Field of Glory II: Medieval - Patch 1.01.06

Field of Glory II: Medieval

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Mantuvec
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Field of Glory II: Medieval - Patch 1.01.06

Post by Mantuvec »

A new patch (v. 1.01.06) for Field of Glory II: Medieval has arrived, here's what's new:

Maps:
• Mediterranean and Middle-Eastern maps added, with brand new appearance.
• Steppe grass given a makeover. Also, some random darker textured open terrain tiles added to
Steppe maps to add a bit of visual interest.
• Streams in “Frozen” terrain style given reflective water.

Gameplay:
• ZOCs no longer prevent breakoffs from close combat. They still prevent voluntary Fall Back
moves.

UI:
• Added Key Binding UI for the main map control keys to More Options in Settings.
• Optimisation should remove almost all FPS drop caused when mousing over Combat Log.
• “Russian” changed to “Rus” throughout.
• When general falls, floating text will now say “Our General Fallen” or “Enemy General Fallen”, as
appropriate.
• Made Army List Preview list box scroll to top when reopened or army list switched.
• If you add AUTOLOGIN 1 to your User.txt file in /Documents/My Games/FieldOfGloryMedieval,
the game will automatically log in to MP (once you have done it once) when you click the
Multiplayer button.

Units:
• Added “Best-Equipped Druzhina” units for Rus armies. Rated the same as western knights for the
corresponding period. Many thanks to Miguel Sales who made the new textures.
• Added Sword Brethren knights and sergeants. Rated the same as Teutonic Order Knights &
sergeants.
• Best-Equipped Cavalry protection increased to “Well Armoured” (rating 150) instead of
“Armoured” (rating 100). Because of this, and because they should pay something for ability to
evade as lancers, cost raised from 66 to 74.
• Ribauds now have darker gambesons, which helps distinguish them from spearmen. (Except low
countries spearmen).

Unit points costs balancing pass:
• Best-Equipped Cavalry increased from 66 to 74. (See above for reasoning).• Muslim Cavalry (Light Spear) increased from 30 to 34.
• Above Average Protected Cavalry (Light Spear) increased from 36 to 39.
• Lithuanian Cavalry increased from 38 to 42. (Note that they should have been 39 under the old
system, not 38).
• Szekler Cavalry increased from 41 to 45. (Note that they should have been 43 under the old
system, not 41).
• Bedouin Cavalry (Lancers) increased from 32 to 34.
• Above Average Protected Cavalry (Lancers) increased from 38 to 39.
• Average Armoured Heavy Foot Offensive Spearmen reduced from 51 to 48.
• ‘Abid al-Shira reduced from 42 to 39.
• Byzantine Average Skutatoi and Archers reduced from 47 to 44.
• Superior Heavily Armoured Knights reduced from 74 to 72.
• Above Average Heavily Armoured Knights reduced from 62 to 60.
• Military Order Heavily Armoured Knights reduced from 77 to 75.
• Time Warp Ancient/Dark Age units points adjusted according to the same system.

Army Lists:
• Western Knights in Rus army lists replaced by “Best-Equipped Druzhina”. The previous knights
were meant to represent western mercenaries rather than some sort of elite druzhina unit. Such
mercenaries were rarely used. However, we have been persuaded that some of the senior
druzhina may have fought in the same style as western knights, so have added them to the army
lists. We have left them as optional, so that anyone who prefers the more conventional
interpretation of their tactical doctrine does not have to use them.
• Added new Sword Brethren list for Custom Battles. This has the new Sword Brethren knights and
sergeants textures.
• Custom army list files removed from Northern Crusades campaign, as Sword Brethren are now in
the main army list file. This will unfortunately probably stop previously saved Northern Crusades
campaigns from working correctly.
• Replaced slingers in Polish lists with Medieval version.

Banners:
• Revised “rebel”/”distinct” banners.

Autodeployment:
• Most feudal army lists with decent numbers of knights available now use “Medieval” deployment
instead of “Hellenistic”. This deploys more of the knights in the centre than in the “Hellenistic”
deployment (though still behind the infantry, unless the infantry are few in number, in which case it
deploys the knights mainly in the centre as the front line.)
• Changes made to deployment of mainly mounted armies if enemy can use field fortifications. If so,
it deploys infantry in front, instead of behind, and (in Medieval armies) a higher proportion of
mounted troops on the wings.

AI:
• Changed AI for cavalry armies facing player who could have field fortifications.

Epic Battles:
• Crug Mawr MP: One Anglo-Norman Feudal foot had the wrong team allocation, this is now fixed
• Kressenbrunn MP, Hungarians given two extra units.
• Trutina MP, 4 Bohemian units removed (1 Knight, 1 LI, 2 Brigans)
• Hastings, extra points for lower difficulty increased to 217 points per level in Norman player
version. Extra points for lower difficulty decreased by 9 points per level in English player version
(to compensate for decreased Offensive Armoured Spearmen cost). Changed Alan Fergant's
name to Alan Rufus.
• Otepaa; Added new Sword Brethren Knights models.• Timing of Pop-up message improved for Kressenbrunn.

MP:
• New .EXE adds additional checks for corrupted data when saving and loading MP turns.
• Prints error messages when loading turn if MP turn data is corrupted. Please post on the forum
reporting those details.

Editor:
• Added invisible Difficult and Impassable overlays, that can change the terrain of any tile to those.
As the number of different terrain types permitted in the terrain.txt file is finite, and we are at the
limit, these use the DifficultSlope and Cliff terrain type respectively. Consequently Difficult Slopes
will now display “Difficult” in tooltips, rather than “Difficult Slope”, and Cliffs will now display
“Impassable” in tooltips, rather than “Cliffs”.
• Added ForestImpassable object that can be used to make Impassable Forest in Epic Battle
scenarios where the historical situation justifies it. Note that it is just a clone of the normal Forest
object, but changes the terrain type of the tile to “Impassable” instead of “Woods”.

Bug Fixes:
• Fixed bug that could occasionally cause MP mirror maps to be generated differently for the two
games, with one version having a coast and the other a river.
• Fixed bug whereby unit breaking off from melee resolved after the end of the enemy turn (but
counting as part of that turn, so not preventing it from moving in its own turn), would treat its prebreak off position as its starting position for determining validity of flank charges.
• Fixed bug that prevented testing charges for diagonally crossing the front of another enemy unit
from working correctly in some circumstances when enemy units on rough terrain.
• Lancer impact info strings corrected.
• Fixed transparent inside of shield on Mounted Late Huscarls. Note that this has unfortunately
altered the scaling factor required for the model, so saved games from v1.0.2 will have tiny
mounted huscarls in v1.1.6.
• Fixed bug that prevented custom general additions and retirements from working correctly in
historically-based campaigns if a siege relief battle occurred in the 2nd stage of a siege.

You can download it from these mirror links:
http://ftp.eu.matrixgames.com/pub/Field ... .01.06.zip
http://ftp.us.matrixgames.com/pub/Field ... .01.06.zip
Dux Limitis
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Re: Field of Glory II: Medieval - Patch 1.01.06

Post by Dux Limitis »

Most AI controlled feudal knightly army with "Medieval" deployment seems still not work properly because they always purchase a hell of a lot of infantry so they still deploy with the default "Hellenic" formation as before.Unless you make the AI of knightly army more tend to purchase knight and other cavalry units than infantry(Even the Italian Normans purchase lots of infantry severely out numbered their knights in the game although the historical battles shown they don't take that much of infantry)or just forced them to deploy their knights in front of the infantry.The third is mine,an example of how should this historical "Medieval" deployment system works,this do have some variations but due to the attachment image limits I can't post more of them,still you could see them in most of the Epic Battle scenarios and the books(Every times I can squash them easily with this because their infantry can't stand against the knights and they always put them in front of the army) .
Attachments
FOG2Medieval 2021-05-21 02-08-17-02.jpg
FOG2Medieval 2021-05-21 02-08-17-02.jpg (254.73 KiB) Viewed 2193 times
FOG2Medieval 2021-05-21 02-14-27-65.jpg
FOG2Medieval 2021-05-21 02-14-27-65.jpg (221.14 KiB) Viewed 2193 times
FOG2Medieval 2021-05-21 02-14-38-97.jpg
FOG2Medieval 2021-05-21 02-14-38-97.jpg (288.59 KiB) Viewed 2193 times
Athos1660
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Re: Field of Glory II: Medieval - Patch 1.01.06

Post by Athos1660 »

Dux Limitis wrote: Thu May 20, 2021 6:22 pm Most AI controlled feudal knightly army with "Medieval" deployment seems still not work properly because they always purchase a hell of a lot of infantry so they still deploy with the default "Hellenic" formation as before.Unless you make the AI of knightly army more tend to purchase knight and other cavalry units than infantry(Even the Italian Normans purchase lots of infantry severely out numbered their knights in the game although the historical battles shown they don't take that much of infantry)or just forced them to deploy their knights in front of the infantry.The third is mine,an example of how should this new deployment system works(Every times I can squash them easily with this because their infantry can't stand against the knights and they always put them in front of the army) .
No the "Medieval" deployment works properly and doesn't "deploy with the default "Hellenic" formation as before". The 'Hellenic' deployment tends to deploy the mounted troops on the wings while the 'Medieval' one tend to deploy them in the centre (which it actually does) 'though still behind the infantry, unless the infantry are few in number, in which case it deploys the knights mainly (...) as the front line' (as the patch notes state).

Your very personal issue is not about how deployment works but about army composition. When the AI picks the army composition, the units are chosen (with a large random element) roughly in proportion to the number of each type in the army list. So what you're asking is changes in army lists. And the solution is again modding — very simple modding of the ArmyList.txt file — as I tend to doubt that Richard will drastically change them to fit your own tastes (90% of Knights on a flat terrain).
Dux Limitis
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Re: Field of Glory II: Medieval - Patch 1.01.06

Post by Dux Limitis »

Athos1660 wrote: Thu May 20, 2021 6:58 pm
Dux Limitis wrote: Thu May 20, 2021 6:22 pm Most AI controlled feudal knightly army with "Medieval" deployment seems still not work properly because they always purchase a hell of a lot of infantry so they still deploy with the default "Hellenic" formation as before.Unless you make the AI of knightly army more tend to purchase knight and other cavalry units than infantry(Even the Italian Normans purchase lots of infantry severely out numbered their knights in the game although the historical battles shown they don't take that much of infantry)or just forced them to deploy their knights in front of the infantry.The third is mine,an example of how should this new deployment system works(Every times I can squash them easily with this because their infantry can't stand against the knights and they always put them in front of the army) .
No the "Medieval" deployment works properly and doesn't "deploy with the default "Hellenic" formation as before". The 'Hellenic' deployment tends to deploy the mounted troops on the wings while the 'Medieval' one tend to deploy them in the centre (which it actually does) 'though still behind the infantry, unless the infantry are few in number, in which case it deploys the knights mainly (...) as the front line' (as the patch notes state).

Your very personal issue is not about how deployment works but about army composition. When the AI picks the army composition, the units are chosen (with a large random element) roughly in proportion to the number of each type in the army list. So what you're asking is changes in army lists. And the solution is again modding — very simple modding of the ArmyList.txt file — as I tend to doubt that Richard will drastically change them to fit your own tastes (90% of Knights on a flat terrain).
They still tend to deploy many of them at wings,and if you comparison them carefully you will find when they use the "Hellenic" formation in before they still have 3-5 cavalry units behind the infantry.I played enough of the battles can't say any much difference of them.I'm not saying they should take 90% knights even I don't take that much.Most of the battles in High Middle Ages been decided by cavalry duel and infantry in such kind of battles usually played a small role so that's why they tend to putted the knights in front of the infantry in history.I'm just saying they should deploy their knights in the front like in Epic Battle scenarios also increase the number of their knights and that's all.
Athos1660
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Re: Field of Glory II: Medieval - Patch 1.01.06

Post by Athos1660 »

Not sure you read what I wrote about :
- what the patch notes actually say :" the “Medieval” deployment (...) deploys more of the knights in the centre than in the “Hellenistic deployment" (though still behind the infantry, unless the infantry are few in number, in which case it deploys the knights mainly in the centre as the front line"
- and, as a consequence, about the necessity of modding Army lists to have AI pick the kind of army composition and deployment you like.

PS : please, stop the sentences that start with "Most of the battles in High Middle Ages..."
Dux Limitis
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Re: Field of Glory II: Medieval - Patch 1.01.06

Post by Dux Limitis »

Athos1660 wrote: Fri May 21, 2021 11:01 am Not sure you read what I wrote about :
- what the patch notes actually say :" the “Medieval” deployment (...) deploys more of the knights in the centre than in the “Hellenistic deployment" (though still behind the infantry, unless the infantry are few in number, in which case it deploys the knights mainly in the centre as the front line"
- and, as a consequence, about the necessity of modding Army lists to have AI pick the kind of army composition and deployment you like.

PS : please, stop the sentences that start with "Most of the battles in High Middle Ages..."
1.I already read,and I said still not more than 3-5 and the AI still tend to deploy cavalry units on the flanks so it's basically equal to no changes,that's the conclusion.
2.Because if I don't say that then I have to list the representative battles every times,except those already in the game's Epic Battles there are Zallaqa(1086AD),Muret(1213AD),Lewes(1264AD),Marchfeld(1278AD),Worringen(1288AD),Campaldino(1289AD,even the Italians that more perfer militia infantry),Flakirk(1298AD,the English side,although they still tried to flank at last).And because the High Middle Ages not include the years past the 1300AD or there will be more.
iandavidsmith
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Re: Field of Glory II: Medieval - Patch 1.01.06

Post by iandavidsmith »

Hi , what's the link to the new patch ?
Ian
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Re: Field of Glory II: Medieval - Patch 1.01.06

Post by Paul59 »

iandavidsmith wrote: Sat May 22, 2021 9:54 am Hi , what's the link to the new patch ?
Ian
You log in to your Slitherine Home page and get it from there. Start by clicking on Home at the top of this screen.
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.

Field of Glory II Medieval Scenario Designer.

FOGII TT Mod Creator

Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
iandavidsmith
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Re: Field of Glory II: Medieval - Patch 1.01.06

Post by iandavidsmith »

Paul59 wrote: Sat May 22, 2021 10:31 am
iandavidsmith wrote: Sat May 22, 2021 9:54 am Hi , what's the link to the new patch ?
Ian
You log in to your Slitherine Home page and get it from there. Start by clicking on Home at the top of this screen.
Comes up with "This page contains the following errors:
error on line 2 at column 1: Extra content at the end of the document
Below is a rendering of the page up to the first error."

anyone else having issue , I also have bought the new DLC , comes up with same ....
rbodleyscott
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Re: Field of Glory II: Medieval - Patch 1.01.06

Post by rbodleyscott »

iandavidsmith wrote: Sat May 22, 2021 10:39 am
Paul59 wrote: Sat May 22, 2021 10:31 am
iandavidsmith wrote: Sat May 22, 2021 9:54 am Hi , what's the link to the new patch ?
Ian
You log in to your Slitherine Home page and get it from there. Start by clicking on Home at the top of this screen.
Comes up with "This page contains the following errors:
error on line 2 at column 1: Extra content at the end of the document
Below is a rendering of the page up to the first error."

anyone else having issue , I also have bought the new DLC , comes up with same ....
Unfortunately Slitherine are having technical problems:

viewtopic.php?f=58&t=105792

Meanwhile:
SamSlitherine wrote: Thu May 20, 2021 6:11 pm I've packaged the setup installer using wetransfer v1.01.06 which is the latest version - so once you install using this, you will be up to date, so no need for further updates etc

Please download it here - https://we.tl/t-n6gcUR1fMq
Richard Bodley Scott

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VPaulus
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Re: Field of Glory II: Medieval - Patch 1.01.06

Post by VPaulus »

You can also download the patch from the mirror links provided in the first post.
Atherys
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Re: Field of Glory II: Medieval - Patch 1.01.06

Post by Atherys »

Has anyone tested the AUTOLOGIN? I can't make it work. FOG 2 AUTOLOGIN works as intended, though.
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Re: Field of Glory II: Medieval - Patch 1.01.06

Post by ErissN6 »

Mantuvec wrote: Thu May 20, 2021 4:21 pm UI:
• Added Key Binding UI for the main map control keys to More Options in Settings.
Thanks, that was my main drawback for this game.
Even text is less important, some are still small and I would be pleased to increase them from ingame options.
rbodleyscott
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Re: Field of Glory II: Medieval - Patch 1.01.06

Post by rbodleyscott »

Atherys wrote: Tue May 25, 2021 4:16 pm Has anyone tested the AUTOLOGIN? I can't make it work. FOG 2 AUTOLOGIN works as intended, though.
It works for me with the standalone version, but not with the STEAM or GOG version. We will look into fixing that for the next update if possible.
Richard Bodley Scott

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