Page 2 of 2

Re: Campaigns of Glory 1.0 - free fanmade campaign game

Posted: Sun Sep 20, 2026 9:33 am
by roguedjack
1.1 released ! First post edited with download link.

Here's the change log (also included as a textfile in the game folder) :

Code: Select all

CAMPAIGNS OF GLORY v1.1 CHANGES


OVERVIEW
5 new scenarios by kronenblatt of various complexity covering a wide range of time periods.
Additions, improvements and fixes to the rules, UI and bot.


SCENARIOS
5 new scenarios by kronenblatt :
- Collapse of The Tetrarchy 310 AD
- Danelaw 865 AD
- Hellas at War 431 BC
- The Road to Qadesh 1300 BC
- Rome or Carthage 219 BC
Pyrrhus scenario updated for CoG v1.1 compatibility


RULES
- Supply Rules : supply now can also flow through two ports controlled by the faction if not 
connected by a long distance sail.
- Recruitment Rules :
	- Must now Raise all available armies before being allowed to Reinforce them.
	- Can only Raise an army of minimum points (or max points if the faction has only one army max).
- New : Army trait for starting armies "Sticky Deployment"
	Armies that start already deployed by a scenario can be marked with "Sticky Deployment".
	They cannot be un-deployed when using the "Reset Recruitment" action in the Recruitment phase.
	This means scenario designers can force partial or complete pre-defined deployment positions 
	for the first turn.
	"Sticky deployment" is removed at the end of the Recruitment phase.
- New : Zone trait "Stubborn".
	A stubborn city controlled by a faction takes longer to be swayed by Diplomacy.
	When a faction performs a succesful Diplomacy action on a stubborn city controlled by another
	faction, the stubborn city only becomes neutral instead of immediatly switching sides.
- Destroyed faction : a faction is now considered destroyed if it has both no zones *and* no 
standing armies.
	Keep in mind all armies are removed at the end of a turn so a zone-less faction will be 
	effectively destroyed even if it had still armies around.
- Diplomacy : -2 DRM for an enemy army standing in the target zone (was -1).

	
SCENARIO SETUP
- New : Custom factions bonuses.
	In the scenario setup screen you can now add custom bonus base RPs and bonus to max army size 
	for each faction.
	You can use this to change the balance of a scenario to your liking without having to put your
	hands in the scenario files. Or you can add bonuses to the Bots factions to make the game more
	challenging for you.
	The bonuses will be shown in the Scenario Rules information display and the bonus RPs will be
	listed in the ingame RPs tooltip for the factions.


UI
- Map view now shows Victory Trigger (VT) zones :
	- A VT zone is a zone that needs to be controlled by a faction for its victory conditions.
	- The map shows a star icon colored by the factions having a VT there, can color for up to 5 
		factions, more than 5 and the star will be colored white.
	- Zone tooltip will list the factions having a VT there.
- Destroyed factions :
	- The End Turn phase checks for newly destroyed factions and shows a popup.
	- The header shows destroyed factions with a R.I.P icon.
- Map view : ports are drawn with a smaller anchor icon if they have no FPs.
- Battle dialog now :
	- Shows the weaker side points as percentage of the larger side.
	- shows points for 1200 and 1600 points max (this replaces the 50% and 75% points lines).
- Momentum icon tooltip mentions maximum value of 4 as per the rules.
- Scenario Rules Relations tab : lists all ennemies for all factions, this is clearer for the player
who is enemy with who when there are many factions.
	Eg it will now says "X is enemy with Y. Y is enemy with X." instead of just "X is enemy with Y."
- Scenario Rules Restrictions tab now mentions factions that cannot sail.
- Minor UI tweaks such as adding scrollbars and modifying spacings.


BOT AI
- Bot now shows progress report on its thinking in the action panel on the left.
- The Bot now takes much less time to think in the Recruitment and Operations phases, especially 
noticable in larger scenarios. 
	Optimized an algorithm. It does not degrade the bot quality of play, it just does the same work
	it did but much faster.
- Bot is now more selective on which decisions it may take in the Recruitment and Operations phases,
giving even more preference to decisions it thinks are good.
	Pros : better play overall.
	Cons : less diversity in the bot decisions.
- Bot gives more value and focus to target Victory Trigger (VT) zones in all phases.
	A VT zone is a zone that needs to be controlled by a faction for its victory conditions.
	A bot considers a VT zone a "target VT zone" when it is a VT zone for itself or any active 
	enemies.
	Basically the bot will now push more for a decisive victory and try to deny it to its enemies.
- Bot has now the concept of "taboo zones" : zones the bot prefer to avoid acting on.
	A "taboo zone" is a zone that would activate inactive bot enemies if the bot would act on it, 
	and that would put the bot in a defavorable RPs balance as a new enemy awaken.
	Basically don't make wake up more enemies if you can't handle them.
	The concept might be expanded or refined later.
- Bot now gives no value to forbidden zones in all phases.
- Improved Bot threat map algorithm : better at assessing danger from enemies and menace by the 
bot on its enemies. This impacts all the bot actions, having the most effect on its deployment 
decisions.
- Momentum Diplomacy : Bot is more/less likely to target friendly/hostile zones for their RPs value.
- Recruitment : improved Bot recruitment positioning and logic.
- Operations - Diplomacy : less likely to perform Diplomacy on Stubborn cities.
- Operations - Diplomacy : more likely to perform Diplomacy if all potential battles are bad.
	Talk if you can't fight.
- Operations - Retreat : won't retreat from battle if "last chance" battle (defending a VT zone on 
the last operation of the last turn).
- Operations - March to Battle : more likely to engage in a hopeless battle if "last chance" 
battle (attacking a VT zone in the last operation of the last turn).
- Reduced Bot pause between actions to 0.75s (was 1.0).
- Other improvements & tweaks.


FIXES
- (Crash) Crash: bots do not crash the game when there are 0 RPs/FPs/VPs on map.
- (UI) Game UI top header : does not go bonkers when there are more than 3 factions.
- (UI) Game UI top header : under some circumstances the FPs display did not show the current value.
- (Rules) Destroyed factions will no longer appear in subsequent phases following their destruction.
- (UI) Battle dialog doesn't mention an ally army list if the same as the faction.
	Eg: A Roman ally for a Roman army won't get listed in the FoG allies army list.
- (UI) New game screen scenario info : 
	- map image of various aspect ratios fits correctly.
	- long scenario titles do not cause issues.
- (Map) A loaded game could in some circumstances display the wrong scenario map.
- (Map) Armies were sometimes not rearranged properly in a zone when an army retreating there was 
then immediatly destroyed.
- (Log) Momentum diplomacy phase faction order now does not list an empty list when there is no 
factions to list.
- Typos, grammar & spelling.


FOR SCENARIO DESIGNERS
- New trigger : "presence_region".
	cond : "presence_region"
	parameters: "faction" and "region"
	Will trigger the first time the faction has an army in or controls a zone in the region.
- New zone trait : "is_stubborn" = true/false
	Is the city stubborn or not (see rule above). False by default.
- New army trait : "sticky_deployment" = true/false
	Does this starting army have the "sticky deployment" effect (see rule above). False by default.
- Faction : "can_sail" set to false now works as expected (it had previously no effect).
- People : the game UI will no longer automatically append "people" to people adjectives.
- Updated the "creating scenarios" doc to explain an important game limitation.
- Change to scenario overview text format :
	- Newlines characters \n are ignored.
		\n are the "invisible" characters your text editor inserts when you input RETURN for a 
		newline. You can still use newlines to format the text for your convenience but the game 
		will ignore them.
	- To make the game display a new line write [br]
	- Tabs \t are ignored too.
		\t are the "invisible" characters your text editor inserts when you input TAB to add 
		spacing.
	Eg:
	this text will display on two lines :
		The first line.[br]
		The second line.
	this one too :
		The first line.[br]This is also a second line.
	while this will no longer displays on two lines :
		The first line.
		Same line despite the newline.
		

Have fun !
--------
1.2 is planned with more features & improvements.

Re: Campaigns of Glory 1.1 - 5 new scenarios & improvements - free fanmade campaign game

Posted: Sun Sep 20, 2026 9:55 am
by kronenblatt
Great work, roguedjack! I’ll shortly publish the Ancients modules enabling fighting out battles there, for those new scenarios.