Field of Glory II: Medieval - Patch 1.01.06
Posted: Thu May 20, 2021 4:21 pm
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
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