Field of Glory Patch v1.1.0 Released
Moderators: Slitherine Core, FoG PC Moderator, NewRoSoft
-
IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
Field of Glory Patch v1.1.0 Released
Slitherine are pleased to announce the release Field of Glory version 1.1.0 with numerous bug fixes and tweaks. The update can be downloaded here:
http://www.slitherine.com/files/fog/fie ... _1.1.0.exe
The update works with any previous version of Field of Glory. Future patches will require the 1.1.0 patch as the patches are getting increasing big.
One of the major changes is you can now play any user designed scenario in multiplayer. There will be no more issues where one player has a scenario and the other doesn't. The system now automatically passes the scenarios across. Enjoy!
Changes in v1.1.0
Change: Logic: Medium foot bow take a -1 penalty for shooting if they also moved.
Change: Logic: Terrain effects (particularly disorder).
Change: Logic: Non-combat disorder rules.
Add: Logic: Rout and pursuit moves as a result of a unit being charged in the rear.
Change: Logic: New transient disorder code.
Changed: Logic: Increased number of combat die rolls for scythed chariots.
Change: Logic: Mounted units are now prevented from breaking off if they have an adjacent enemy unit in their rear arc.
Change: Logic: At the end of a player turn, scythed chariots that are adjacent to unbroken enemies and have not moved that player turn are eliminated.
Add: Updated battlegroup points cost
Add: New unit images.
Add: Updated help.
Add: Updated battlegroup validation code.
Add: Ability to toggle steep hillsides in map editor.
Change: Map editor: Popup menu now used to select unit side.
Add: UI: Display of disorder in the default mouse-over POA display.
Change: UI: Different terrain panel layout and hill information.
Change: UI: The colour of a unit's dot in the minimap is now determined by the unit's side when using the map editor.
Fix: UI: Font error at startup.
Fix: Possible fix for flickering issue on newer discrete ATI cards.
Change: AI: All units that have a ranged weapon are now treated as skirmishers.
Add: Ability to play custom games in multiplayer.
Add: UI: Help button on the initial menu.
Change: UI: Shorter leader rank names.
Change: UI: Long unit names are now condensed.
Fix: When saving a map, the start turn number of the free deployment scenario was being wrongly set to 1.
Fix: UI: Popup help messages were not appearing on the very first occasion the game was run.
http://www.slitherine.com/files/fog/fie ... _1.1.0.exe
The update works with any previous version of Field of Glory. Future patches will require the 1.1.0 patch as the patches are getting increasing big.
One of the major changes is you can now play any user designed scenario in multiplayer. There will be no more issues where one player has a scenario and the other doesn't. The system now automatically passes the scenarios across. Enjoy!
Changes in v1.1.0
Change: Logic: Medium foot bow take a -1 penalty for shooting if they also moved.
Change: Logic: Terrain effects (particularly disorder).
Change: Logic: Non-combat disorder rules.
Add: Logic: Rout and pursuit moves as a result of a unit being charged in the rear.
Change: Logic: New transient disorder code.
Changed: Logic: Increased number of combat die rolls for scythed chariots.
Change: Logic: Mounted units are now prevented from breaking off if they have an adjacent enemy unit in their rear arc.
Change: Logic: At the end of a player turn, scythed chariots that are adjacent to unbroken enemies and have not moved that player turn are eliminated.
Add: Updated battlegroup points cost
Add: New unit images.
Add: Updated help.
Add: Updated battlegroup validation code.
Add: Ability to toggle steep hillsides in map editor.
Change: Map editor: Popup menu now used to select unit side.
Add: UI: Display of disorder in the default mouse-over POA display.
Change: UI: Different terrain panel layout and hill information.
Change: UI: The colour of a unit's dot in the minimap is now determined by the unit's side when using the map editor.
Fix: UI: Font error at startup.
Fix: Possible fix for flickering issue on newer discrete ATI cards.
Change: AI: All units that have a ranged weapon are now treated as skirmishers.
Add: Ability to play custom games in multiplayer.
Add: UI: Help button on the initial menu.
Change: UI: Shorter leader rank names.
Change: UI: Long unit names are now condensed.
Fix: When saving a map, the start turn number of the free deployment scenario was being wrongly set to 1.
Fix: UI: Popup help messages were not appearing on the very first occasion the game was run.
-
IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
-
batesmotel
- Field of Glory Moderator

- Posts: 3616
- Joined: Thu Mar 13, 2008 8:52 pm
Is this minus 1 POA, minus 1 attack or minus 1 on each die roll for shooting? Does this affect apply to support shooting during impact on the following opponent turn?Change: Logic: Medium foot bow take a -1 penalty for shooting if they also moved.
However this is done, it sounds like this will significantly affect the balance of Starter Army 3 in the favor of the Macedonians. And already mostly useless Roman Auxilia archers will be even more so.
I think it would have been better to remove the free facing change for shooters than to solve the issue of moving MF bow.
Chris
....where life is beautiful all the time
-
IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
-
petergarnett
- Field of Glory Moderator

- Posts: 1029
- Joined: Sat Jan 09, 2010 7:01 pm
- Location: Gatwick, UK
-
IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
-
petergarnett
- Field of Glory Moderator

- Posts: 1029
- Joined: Sat Jan 09, 2010 7:01 pm
- Location: Gatwick, UK
-
batesmotel
- Field of Glory Moderator

- Posts: 3616
- Joined: Thu Mar 13, 2008 8:52 pm
Shooty cavalry are dancers in the TT rules (athought not quite as good as LH) so they should also be in the PC game. MF bows without other weapons and armour seem to mostly be road kill in the TT rules judging from what I've heard of other people's experiences with them. Undrilled ones can't dance at all while drilled can only sort of stay out of trouble by moving out of the way.ianiow wrote:Dont forget the dancing shooty cavalry! Backstabbers extrordinaire!
I do suspect it means that the Starter Army 3 scenario will require significant changes to be balanced at all at any rate.
Chris
....where life is beautiful all the time
-
IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
-
batesmotel
- Field of Glory Moderator

- Posts: 3616
- Joined: Thu Mar 13, 2008 8:52 pm
Undrilled maneuverability compared to drilled
As far as I can tell, you are complaining about the fact that if you turn the unit first it can't then move but if you just move it to the rear it will face and do so. I don't see the problem with this other than it means that you have to do it by just clicking to move to the rear rather than face then move like drilled troops can with the exact same effect of moving to the rear.petergarnett wrote:Disappointing the patch does not fix the movement issue for undrilled (they can move to their rear but if they change facing to rear they cannot move which matches the TT rules).
Is this under review at all?
All non-skirmisher troops, both drilled and undrilled, are able to turn around and move away in a single turn in FoG PC much more easily than they can in FoG TT. This seems to be an overall design decision for the PC version with which it is certainly possible to disagree.
If anything, drilled troops in FoG PC are more powerful compared to undrilled than they are in the TT version. This is especially obvious for cavalry where drilled cavalry are much better than undrilled in FoG PC whereas there is only a minor difference in maneuverability in FoG TT where the only differences are that drilled cavalry pass a CMT on 7 versus 8, and that drilled cavalry can expand frontage more easily than undrilled. In FoG PC undrilled cavalry tend to lose turns of movement far to frequently due to having to change facing in order to be able to charge an enemy. I don't know how often I end up going through all the possible moves for an undrilled cavalry unit in an attempt to have it end up facing the way I want so I don't have to spend a separate turn just to change it's facing. Drilled cavalry in FoG PC are just about as good as LH at skirmishing in front of enemy which is not the case in FoG TT because even drilled cavalry there has to spend a full turn without moving to face 180 degrees.
Chris
....where life is beautiful all the time
-
petergarnett
- Field of Glory Moderator

- Posts: 1029
- Joined: Sat Jan 09, 2010 7:01 pm
- Location: Gatwick, UK



