It's been a while since we had an update for you but we (well, mainly Pocus) continue to work on FOG Empires. We have a number of updates for you which we would like your feedback on before implementing into the game, hence the open beta. As you will see from the list below, most are QOL improvements and rule changes.
The beta can be downloaded from ftp://devel.matrixgames.com
username: FOGE_Beta
password: ddfhjweh2807sdfhj
If you prefer, you can also test the beta on Steam, where you will find it on the beta branch (no password required). Fuller instructions can be found in the Steam forum.
So without further ado, allow me to present The Βακτριανὴ Update!
(save game compatibility: see at end of patch notes)
Fixes
- Checking a specific trade good froze the game.
- Fix to capital region of defeated not costly enough in peace treaty.
- Late game loading optimisation.
- Units that can't be recruited because the region is not in the proper recruitment area will now be shown in the recruitment interface (click on said unit), provided the distance is not too great (max 3-4 regions away), as an indication of their potential interest.
- Two merged stacks will keep the best general.
- Units show systematically their area of recruitment in province panel.
- You can now split a stack in half (combat power wise) by using shift-click on the split order or by having no unit selected in the army/fleet.
- Resource in the negative in the Province Panel are shown in orange, not black. Because OITNB.
- In the Building info panel, more details on garrisons that could be raised. 10 or so additional info provided on minor features of each building (Min Pop, Removed at Pop, protect against Raid, can damage at range, etc.)
- When a region modifier ends, a message is generated at low priority.
- In Regions list (Ledger), number of impediments shown next to number of structures.
- If under peace treaty (both side), each side can resupply into the other territory. Intent is to not starve troops returning to their country.
- AI Governor: If many structures built, increase infrastructure allocation, even with low upkeep. Less penalty in choosing a costly structure. More interest in building higher tier structures. Refined evaluation of structures interest.
- DLC: Persia takeover of some regions/nations, is now dependent of the difficulty level. If under player control, there is an 80% to happen in Balanced difficulty, a 50% in Experienced, a 20% in Difficult and 0% if on very hard or higher. If under AI control, there is only 20% chance on Easy, 60% on Balanced. Play higher difficulty!
- Hellenistic replaced most of the time with Hellenic in all texts. Apply to English and French languages.
- Bactria has significantly more Hellenistic, err Hellenic population from the start.
- Bactria units roster changes: Can recruit one (Seleucid) Companion Cavalry. Can recruit Phalanx in Civilization Tier II and III. Bactrian mercenary unit is now the Iranian Armored Cavalry. Darband and Taxila are valid regions to recruit War Elephants.
- Epirus can recruit one (Macedonian) Companion Cavalry.
- Iberia objectives redone (spread out).
- Seleucid capital and main army now in Chaldea (Seleucia city) and not Babylonia (Ctesiphon city)
- Orchards can now be built in arid regions (impediments ease-up)
- Campaign 550 BC: Removed elephants from nations units pool until tier III.
- Campaign 550 BC: Removed phalanx from Etruscii.
- Compatibility with games in 1.34 version: OK, not 100% guaranteed (lot of data format changes).
- Older versions: Not supported.
Vale!