karvon »

Maybe this has been mentioned before, but it would be nice to be able to save a battlefield map. Likewise, it would be cool to be able to designate a custom saved map for use, either in the editor or for battles.

Karvon
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SimonLancaster
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Re: Development wishlist

Post by SimonLancaster »

From a friend: "Save and replay full match would be a great addition."
YouTube channel for Field of Glory 2: Ancients and Medieval.

https://www.youtube.com/@simonlancaster1815
SimonLancaster
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Re: Development wishlist

Post by SimonLancaster »

When a battle is over an option to play again would be great instead of having to exit and go back to menu.
YouTube channel for Field of Glory 2: Ancients and Medieval.

https://www.youtube.com/@simonlancaster1815
grahamed
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Re: Development wishlist

Post by grahamed »

Would it be practical to review and refine some of the more strange movement qwerks, eg it is sometimes currently possible to move to places where you cannot move to any of the squares that would let you access the square you can finish in, seemingly especially when charging?

Also might it be useful and practical to significantly and progressively decrease the chance of a unit pursuing into a fresh enemy each time it successfully breaks a new enemy in the same round, a break , pursue, break again, pursue, break another sequence is not common, but not as unlikely as it should be if it is all happening in the same time period that an elite drilled infantry unit can turn…
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Re: Development wishlist

Post by rbodleyscott »

grahamed wrote: Sun Feb 08, 2026 9:55 pm Would it be practical to review and refine some of the more strange movement qwerks, eg it is sometimes currently possible to move to places where you cannot move to any of the squares that would let you access the square you can finish in, seemingly especially when charging?
Not really, as I cannot access the engine route-finding code. Replicating the same in scripts would have deleterious effects on game performance.
Also might it be useful and practical to significantly and progressively decrease the chance of a unit pursuing into a fresh enemy each time it successfully breaks a new enemy in the same round, a break , pursue, break again, pursue, break another sequence is not common, but not as unlikely as it should be if it is all happening in the same time period that an elite drilled infantry unit can turn…
This is a deliberate part of the game. As I have said before, FOG is not a time-slice model, and troops did not all move in mechanical precision and perfect synchronisation.

This is the way that the game replicate events where a wing suddenly collapsed.

It is not going to change.
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Re: Development wishlist

Post by Hari72 »

rbodleyscott wrote: Mon Feb 09, 2026 7:03 am It is not going to change.
Good!!
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Re: Development wishlist

Post by SimonLancaster »

Yes, I think the somewhat chaotic chain routs/charges/disruptions make the game exciting and unpredictable mixed in with all the chess-like deterministic moves.
YouTube channel for Field of Glory 2: Ancients and Medieval.

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Re: Development wishlist

Post by grahamed »

Thanks for the info Richard, On the movement logic that seems fair enough.

I appreciate your point about battles with a sudden collapse on one wing, although is it really reflective of common actual battle mechanics for this to be most often achieved by a single, albeit well positioned small group of troups (single unit) rather than a progressive morale collapse accross a sizeable number of troops? Still i guess the end outcome is the same if the mechanism is somewhat different.
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