Field of Glory v1.2.6
Moderators: Slitherine Core, FoG PC Moderator, NewRoSoft
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IainMcNeil
- Site Admin

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Field of Glory v1.2.6
Slitherine & Hexwar are pleased to announce another update to Field of Glory taking the game to v1.2.6. This small update requries v1.2.5.
Download the update from http://www.slitherine.com/files/fog/fie ... _1.2.6.exe or http://www.patches-scrolls.de/field_of_glory.php#126
If you do not already have it, download the v1.2.5 patch here http://www.slitherine.com/files/fog/fie ... _1.2.5.exe
This update includes the following changes:
Add: Battle of Harlow 1411AD, only available to owner of Storm of Arrows.
Add: UI: Option to show/hide shooting arcs in the preferences window and Keyboard shortcut (F) to toggle display of shooting arcs.
Fix: Crash UI: Null pointer exception in uiplayer.s.PlayPhase.ShowAvailableOrders
Fix: Crash Army generator: OutOfBoundsException in uiplayer.htk.TTableImp.intRowTags, caused by moving the mouse over a table row that has an alternative troop spec, within an expanded allied army, when there is a collapsed allied army above.
Fix: The program would sometimes stay open when the user clicked the "Close" after a fatal crash.
Fix: In multiplayer, if a user had not registered their FoG serial, they were not being offered the chance to log in or register.
Fix: Army generator: Armies in the top-level folder could not be loaded.
Fix: Army generator: The scrollbar was not appearing in the "Save Army" window.
Fix: Logic: If a die roll of 2 or 3 is re-rolled, and the new value is less than the original, the original value is now kept.
Change: Logic: Battle wagons can now shoot in any direction and no longer suffer -1 POA for shooting out of arc.
Change: Logic: Impetuous medium foot will no longer charge out of hexes containing steep hills.
Add: Ability to play AI army generator games in which each side's army is from a different army book.
Change: Logic: Units that have charged are now prevented from shooting, even if their charge target evaded.
Change: Logic: Units can no longer place/pack stakes if they are in enemy zone of control.
Change: Logic: Units behind palisades will no longer pursue frontal opponents.
Change: Logic: Units with stakes placed will no longer pursue.
Change: Logic: Only foot units behind palisades are now prevented from pursuing frontal opponents.
Change: Logic: Scythed chariots can no longer break off.
Change: AI: Ranged units other than LF/LH now move as main battle groups, rather than attempting to skirmish.
Change: Logic: Units that are charged in the rear will now evade in most circumstances.
Change: Logic: Medium Foot with bow, longbow, crossbow, or firearm no longer have to take a CMT to charge an enemy in the rear.
Fix: All reported D.A.G. army errors in the Field of Glory forums.
Download the update from http://www.slitherine.com/files/fog/fie ... _1.2.6.exe or http://www.patches-scrolls.de/field_of_glory.php#126
If you do not already have it, download the v1.2.5 patch here http://www.slitherine.com/files/fog/fie ... _1.2.5.exe
This update includes the following changes:
Add: Battle of Harlow 1411AD, only available to owner of Storm of Arrows.
Add: UI: Option to show/hide shooting arcs in the preferences window and Keyboard shortcut (F) to toggle display of shooting arcs.
Fix: Crash UI: Null pointer exception in uiplayer.s.PlayPhase.ShowAvailableOrders
Fix: Crash Army generator: OutOfBoundsException in uiplayer.htk.TTableImp.intRowTags, caused by moving the mouse over a table row that has an alternative troop spec, within an expanded allied army, when there is a collapsed allied army above.
Fix: The program would sometimes stay open when the user clicked the "Close" after a fatal crash.
Fix: In multiplayer, if a user had not registered their FoG serial, they were not being offered the chance to log in or register.
Fix: Army generator: Armies in the top-level folder could not be loaded.
Fix: Army generator: The scrollbar was not appearing in the "Save Army" window.
Fix: Logic: If a die roll of 2 or 3 is re-rolled, and the new value is less than the original, the original value is now kept.
Change: Logic: Battle wagons can now shoot in any direction and no longer suffer -1 POA for shooting out of arc.
Change: Logic: Impetuous medium foot will no longer charge out of hexes containing steep hills.
Add: Ability to play AI army generator games in which each side's army is from a different army book.
Change: Logic: Units that have charged are now prevented from shooting, even if their charge target evaded.
Change: Logic: Units can no longer place/pack stakes if they are in enemy zone of control.
Change: Logic: Units behind palisades will no longer pursue frontal opponents.
Change: Logic: Units with stakes placed will no longer pursue.
Change: Logic: Only foot units behind palisades are now prevented from pursuing frontal opponents.
Change: Logic: Scythed chariots can no longer break off.
Change: AI: Ranged units other than LF/LH now move as main battle groups, rather than attempting to skirmish.
Change: Logic: Units that are charged in the rear will now evade in most circumstances.
Change: Logic: Medium Foot with bow, longbow, crossbow, or firearm no longer have to take a CMT to charge an enemy in the rear.
Fix: All reported D.A.G. army errors in the Field of Glory forums.
Last edited by IainMcNeil on Wed Jun 30, 2010 9:18 am, edited 1 time in total.
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TheGrayMouser
- Field Marshal - Me 410A

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TheGrayMouser
- Field Marshal - Me 410A

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grumblefish
- Master Sergeant - Bf 109E

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Could I suggest returning the ability of skirmishers to charge other skirmishers in the rear? I thought that was a really good way of modelling things; made me a lot more careful about how I deployed my skirmishers, but never gave me the notion that they had lost any of their former agility. It was much more fun hitting a skirmisher in the back with your own skirmishers, than doing the whole, stupid thing where you get some poor skirmishers to bait some javelin-men into a fight, and then have your lumbering heavies run up and thump them.
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stefanjhill
- Corporal - 5 cm Pak 38

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Blathergut
- Field Marshal - Elefant

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CaptainHuge
- Corporal - Strongpoint

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Great work on getting the patch out in such a short time. Any possibility of getting human vs human for DAG games in the next patch?
Personally I like the idea of skirmishers turning to face charges. It makes sense that an open formation like that would be flexible enough to react to an attack from any direction.
Personally I like the idea of skirmishers turning to face charges. It makes sense that an open formation like that would be flexible enough to react to an attack from any direction.
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Morbio
- Brigadier-General - Elite Grenadier

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Re: Field of Glory v1.2.6
Does this only apply to certain units or is the rear shunt a thing of the past?iainmcneil wrote:Change: Logic: Units that are charged in the rear will now evade in most circumstances.
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arsan
- Administrative Corporal - SdKfz 232 8Rad

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Re: Field of Glory v1.2.6
Could you elaborate about this new "logic"??iainmcneil wrote: Change: Logic: Units that are charged in the rear will now evade in most circumstances.
What "in most circumstances" mean??
Because i'm seeing the same rear charging than before.
Even cavalry won't evade HF charging them in the rear
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IainMcNeil
- Site Admin

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If you have a saved game can you send it to info@slitherine.co.uk.
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arsan
- Administrative Corporal - SdKfz 232 8Rad

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Cool, but...are multiplayer games saved somewhere in my PC?? or are just on your servers??iainmcneil wrote:If you have a saved game can you send it to info@slitherine.co.uk.
In any case, if i knew what is the "WAD" behavior regarding evasion to rear attack i will be able to send you saves of "not WAD" situations that arised.
But, honestly, i don't have an idea about how things are supposed to work.
The "Change: Logic: Units that are charged in the rear will now evade in most circumstances." is not very explicative
Cheers
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IainMcNeil
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arsan
- Administrative Corporal - SdKfz 232 8Rad

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Not much more explicative than the readme lineiainmcneil wrote:They should almost always if not always evade when charged in the rear.
Let me try again...
Do i understand you right if i suppose any not already engaged unit charged in the rear will try to evade?? will foot evade cavalry?? or only the other way around? both?? and what about LF??
If the new rule is that anybody will evade if charged to the rear and not already in combat... i've seen quite a lot of successful rear charges on my 1.2.6 battles...
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karakhanid
- Senior Corporal - Ju 87G

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Hello
According to TT rules should only be able to evade the units that can evade a frontal charge.
I noticed that when I charge against the rear of cavalry armed with lance this evades when it should not be able to do it.
The units can evade in the TT, are, if I remember correctly, LF, LH and non-shock CV, deployed in a line (not applicable), provided the escape route(direct to the contrary direction to the charge)is not blocked by enemy units .
Mikel
According to TT rules should only be able to evade the units that can evade a frontal charge.
I noticed that when I charge against the rear of cavalry armed with lance this evades when it should not be able to do it.
The units can evade in the TT, are, if I remember correctly, LF, LH and non-shock CV, deployed in a line (not applicable), provided the escape route(direct to the contrary direction to the charge)is not blocked by enemy units .
Mikel
Pro libertate patria, gens libera state
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arsan
- Administrative Corporal - SdKfz 232 8Rad

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Thanks Mikel!karakhanid wrote:Hello
According to TT rules should only be able to evade the units that can evade a frontal charge.
I noticed that when I charge against the rear of cavalry armed with lance this evades when it should not be able to do it.
The units can evade in the TT, are, if I remember correctly, LF, LH and non-shock CV, deployed in a line (not applicable), provided the escape route(direct to the contrary direction to the charge)is not blocked by enemy units .
Mikel
So, Iain, is like this how the PC game should work?? LF, LH and Cav (except shock??) evading rear charges??
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Morbio
- Brigadier-General - Elite Grenadier

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Re: Field of Glory v1.2.6
This is leading to some silly results and introducing more gamey play.iainmcneil wrote:Change: Logic: Units that are charged in the rear will now evade in most circumstances.
In a game I was just playing my poor LF Bowmen rear-charged average LF Javelinmen and they evaded. This is similar to the LH Bowmen rear-charging LH Javelinmen evade I pasted in the Tech Support thread. This is making it really difficult to attack some units and is removing what would be the preferred method of attack for most units, i.e. the surprise attack from the rear.
So, it seems if you have a skirmisher unit in trouble, perhaps being persued by other weaker skirmisher units then turn away from the enemy and they can't attack. How daft is that to expose your rear as a defence?



