This patch focuses on balance improvements, gameplay refinements, and bug fixes across core systems
Patch 1.07.7 introduces important refinements, balance changes, and fixes across battles, warfare, diplomacy, and regional development.
Battles
- Deployment priorities refined for units
- Fix: Support Cav can deploy to flanks (example: Mamluk)
Warfare & Units
- You'll gain more often a +1 Warscore bonus if you have more Authority than the opponent
- War weariness progresses faster and is now partly tied to enemy size
- Losing wars sap Authority
- Leaders can revolt more easily if you have negative Authority
- Many SAUS units have more "Money Increase"
- Fix to badly applied Supply upkeep modifier
- Fix to some wrong auto-pillaging
-New vassals automatically adopt liege wars
- Fix to an issue with provincial mercs appearing as SAU if upgraded
- Heavy cavalry has an alternate ‘extended’ Clumsy modifier, includes Rough.
- More consistent structure destruction in case of forced region change (battle, etc.)
Diplomacy
- Region cost in diplomacy is now between 10 and 9999 (before there was no min value). In practice 9999 means not possible
- Most nations will refuse to cede their capital or their historical progress region
- You can’t become a vassal if you have been at war (with anyone) within the last 10 turns.
- All treaty proposals suffer a less important penalty then previously, if the 2 factions are not adjacent
- Fix for some white peaces not being fully white.
- Usurpers will no longer be automatically in Feud with the legitimate faction.
Regions & Structures
- Disassembling a structure now takes 5 turns, with only one structure progressing per turn
- Fix to Gypsy building
- Minimum delay of 6 turns before receiving extra Legacy from the King's Herald
- Temples and Large Temples now use Herbs and Drugs instead of Gold.
- Fixed a crash in the Wedding Ceremony event.
- Reworked the population growth formula: smoother overall, but with a stronger slowdown at very high population levels.
- Exotic Merchant modifier fixed
- Brass Smelter now produces 3 Brass
- Cauldronmaker made more interesting
- Trelleborg has no heavy infantry as garrison
Nations & Perks
- Less Knightly Orders units around
- Newly activated factions now receive a base Authority grant
- Abbasids can collapse entirely if defeated by the Mongols
- Jerusalem won’t receive special reinforcements if income is low.
- Jerusalem will not disappear after a Mamluk victory unless at 4 regions or fewer
- Lowered court expenses
- Independents & rebels get updated army lists
- Reworked dates for some army lists
- The Sultanate of Delhi now has Indian as its national culture.
War campaigns
- Fixed an issue where war campaigns were being stopped immediately after starting. If all your unfulfilled Wargoals belong to an allied or vassal faction, the war campaign is automatically cancelled
- You can no longer declare as a Wargoal a region belonging to an ally or vassal
Regional Decisions
- RGD Create Vassal won't work if it includes your historical progress region
- Fondachi can't be deployed adjacent to lakes
- Prospecting for resources can no longer be performed once the maximum number of discoverable resources has been reached.
- Liberate region RGD will retrocede it to legit owner if there is one.
- Only Catholics can gain Fund Holy Order
UI
- All causes explicitly mentioned when a structure is cancelled
- Erroneous Revolt percentage display in the Region Panel
Download it here:
https://ftp.matrixgames.com/pub/FieldOf ... .07.07.zip
Field of Glory: Kingdoms - Patch 1.07.7 is out now
Politics, religion, war. They are nothing without a legacy that can stand the test of time. Lead any nation, and turn it into a mighty kingdom in one of the most compelling grand strategy games ever created.
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