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Field of Glory patched to v1.02

Posted: Wed Dec 16, 2009 5:14 pm
by IainMcNeil
Good news - the v1.02 patch for Field of Glory Digital has been released! It adds more cool features and fixes some bugs. Full details are below.

This patch requires the Slitherine version, but will upgrade you to 1.02 from any previous version.

Download the patch from http://www.slitherine.com/files/fog/fie ... h_1.02.exe


New Features
  • Private challenges. You can now add passwords to multiplayer challenges so only your desired opponent can access them. Private challenges are marked with a padlock.
    Delete challenges. You can now remove any unaccepted challenges you have made.
    3 New scenarios
    Cisapline Gaul Scenario
    Indian-Macedonian Starter Army battle 3
    Invasion of Macedon scenario
    9 new unit graphics
    Indian Four Horse Heavy Chariot
    Indian Four Horse Heavy Chariot Commander
    Indian Elephant
    Indian Elephant Commander
    Indian Cavalry
    Indian Cavalry Commander
    Indian Bowmen, MF
    Indian Javelinmen, MF
    Gallic Soldurii, 2 variations, HF
Bug Fixes
  • Heraclea Scenario: A pike battlegroup was set as MF.
    Scenario Builder: Default all general images to have basic general settings.
    Logic: Ranged combat only causes a cohesion test when there are two or more attacker hits.
    Rear attack bonus is now applied in all situations except when a light unit is attacking a non-light unit.
    Logic: Fragmented units were evading in some situations where they were not allowed to.
    Change: Anyone charging LF/LH in the rear to get combat benefits and do reduce their cohesion.
    AI: Now waits then re-tries twice before displaying an order error.
    Changed the name of ‘Mounted Bow’ to ‘Bow’ in all displays.
    Elephant charge sound effect updated.
    New file read/write method.
    One celtic chariot image was too large.
    Some unit VP costs.
    Three German warrior figures replaced as their facing was not clear.
    Revised help pages to fix mistakes and add detail.
    Fixed Crash - Another possible null pointer exception in gamelogic.s.CohesionDieModifier.CombatCohesionTest.
    Logic: Fragmented units were still evading in some situations where they were not allowed to.
    Fixed crash - In map editor, unit type object is now updated to reflect any change to the unit type enum. This fixes the crash when e.g. changing a mob into a scythed chariot.
    Fixed Crash - Net: Crash on decompression and incorrect compression on PowerPC.
    Fixed Crash - Null pointer exceptions in gameinstance.Program.folderPathX.
    Size of Ancient British generals chariot.
    Some units were taking shooting cohesion tests too often.
    Fixed Crash - UI: Null pointer exception in uiplayer.RecyclableSound.soundGet.
    UI: Out-of-command icons are now always updated in the deployment phase.
    UI: Performance slowdown after very many combats have happened in one game, due to excessively long summary.
    UI: Text field and text view controls now convert the encoding of keys to be UTF-8 so it supports special characters such as accents in other languages.

Posted: Wed Dec 16, 2009 5:20 pm
by grumblefish
Excellent news, downloading now.

I'm really glad that you lot have decided to add maps and/or units with your patches. It's nice seeing a list of improvements, but it's those two things that really make me eager to download the patch. :D

Posted: Wed Dec 16, 2009 5:35 pm
by Toby42
Will there be a patch for the Matrix Version?

Posted: Wed Dec 16, 2009 5:37 pm
by IainMcNeil
Yes we sent the files over today so I'm sure they'll be on it ASAP.

Posted: Wed Dec 16, 2009 5:39 pm
by IainMcNeil
No it is for the Slitherine version - I dont know if a Matrix version is compatible. You could try it but I would not be sure what would happen!

It is compatible with all previous Slitherine versions (v1.00, v1.01).

Posted: Wed Dec 16, 2009 5:50 pm
by Ironclad
I have previously printed out all the help pages so it would be useful to know which ones have been amended.

Posted: Wed Dec 16, 2009 5:56 pm
by IainMcNeil
Quite a lot unfortunately :(

Look in the help folder in the game install path and look for files with dates changed since you printed it out.

Posted: Wed Dec 16, 2009 6:07 pm
by Ironclad
iainmcneil wrote:Quite a lot unfortunately :(

Look in the help folder in the game install path and look for files with dates changed since you printed it out.
Thanks. I'll look through them when I get to download it at Matrix.

Posted: Wed Dec 16, 2009 6:17 pm
by Geordietaf
Anyone else having difficulty getting the download to start? Clicking on the link seems not to provoke any response. Maybe the server is overwhelmed?

Posted: Wed Dec 16, 2009 6:22 pm
by Lysimachos
Let me say you did a great job with the indians!
Really nice and colourful, just waiting to challenge some of the them on the battlefield with the Macedonians!

Posted: Wed Dec 16, 2009 6:23 pm
by JayRaider
Awww nuts.
We still can't delete multiplayer games were the opponent has gone missing. :shock:

Posted: Wed Dec 16, 2009 7:25 pm
by MARVIN_THE_ARVN
Great patch, the new starter battle is great fun.

Posted: Wed Dec 16, 2009 8:12 pm
by IainMcNeil
We'll check in to that - maybe it can be done server side - just make the game disappear if its inactive for more than 2 weeks.

Posted: Wed Dec 16, 2009 8:14 pm
by ianiow
Logic: Ranged combat only causes a cohesion test when there are two or more attacker hits.
Does this mean you have to score two hits in one round to cause a cohesion test? Or after the first hit, the unit is now vunerable for the rest of the game? I have played a couple of games and can't see a difference to the old rules.

Posted: Wed Dec 16, 2009 8:57 pm
by Geordietaf
Tried downloading again after an hour or so and no problems.

Posted: Wed Dec 16, 2009 11:28 pm
by jomni
The patch seems to work with the Matrix version.
Having no problems so far.

BTW, is it historical that the Indians used shields with cow skins?
I thought cows were sacred.

Posted: Thu Dec 17, 2009 2:20 am
by deadtorius
Very happy to see Indians in the game, I have recently started on my own Indians for the TT game, starting with Kushan and hoping to have Classic Indian by late next year :)

Posted: Thu Dec 17, 2009 3:07 am
by deadtorius
Question about the Indians, in Immortal Fire the Indians are armed as follows:, Bow with sword. Cav should have light spear only, there is an option for making them cataphracts, superior undrilled lance sword.
Just an anomoly that I noticed in the game stats.

the new version..

Posted: Thu Dec 17, 2009 7:54 am
by pomakli
works also for the games bought by Matrix Games!

Thanks Slitherine!

Pomakli

Posted: Thu Dec 17, 2009 9:21 am
by Donegal

Code: Select all

Logic: Ranged combat only causes a cohesion test when there are two or more attacker hits.


Does this mean you have to score two hits in one round to cause a cohesion test? Or after the first hit, the unit is now vunerable for the rest of the game? I have played a couple of games and can't see a difference to the old rules.
As rules say the test is if there are 2 hits in a single fire.