Field of Glory Patch v1.2.5 Released!

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IainMcNeil
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Field of Glory Patch v1.2.5 Released!

Post by IainMcNeil »

We are pleased to announce the release upgrade patch for Field of Glory including a number of fixes and improvements.

Changes in v1.2.5

Compatibility with Storm of Arrows so Rise of Rome armies can fight against Storm of Arrows armies, even if they only have one of the army packs.
Stakes and portable defences
Mixed battlegroups with back ranks of Medium or Light Foot Archers and Crossbows.
For a limited time only 2 Medieval battles to get a taste for Storm of Arrows.
Improved shooting behaviour that makes foot bows much more realistic
Improved movement behaviour that forces unit to move in more realistic ways.
Improved evade & rout moves
Many bug fixes for issues reported on slitherine.com - too many to list!

Download the patch here http://www.slitherine.com/files/fog/fie ... _1.2.5.exe or from this mirror site: http://www.patches-scrolls.de/field_of_glory.php#125

Please note - anyone who has preordered Storm of Arrows must install the 1.2.5 patch before you install Storm of Arrows.

This patch takes you from v1.1.0 or later to v1.2.5.
Last edited by IainMcNeil on Thu Apr 29, 2010 2:09 pm, edited 2 times in total.
76mm
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Post by 76mm »

I assume that this patch will apply to ongoing MP games as well? It will be rather disconcerting to find that units can't move the way I assumed they could when I deployed them...any details on the new movement rules?
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Re: Field of Glory Patch v1.2.5 Released!

Post by Morbio »

iainmcneil wrote:Compatibility with Storm of Arrows so Rise of Rome armies cant fight against Storm of Arrows armies, even if they only have one of the army packs.
This sentence doesn't quite make sense to me. Should the word I've made bold be Can't or Can?
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Post by iandavidsmith »

76mm wrote:I assume that this patch will apply to ongoing MP games as well? It will be rather disconcerting to find that units can't move the way I assumed they could when I deployed them...any details on the new movement rules?
It might be the new rules for turning and facing that where in the Beta of SoA
In relation to lights , you need to be facing your target to fire.
In turning for drilled troops you can only turn once and you can't turn after movement unless you move forward.

i guess there's more to it though
IainMcNeil
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Post by IainMcNeil »

Well spotted - typo fixed.

Changes apply to all games in progress so there will be a bit of a learning curve. I've not got the hang of it yet but it does feel much more realistic.

The main changes are
* There are no free turn for shooting except LF
* LH shoot all round
* Drilled troops get one free turn (not 2). This means they can either turn and run away or advance and turn, but not both.
* Evades & routs will stop when they meet friends unless they start adjacent to them. They cannot move through hexes adjacent to enemy (except light troops). Overall it shodl resolve 99.9% of weird evades & routs.
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Post by batesmotel »

76mm wrote:I assume that this patch will apply to ongoing MP games as well? It will be rather disconcerting to find that units can't move the way I assumed they could when I deployed them...any details on the new movement rules?
The biggest changes seen in the beta for movement are:

1) Drilled and skirmisher troops now only get their free facing change at the end of movement if they have only moved through their front hex sides without any turning earlier in the turn.

2) No free facing change for non-skirmisher missile units when shooting. LH can now shoot outside their front arc but get a -1 POA when doing so and do not get a facing change. LF also get a -1 if firing outside their front arc but do still change facing when doing so.

3) Anarchy charges are resolved as you are moving rather than at the start of the turn. If you attempt to move a shock unit to a position where it does not end up in contact, it will test to charge instead if their are enemy close enough to charge. Any shock units which have not moved will test at the end of the turn if there are enemy they could charge.

4) Routs and evades are now no longer allowed to go adjacent to enemy BGs so it seems easier to catch enemy skirmishers. I suspect this applies to break offs as well but haven't tested that yet.

In many ways these changes are a bigger change than Fog of War was for game play in my experience.

Chris

Edited with updates after first trial with 1.2.5.
Last edited by batesmotel on Wed Apr 21, 2010 12:56 pm, edited 2 times in total.
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Post by Xiggy »

Is this compatible with the matrix addition? They have not posted this patch yet.
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Post by amenofi64 »

Hi, i've the same problem...
I've installed the previous beta patches just the 1.2.4
batesmotel
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Yellow fields of fire are UGLY

Post by batesmotel »

Is there any way to turn off the yellow fill in the hexagons/triangles showing where a missile unit can fire? The yellow outline around the area is probably a useful addition but the yellow fill in the area while the BG is selected is basically hideous and doesn't really make it any easier to see than just the yellow outline would. Unfortunately this wasn't included in any of the beta updates so it was an unpleasant surprise when I installed 1.2.5 this morning.

Chris
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Post by Geordietaf »

I've downloaded 1.2.5 after being in the beta but can't connect to the multiplayer server as I don't have my Storm of Arrows serial. Presumably that will fix itself when i download SoA later today. Ho hum.
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Post by batesmotel »

I've had no problem connecting from my machine that did not have the beta installed. Have not tried from the beta machine yet.

Chris
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IainMcNeil
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Post by IainMcNeil »

No way to turn arc of fire off at the moment - will ask for a way to do that or make it look prettier. I find the outline less attractive than the fill personally :)
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Post by keyth »

I am trying to install the patch to the non-beta version of FoG on my machine (C drive) but the installer only sees the beta (on D drive). Should I just uninstall the beta?

Cheers,
Keyth

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IainMcNeil
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Post by IainMcNeil »

Hmmm - it depends how you set it all up. It may be a bit messy and require reinstalling FoG from scratch.

For future betas we'll try and find a way to have it run alongside FoG as its causing a few issues.
keyth
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Post by keyth »

I'll have a hack and let you know how it goes. Essentially I installed a clean copy of FoG + RoR on my D drive, then SoA'd it. Further SoA updates found it automatically, rather than the install on C.
Keyth

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IainMcNeil
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Post by IainMcNeil »

I have a feeling the last place you installed the base game will be where it tries to put everything.
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Post by Blathergut »

Do I need to apply the update if I haven't pre-ordered SOA but am buying it now?
keyth
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Post by keyth »

iainmcneil wrote:I have a feeling the last place you installed the base game will be where it tries to put everything.
It does. Via Control Panel, I uninstalled FoG. This removed the version on D, leaving the one on C. You can't uninstall this one because the OS no longer recognises it, because you have uninstalled the last iteration of the program.

However, I just reinstalled to C in the following sequence:
  • FoG
  • Rise of Rome
  • 1.03
  • 1.1.0
  • 1.1.1
  • 1.1.2
  • 1.2.5
If any of these were skipped, the 1.2.5 patch conflicted.

All is working now though, and Immortal Fire has been pre-ordered :)

Cheers,
Keyth

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Post by IainMcNeil »

Yes - everyone needs the update.

Keyth - glad it is working. Sorry for the hassles!
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Post by kilroy1 »

After installing the v1.2.5 patch the in game help is not available, all I get is a blank page. The files are in the proper folder though.

kilroy
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