Field of Glory 1.4.0 Available!
Moderators: Slitherine Core, FoG PC Moderator, NewRoSoft
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IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
Field of Glory 1.4.0 Available!
Slitherine & HexWar are pleased to announce a horde of new features for Field of Glory, the award winning wargame! Version 1.4.0 is available through the in game updater for both PC and Mac. The biggest change in this version is the ability to control when your units evade and when they stand and fight. This adds a new layer to the tactical options available to commanders which we think fans will really enjoy. Just click "Check for Updates" from in game to grab your update. An external installer will be available next week for anyone who is not able to use the in game updater.
Significant changes for the 1.40 patch:
Ability to change a unit's evade setting. This allows the commander to decide if a unit will evade from combat or stand and fight giving a lot more control.
Ten new random maps for D.A.G. games.
New keyboard shortcuts for evades, facing and more. See the help section for more details.
In the 'New Game' and 'Issue Challenge' windows, it is now possible to sort historical scenarios by their year or their complexity.
Improved loading times.
Teasers for the next 4 army expansions.
Improved anarchy charges preventing impetuous units charging units behind stakes.
The 'attacked by artillery or firearm' die modifier for ranged combat cohesion tests is now applied if any ranged attack against the unit being tested used artillery/firearm, not just the current ranged combat.
Improved break, evade & rout move logic
When an allied leader is eliminated, only adjacent units that belong to the same nation will now have their cohesion tested.
Map editor: The unit palette is now organised by army book, to avoid excessively long lists of unit folders.
Map Editor: Improved the UI by using buttons with icons to select tools, instead of radio buttons.
In the map editor, the complexity field is now set automatically, rather than being user editable.
Battle group images are now stored in a way that uses less disk space making future patches much smaller.
Map Editor : It is possible to give units stakes in the map editor.
Fixed a crash bug (OutOfBoundsException in gamelogic.s.AncientsMovePathImp.intHexIDs).
Fixed all reported D.A.G. list errors in the Field of Glory forum.
Significant changes for the 1.40 patch:
Ability to change a unit's evade setting. This allows the commander to decide if a unit will evade from combat or stand and fight giving a lot more control.
Ten new random maps for D.A.G. games.
New keyboard shortcuts for evades, facing and more. See the help section for more details.
In the 'New Game' and 'Issue Challenge' windows, it is now possible to sort historical scenarios by their year or their complexity.
Improved loading times.
Teasers for the next 4 army expansions.
Improved anarchy charges preventing impetuous units charging units behind stakes.
The 'attacked by artillery or firearm' die modifier for ranged combat cohesion tests is now applied if any ranged attack against the unit being tested used artillery/firearm, not just the current ranged combat.
Improved break, evade & rout move logic
When an allied leader is eliminated, only adjacent units that belong to the same nation will now have their cohesion tested.
Map editor: The unit palette is now organised by army book, to avoid excessively long lists of unit folders.
Map Editor: Improved the UI by using buttons with icons to select tools, instead of radio buttons.
In the map editor, the complexity field is now set automatically, rather than being user editable.
Battle group images are now stored in a way that uses less disk space making future patches much smaller.
Map Editor : It is possible to give units stakes in the map editor.
Fixed a crash bug (OutOfBoundsException in gamelogic.s.AncientsMovePathImp.intHexIDs).
Fixed all reported D.A.G. list errors in the Field of Glory forum.
Last edited by IainMcNeil on Mon Jan 10, 2011 1:13 pm, edited 1 time in total.
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TheGrayMouser
- Field Marshal - Me 410A

- Posts: 5001
- Joined: Sat Nov 14, 2009 2:42 pm
Looks good, thanks for the update
I like this one :
The 'attacked by artillery or firearm' die modifier for ranged combat cohesion tests is now applied if any ranged attack against the unit being tested used artillery/firearm, not just the current ranged combat.
Improved break, evade & rout move logic
Now those handgunners will have some use!
Uh how does this work? I imagine sequence is important ie use your firearms ist rather than last....
I like this one :
The 'attacked by artillery or firearm' die modifier for ranged combat cohesion tests is now applied if any ranged attack against the unit being tested used artillery/firearm, not just the current ranged combat.
Improved break, evade & rout move logic
Now those handgunners will have some use!
Uh how does this work? I imagine sequence is important ie use your firearms ist rather than last....
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Lysimachos
- Colonel - Fallschirmjäger

- Posts: 1428
- Joined: Tue Dec 08, 2009 9:38 am
- Location: Italy
The new rule seem important but I really don't understand what has changed.The 'attacked by artillery or firearm' die modifier for ranged combat cohesion tests is now applied if any ranged attack against the unit being tested used artillery/firearm, not just the current ranged combat.
Does it means that the die modifier (a penalty in this case, I suppose) now only applies after the first attack, that's not affected by the penalty?
Or does it means something else?
Thank's for everyone will give a hint!
"Audentis fortuna iuvat"
- Virgilius
(Good luck favours the brave)
- Virgilius
(Good luck favours the brave)
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Lysimachos
- Colonel - Fallschirmjäger

- Posts: 1428
- Joined: Tue Dec 08, 2009 9:38 am
- Location: Italy
Lysimachos wrote:It would also be interesting to understand what this phrase means because I've no idea of what the "complexity field" is.In the map editor, the complexity field is now set automatically, rather than being user editable.
In the Scenario Properties you could previously write what the complexity of the scenario was. Now it is done automatically, and it seems to be set by how many battlegroups are in the scenario.
kilroy
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keithmartinsmith
- Field of Glory Moderator

- Posts: 1557
- Joined: Mon Mar 30, 2009 1:26 pm
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batesmotel
- Field of Glory Moderator

- Posts: 3616
- Joined: Thu Mar 13, 2008 8:52 pm
In the TT rules, Portable Defenses (stakes) and Field Fortifications appear to both be included in the category of "fortifications". So are you sure that lancers should charge impetuously across them? I haven't played with stakes on the TT but that would be my reading of the rules for mounted facing them. They don't count as fortifications against foot so shock foot should charge across them.keithmartinsmith wrote:Its is the other way around. Before Lancers would not charge over stakes impetuously. Now they will. They will not charge across fortifications though. Keith
Chris
....where life is beautiful all the time
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keithmartinsmith
- Field of Glory Moderator

- Posts: 1557
- Joined: Mon Mar 30, 2009 1:26 pm
Chris,
In the TT rule stakes are portable defenses, not fortifications. So they do not prevent impetuous charges over them.
See section 4.ii of the FAQ at http://www.fieldofglory.com/file/FoG_Errata_V1_17.pdf
Keith
In the TT rule stakes are portable defenses, not fortifications. So they do not prevent impetuous charges over them.
See section 4.ii of the FAQ at http://www.fieldofglory.com/file/FoG_Errata_V1_17.pdf
Keith
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batesmotel
- Field of Glory Moderator

- Posts: 3616
- Joined: Thu Mar 13, 2008 8:52 pm
The FAQ is really at http://www.fieldofglory.com/file/FAQ_ver5.01.pdf. Nothing in the errata about PDs.keithmartinsmith wrote:Chris,
In the TT rule stakes are portable defenses, not fortifications. So they do not prevent impetuous charges over them.
See section 4.ii of the FAQ at http://www.fieldofglory.com/file/FoG_Errata_V1_17.pdf
Keith
I guess the FAQ is the final authority although the table on page 129, bottom of the 2nd column is head Fortifications and then has two types list: Field Fortifications and Portable Defenses. I see nowhere in the rules that defines fortifications as being a synonym for Field Fortifications only. Seems like the errata needs an update to change the wording for the exception to be specifically only for "field fortifications".
Chris
....where life is beautiful all the time
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TheGrayMouser
- Field Marshal - Me 410A

- Posts: 5001
- Joined: Sat Nov 14, 2009 2:42 pm
Lysimachos wrote:The new rule seem important but I really don't understand what has changed.The 'attacked by artillery or firearm' die modifier for ranged combat cohesion tests is now applied if any ranged attack against the unit being tested used artillery/firearm, not just the current ranged combat.
Does it means that the die modifier (a penalty in this case, I suppose) now only applies after the first attack, that's not affected by the penalty?
Or does it means something else?![]()
Thank's for everyone will give a hint!
Can a developer chime in hear on this one?
I understand in principle what this does ie prior to 1.40 any unit attacked by a fire arm/artillery check cohesion at a -
However the update notes indicate NOW if an unit is attacked by any combo of missle atatcks it will roll a minus 1 if any of the missle attacks was from a firearm or artillery(regardless if the firearm unit even scored any hits) (this is how it is on the TT)
The big question is how the heck can this be implemented in a turn based game that has no missle declaration phase?
I mean if during my turn I shoot a javelin at an enemy BG , the game tests right then and there if it loses a chohesion level... However what happens if later on in that same turn i move up a firearm unit and shoot the same enemy BG again? Are you saying the game will "remember" the original cohesion roll of the enemy BG from the javelin hit, recheck the cohesion test at a - one?? ( and then of course check again as applicable for the fire arm hit as well again and agian for any sequential missle attacks???)
I hope that is what it implies but you never know unless you ask...
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batesmotel
- Field of Glory Moderator

- Posts: 3616
- Joined: Thu Mar 13, 2008 8:52 pm
As an educated guess as a software engineer, but not an official answer, I would guess the -1 only applies to any subsequent checks caused by missile fire in that turn after being fired at by fire arms or artillery. So the best tactic is to shoot with those as early in the turn as you can. Not the same as on the TT but it does make fire arms and artillery more effective than they have been.TheGrayMouser wrote:Lysimachos wrote:The new rule seem important but I really don't understand what has changed.The 'attacked by artillery or firearm' die modifier for ranged combat cohesion tests is now applied if any ranged attack against the unit being tested used artillery/firearm, not just the current ranged combat.
Does it means that the die modifier (a penalty in this case, I suppose) now only applies after the first attack, that's not affected by the penalty?
Or does it means something else?![]()
Thank's for everyone will give a hint!
Can a developer chime in hear on this one?
I understand in principle what this does ie prior to 1.40 any unit attacked by a fire arm/artillery check cohesion at a -
However the update notes indicate NOW if an unit is attacked by any combo of missle atatcks it will roll a minus 1 if any of the missle attacks was from a firearm or artillery(regardless if the firearm unit even scored any hits) (this is how it is on the TT)
The big question is how the heck can this be implemented in a turn based game that has no missle declaration phase?
I mean if during my turn I shoot a javelin at an enemy BG , the game tests right then and there if it loses a chohesion level... However what happens if later on in that same turn i move up a firearm unit and shoot the same enemy BG again? Are you saying the game will "remember" the original cohesion roll of the enemy BG from the javelin hit, recheck the cohesion test at a - one?? ( and then of course check again as applicable for the fire arm hit as well again and agian for any sequential missle attacks???)
I hope that is what it implies but you never know unless you ask...
Chris
....where life is beautiful all the time
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keithmartinsmith
- Field of Glory Moderator

- Posts: 1557
- Joined: Mon Mar 30, 2009 1:26 pm
We have tried to bring firearms more in line with the TT.
On the TT you do not need to be hit by firearms, just shot at by them and hit by anybody to get the -1 for shot at by firearms.
So a BG still needs to qualify to take a cohesion test from shooting and have been shot at by firearms during this or any previous shooting that player turn.
Note that in the computer game the system keeps the first cohesion die roll for a single cause. So a unit may not deteriorate on its first cohesion test as a result of shooting but may fail on a later test is circumstances have changed for the worse.
Keith
On the TT you do not need to be hit by firearms, just shot at by them and hit by anybody to get the -1 for shot at by firearms.
So a BG still needs to qualify to take a cohesion test from shooting and have been shot at by firearms during this or any previous shooting that player turn.
Note that in the computer game the system keeps the first cohesion die roll for a single cause. So a unit may not deteriorate on its first cohesion test as a result of shooting but may fail on a later test is circumstances have changed for the worse.
Keith
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TheGrayMouser
- Field Marshal - Me 410A

- Posts: 5001
- Joined: Sat Nov 14, 2009 2:42 pm
Cool, so it would behoof a player then (as chris pointed out) to shoot your target with artillery/firearms BEFORE you shoot the same target with other missle typeskeithmartinsmith wrote:We have tried to bring firearms more in line with the TT.
On the TT you do not need to be hit by firearms, just shot at by them and hit by anybody to get the -1 for shot at by firearms.
So a BG still needs to qualify to take a cohesion test from shooting and have been shot at by firearms during this or any previous shooting that player turn.
Note that in the computer game the system keeps the first cohesion die roll for a single cause. So a unit may not deteriorate on its first cohesion test as a result of shooting but may fail on a later test is circumstances have changed for the worse.
Keith
Quick question about evade status and anarchy.
Obviously anarchy applies to evade status - I have just had the 'A' appear and LC evade off the map when I set 'never evade'.
(Quite right too btw as I was being 'gamey' and trying to tie up a couple of armoured cav that had cornered the LC at the map edge. The LC reaction was eminently sensible).
Question is:-
Is anarchy more likely for LF/LC set to 'never evade' when troops attempting to make contact are much better class?
Obviously anarchy applies to evade status - I have just had the 'A' appear and LC evade off the map when I set 'never evade'.
(Quite right too btw as I was being 'gamey' and trying to tie up a couple of armoured cav that had cornered the LC at the map edge. The LC reaction was eminently sensible).
Question is:-
Is anarchy more likely for LF/LC set to 'never evade' when troops attempting to make contact are much better class?
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larizona55
- Lance Corporal - Panzer IA

- Posts: 12
- Joined: Sun Nov 15, 2009 4:43 pm
Link?
Is there a link to the new version?



