Welcome to open beta v.1.5.39

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manickennel
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Welcome to open beta v.1.5.39

Post by manickennel »

Ave!

It's been a little while since we had any changes for FOG II (Ancients) and just as we were about to put out a patch, we found some issues that needed fixing elsewhere. So a bumper update here and as always, we are very grateful for your feedback.

You can download the Slitherine version from our FTP here and the beta is also available on Steam on the openbeta branch (no password required).

Beta version 1.5.39

Remote (RDP) connections
  • Support added for remote (RDP) connections, fixing screen type/resolution issues.
Map Graphics
  • Improved shader rotates tile overlay normal maps, which improves the appearance of overlay tiles that are rotated.
Bug Fixes
  • Fixed “thick arrow” in firing animations for Cuman_Cav and Cuman_LH.
  • Fixed bug that prevented a flank charge by newly arrived flank marchers from counting as a flank charge.

Beta version v1.5.38

Gameplay
  • ZOCs and Permitted Charges: A unit that is in the primary ZOC of one or more enemy units could already charge any of those within a 45 degree arc of the unit’s front. It can now also charge an enemy unit in the square directly to its front if it is in that unit's secondary ZOC. This is intended to remove the deliberate or inadvertent contact-delaying effect of each unit in a line of units turning to face diagonally. Please report any potential issues.
  • ZOCs and Breakoffs: ZOCs no longer prevent breakoffs from close combat. They still prevent voluntary Fall Back moves.
  • Heavy Artillery: Heavy Artillery can now move until they have shot once. This is intended to make Heavy Artillery more useful in the game. It does not represent them actually moving while fully assembled, but represents them being set up within range of the enemy. Note that this change will not affect any games that have already been started.
  • POAs: Adjusted the code for the “Missile troops defending other obstacles” POAs, so that missile units with close combat capabilities (e.g. Sparabara, Assyrian-style or Byzantine mixed foot) don’t get the full effect in addition to their POAs from their close combat capabilities. Note also that the line in the POA table should in fact read “Missile troops defending obstacles”, because if the unit is defending actual fortifications, the POA is additional to the POA for the fortifications.
UI
  • In the Tutorial scenarios, popups with information about enemy unit types now only appear if you left-click on the unit, rather than simply mouse over them. This is intended to reduce the barrage of popups.
Units
  • Irish Foot and Picked Irish Foot changed to Lightly Protected. Points cost increased accordingly, to 39 and 51 respectively.
Army Lists
  • Proportion of units with Heavy Weapon reduced in Irish 900-1049 AD list.
  • Archers removed from Irish 900-1049 AD list.
  • Added some Veteran Italian Foot to Apulian list.
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.
  • Hopefully fixed the occasional issue of interference by synching software corrupting MP game files, with loss of height data from the map. This version uses a different location for temporary files when saving or loading SP and MP games. This location (<appdatalocal>/temp, or if that does not exist <appdatalocal>), is one that should not be accessed by synching software. It now only uses the Documents folder for temporary files if neither of the above folders exist on the system.
  • Fixed bug that could prevent flank march units from charging enemy within charge reach when they first arrive.
  • Fixed bug that could make text from flank march message in Baggage escort scenario with Auto Force Selection overwrite the proper text for the popup showing the number of additional available generals, so that the game showed the flank march message for the same flank twice and did not show the generals message.
  • 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 pre-break off position as its starting position for determining validity of flank charges.
  • Fixed bug that awarded LUCKY and UNLUCKY achievements when unit triggering achievement was enemy unit.
  • Fixed bug that prevented testing charges for diagonally crossing the front of another enemy unit from working correctly in some circumstances when enemy unit is on rough terrain.
  • Fixed bug that could leave theoretical unit facing (banner facing) incorrect after pass through by a unit that started facing away.
Lots of new features! As ever, we look forward to hearing what you think.

Vale!
Senior Producer of FOG Kingdoms, Scramble, Stargate, Broken Arrow and Ancient Arenas: Chariots
Geffalrus
Lieutenant Colonel - Panther D
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Re: Welcome to open beta v.1.5.39

Post by Geffalrus »

Not seeing this mentioned, so just in case:

- Dart units, specifically Legio Palatina and Comitatensis, need their point costs adjusted to bring them in line with Auxilia Palatina.

- LP and Comit both cost exactly the same as their impact foot counterparts, despite having less POA and utility in most situations.

- Meanwhile, the Aux Pal ARE properly priced as they are slightly cheaper than their equivalent (Vet Dailami Foot).

- Suggested change: make LP 72 points and Comits 45. A 6 point decrease to match the AP 54 vs Vet Dailami 60.
We should all Stand With Ukraine. 🇺🇦 ✊
SnuggleBunnies
Major-General - Jagdtiger
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Re: Welcome to open beta v.1.5.39

Post by SnuggleBunnies »

If a compromise is needed, LP 72 and LC 48 would be okay too I think, but the LP are definitely overpriced right now
MP Replays:
https://www.youtube.com/channel/UCjUQy6dEqR53NwoGgjxixLg

Pike and Shot-Sengoku Jidai Crossover Mod:
https://www.slitherine.com/forum/viewtopic.php?t=116259

Middle Earth mod:
https://www.slitherine.com/forum/viewtopic.php?p=1029243#p1029243
Geffalrus
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Re: Welcome to open beta v.1.5.39

Post by Geffalrus »

Agreed. The comits deserve a cost decrease of some sort, but don’t need it quite so desperately as the Legio Palatina. 48 would be reasonable.
We should all Stand With Ukraine. 🇺🇦 ✊
tyronec
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Re: Welcome to open beta v.1.5.39

Post by tyronec »

ZOCs and Permitted Charges: A unit that is in the primary ZOC of one or more enemy units could already charge any of those within a 45 degree arc of the unit’s front. It can now also charge an enemy unit in the square directly to its front if it is in that unit's secondary ZOC. This is intended to remove the deliberate or inadvertent contact-delaying effect of each unit in a line of units turning to face diagonally. Please report any potential issues.
I think this only applies if the attacking unit starts it's move in this situation. If it moves so that part way through the move it is in this situation then the charge against the unit directly to it's front may not apply.
Is that correct ?
rbodleyscott
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Re: Welcome to open beta v.1.5.39

Post by rbodleyscott »

tyronec wrote: Sat Dec 04, 2021 3:53 pm
ZOCs and Permitted Charges: A unit that is in the primary ZOC of one or more enemy units could already charge any of those within a 45 degree arc of the unit’s front. It can now also charge an enemy unit in the square directly to its front if it is in that unit's secondary ZOC. This is intended to remove the deliberate or inadvertent contact-delaying effect of each unit in a line of units turning to face diagonally. Please report any potential issues.
I think this only applies if the attacking unit starts it's move in this situation. If it moves so that part way through the move it is in this situation then the charge against the unit directly to it's front may not apply.
Is that correct ?
No, it should still be able to charge if it is facing directly towards the target.
Richard Bodley Scott

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rbodleyscott
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Re: Welcome to open beta v.1.5.39

Post by rbodleyscott »

Geffalrus wrote: Fri Dec 03, 2021 1:53 pm Not seeing this mentioned, so just in case:

- Dart units, specifically Legio Palatina and Comitatensis, need their point costs adjusted to bring them in line with Auxilia Palatina.

- LP and Comit both cost exactly the same as their impact foot counterparts, despite having less POA and utility in most situations.

- Meanwhile, the Aux Pal ARE properly priced as they are slightly cheaper than their equivalent (Vet Dailami Foot).

- Suggested change: make LP 72 points and Comits 45. A 6 point decrease to match the AP 54 vs Vet Dailami 60.
We can probably do something about that before the release goes live.
Richard Bodley Scott

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rbodleyscott
Field of Glory 2
Field of Glory 2
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Re: Welcome to open beta v.1.5.39

Post by rbodleyscott »

Geffalrus wrote: Fri Dec 03, 2021 1:53 pm Not seeing this mentioned, so just in case:

- Dart units, specifically Legio Palatina and Comitatensis, need their point costs adjusted to bring them in line with Auxilia Palatina.

- LP and Comit both cost exactly the same as their impact foot counterparts, despite having less POA and utility in most situations.

- Meanwhile, the Aux Pal ARE properly priced as they are slightly cheaper than their equivalent (Vet Dailami Foot).

- Suggested change: make LP 72 points and Comits 45. A 6 point decrease to match the AP 54 vs Vet Dailami 60.
We can probably do something about that before the release goes live.
Richard Bodley Scott

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Kroche
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Re: Welcome to open beta v.1.5.39

Post by Kroche »

tyronec wrote: Sat Dec 04, 2021 3:53 pm
ZOCs and Permitted Charges: A unit that is in the primary ZOC of one or more enemy units could already charge any of those within a 45 degree arc of the unit’s front. It can now also charge an enemy unit in the square directly to its front if it is in that unit's secondary ZOC. This is intended to remove the deliberate or inadvertent contact-delaying effect of each unit in a line of units turning to face diagonally. Please report any potential issues.
I think this only applies if the attacking unit starts it's move in this situation. If it moves so that part way through the move it is in this situation then the charge against the unit directly to it's front may not apply.
Is that correct ?
That is my understanding of how it is working in Medieval atm.
Jace11
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Re: Welcome to open beta v.1.5.39

Post by Jace11 »

Can someone confirm this for me please? Should be easy to check, occurs in editor and in battle.
Looks like there is perhaps an issue with water reflections in the Beta? I am not seeing this in 1.5.35. Seems like the water effects, bump mapping or animation, is missing?
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rbodleyscott
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Re: Welcome to open beta v.1.5.39

Post by rbodleyscott »

Thanks for the report.

I am not seeing this in game or editor.

Does this just occur in Middle Eastern maps or in others too?

Can you tell us a bit about your setup?

Are you playing on a PC or on a MAC with emulator?

What is your graphic card?

If you could attach a DxDiag report (or cut and paste the first few pages) it would be very helpful.


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Anyone else getting the same effect as Jace?
Richard Bodley Scott

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Jace11
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Re: Welcome to open beta v.1.5.39

Post by Jace11 »

Sorry Richard, totally my fault, nothing amiss. I just tried the steam beta version and it's normal. I tracked down what caused it. I installed and then uninstalled a terrain mod, looks like I didn't backup everything correctly, namely water0.tga and water1.tga in the TILES folder. Sorry again for wasting your time. :oops:
rbodleyscott
Field of Glory 2
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Re: Welcome to open beta v.1.5.39

Post by rbodleyscott »

Jace11 wrote: Mon Dec 20, 2021 9:31 am Sorry Richard, totally my fault, nothing amiss. I just tried the steam beta version and it's normal. I tracked down what caused it. I installed and then uninstalled a terrain mod, looks like I didn't backup everything correctly, namely water0.tga and water1.tga in the TILES folder. Sorry again for wasting your time. :oops:
Oh well, all is well that ends well. Thanks for letting us know.
Richard Bodley Scott

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