Beta Patch v1.2.7

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IainMcNeil
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Beta Patch v1.2.7

Post by IainMcNeil »

Hi guys

we have a beta version of the 1.2.7 patch available to try. This requires version 1.2.5 or greater to install.

It is a beta version running on the beta servers.

You can download the patch from http://www.slitherine.com/files/fog/fie ... _1.2.7.exe

Please report any issue to the Open Beta forum.

WARNING : If you install this you will only be able to see Beta games on the Beta server. Your real games will sit in limbo until you revert to 1.2.6 or you wait for the final patch to be released.

Here is a full list of changes. It is more than promised for the road map :)

1. Add: Double moves option. Battle groups that stay at a distance of '5' from an enemy to be able to move further than normal (3 extra movement points or double their move, which-ever is less).
2. Add: Apple Mac editions of Field of Glory, Rise of Rome and Storm of Arrows to be released as Beta any day now.
3. Add: In game 'update' system. There should be no more requirements for patches (except the final v1.2.7 patch when it releases). The system can now check for the latest update and download and install it automatically.
4. Change: The multi-player system has been amended to only allow official DAG army lists to be used.
5. Change: The anarchy scores required to pass a CMT test to be reduced by one. This effectively reduces the change of anarchy charges.
6. Bug: Battle groups should not take part in an anarchy charge if it will disorganise them.
7. Bug: Fixed an error in Anglo Irish list, some LB did not have stakes.
8. Bug: Fixed an error in some unit graphics.
9. Bug: Fixed some minor errors in a number of DAG armies.
10. Change: Put 'open' rather than 'pass worded' challenges to the top of the accept a challenge list in the DAG.
11. Bug: Sometimes the end game/end turn sequence gives cannot move message.
12. Change: When listing your outstanding challenges your own army name and details should not be hidden.
13. Change: How replay reveals the line of sight. The aim is to allow a front line to move forwards and leave the back line obscured.
14. Change: Allow players to select less than the nominated number of points in DAG battles to allow mismatched army sizes to assist in campaign games.
15. Change: The AI to select an army to the size of the target points, not the number chosen by the player. This allows the player to take less points in to a battle and fight handicapped.
16. Change: Baggage is now 10% of the army points, minimum 2.
17. Change: Added the army pack version numbers to the splash display.
18. AI: Only charge when the chances of victory are high.
19. AI: Shooters to only charge when almost sure of victory.
20. AI: When charging usually select the target with the one with the most chance of winning.
21. AI: When in a melee usually select the target with the one with the most chance of winning.
22. AI: When shooting usually select the target with the one with the most chance of causing a cohesion test.
23. AI: Usually charge where you can reduce an enemy’s cohesion.
24. AI: Fragmented and poor units need to be less aggressive.
25. Add: Battle of Allobroges 218BC.
26. Add: Battle of Arausio 105BC.
27. Add: Battle of Bagradas 253BC.
28. Add: Battle of Caer Caradoc 51AD.
29. Add: Battle, Caesar in Gaul 54BC.
30. Add: Battle, Carthage Cramped 327BC.
31. Add: Battle of Chaeronea 86BC.
32. Add: Battle of Ebro 216BC.
33. Add: Battle of Gaza 312BC.
34. Add: Battle of Gerunium 217BC.
35. Add: Battle of Himeras River 211BC.
36. Add: Battle of Ilipa 206BC.
37. Add: Battle of Lautulae 315BC.
38. Add: Battle of Nahel el-Haramiah 166BC.
39. Add: Battle of Paraitacene 317BC.
40. Add: Battle of Philippi 42BC.
41. Add: Battle of Sellasia 222BC.
42. Add: Battle of The Thames 43AD .
Last edited by IainMcNeil on Wed Jun 30, 2010 9:18 am, edited 1 time in total.
CaptainHuge
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Post by CaptainHuge »

Sounds great! I can't wait to try this out. Thanks for all your hard work. :D
Gunjin
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Post by Gunjin »

Great work Ian. On the AI front is there any plans to improove the way the AI deploys its DAG army on setup?
"When you are the anvil, be patient. When you are the hammer, strike."
-Arabian Proverb
IainMcNeil
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Post by IainMcNeil »

The road maps says what we're planning to do!
deeter
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Post by deeter »

Looks like a lot of good changes, but I don't see where you can set agression levels for light troops. Is this to be implemented in this patch? I'm also wondering how soon the official patch will come out? The League is just starting it's second season and these changes will be critical to games in progress.

Deeter
IainMcNeil
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Post by IainMcNeil »

The agression levels are not planned to S&S - see the road map.
deeter
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Post by deeter »

Okay. How about timing for the release and League games?

Deeter
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Post by Lupus »

Nice to get a fresh beta, while coming out of sick bay. Anyway, any news about the Mac version?
Gunjin
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Post by Gunjin »

iainmcneil wrote:The road maps says what we're planning to do!
I will re phrase the question "When are you planning to review the Deployment AI?"

The road map does not say! :D
"When you are the anvil, be patient. When you are the hammer, strike."
-Arabian Proverb
TheGrayMouser
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Post by TheGrayMouser »

Gunjin wrote:
iainmcneil wrote:The road maps says what we're planning to do!
I will re phrase the question "When are you planning to review the Deployment AI?"

The road map does not say! :D
It says that those items have no definitive ETA and will likly be surprises along the way :D
beserko
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Best update yet!

Post by beserko »

Been playing the new patch all day! Trying out some of the new scenarios like Paraitacene. No crashes and things seem to be smother. I have seen many double charges and even a few about faces. Another thing ...
I didn't notice it earlier but I am able to match up my 600 pt Butt kicker Free Company VS Late Republic Rome (Brutus Cassius) I'm in love :wink:
I wish I could choose a 1000 pt Roman opponent. Maybe I can. :idea:

Image
beserko
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Post by beserko »

BTW .... The Free Company didn't have its own way all the time. Roman legionaries don't break very easily!
TheGrayMouser
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Post by TheGrayMouser »

Please comment on the double movement , Bezerko!
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Post by Examinondas »

Great patch!

Just one thing: most (perhaps all) the army lists errors reported in this thread are still present. In any case, they are mostly minor errors.
IainMcNeil
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Post by IainMcNeil »

There are no dates on patches as its very hard to estimate and will only lead to disapopintment.

To fight a larger AI army select a 1000 points army and only spend 600 points and the AI will choose 1000 points against you.
beserko
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Post by beserko »

Aha thats it! You Brits are brilliant!
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Post by amenofi64 »

Hi guys, the patch works fine and have interesting improvements. Good!
beserko
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Post by beserko »

The double move as I see it is the ability to mult charge. I think I have it wrong but to see my knights charge and charge again and again gets the pulse going! I also noticed cav attacking one of my skirmisher from behind. My guy rotated around at better odds and survived! Each new patch is like christmas morning!
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Post by honestabe »

[quote]18. AI: Only charge when the chances of victory are high.
19. AI: Shooters to only charge when almost sure of victory.
20. AI: When charging usually select the target with the one with the most chance of winning.
21. AI: When in a melee usually select the target with the one with the most chance of winning.
22. AI: When shooting usually select the target with the one with the most chance of causing a cohesion test.
23. AI: Usually charge where you can reduce an enemy’s cohesion.
24. AI: Fragmented and poor units need to be less aggressive.
[/quote]

Well this SOUNDS promising seeing it implemented and working correctly is another story. But, i look forward to trying it out. If you ever get the ai challenging I will be interested in buying the other modules. Right now I can beat it with one arm behind my back (left one, need the right one for the mouse) and one eye shut and standing on one leg.
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Post by CraigStevenson »

Sounds promising
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