Field of Glory Road Map
Posted: Wed May 12, 2010 9:08 am
**** This thread is now out of date and needs a full review with the new team. Please bear this in mind when reading! ****
For information on the game, screenshots or to buy it go to http://slitherine.com/games/fog_pc
We wanted to keep you up to date on planned changes and additions to the Field of Glory system. We are not setting dates to avoid any disappointment.
Planned for version 1.2.7
1) Add: Apple Mac editions of Field of Glory, Rise of Rome and Storm of Arrows.
2) Add: In game ‘update’ system. There should be no more requirements for patches. The system can now check for the latest update and download and install it automatically.
3) Change: The multi-player system will be amended to only allow official DAG army lists to be used.
4) Change: The anarchy scores required to pass a CMT test to be reduced by one. This effectively reduces the change of anarchy charges.
5) Bug: Units should not take part in an anarchy charge if it will disorganise them.
6) Bug: Error in Anglo Irish list, some LB did not have stakes.
7) Change: Put ‘open’ rather than ‘pass worded’ challenges to the top of the accept a challenge list in the DAG.
9) Bug: Sometimes the end game/end turn sequence gives cannot move message.
9) Add: Review and add user supplied battles.
10) Change: When listing your outstanding challenges your own army name and details should not be hidden.
11) Change: How replay reveals the line of sight. The aim is to allow a front line to move forwards and leave the back line obscured.
12) Change: Allow players to select less than the nominated number of points in DAG batttles to allow mismatched army sizes to assit in campaign games.
13) Change: The AI to select an army to the size of the target points, not the number chosen by the player. This allows the player to take less points in to a battle and fight handicapped.
14) Change: Baggage to be 10% of the army points, minimum 2.
15) Change: Add the army pack version numbers to the splash display. This will make it obvious when you have successfully installed an army pack.
Planned for Immortal Fire
1) Add: All armies as per the printed book.
2) Add: New maps for DAG games.
3) Add: Double moves. Battle groups at distance ‘x’ from an enemy to be able to move further than normal.
4) Change: Allow a player to continue using unmoved movement points after moving a unit.
5) Add: Duplicate play: A single challenge to be to play as both sides in an historical battle and the overall win to come from combining the results of both battles. This allows unbalanced games to be extremely interesting.
6) Change: Better looking general’s flags.
Planned for Sword and Scimitars
1) Add: All armies as per the printed book.
2) Add: Soft sand terrain.
3) Add: Evade options: A player can set a battlegroups aggression level. High aggression means they will not evade. Low aggression means they will always evade. Medium means they will evade if the charger has better combat odds.
Planned for future revisions with no specific date allocated
1) Add: Themed Armies: As per the printed books themed armies from other books can be used in a specific book DAG challenge.
2) Add: Village terrain.
3) Add: Variable line of sight to represent mist, fog, rain and time of day.
4) Change: Line of sight. Light foot in most terrain and all in woods would remain hidden from the enemy until they move, shoot or the enemy moves with two hexes.
5) Add: List feature to open a screen to summarise the status of all the battle groups in an army. This willbe useful for campaign games to get detailed results of a battle.
6) Add: Variable sized maps for DAG battles. This takes away the certainty of the size of the battle area.
7) Review: Information displayed in the challenge summary window.
9) Change: Units contacted by pursuers in their rear will reduce their cohesion level as per normal rear charges.
10) Review: Scenario filters and sort options.
11) Review: Add a method for players to communicate outside of the current game turn e.g. to chat about a completed game.
12) Add: Detailed information down to best player by DAG army or historical battle as either side.
13) Add: Cancel private challenge button.
14) Add: Hot seat DAG games.
15) Add: Ability to cut and paste in the scenario creator.
16) Add: Prompt to players on end game turn if there are still units to move.
17) Add: Allow players to add their own custom general’s flags.
19) Add: 6 sided palisades.
19) Add: Palisades to the scenario creator.
20) Add: Baggage camps to the scenario creator.
21) Add: Store the game to enable replay of the whole game.
Planned A.I. Changes
These will be included as testing of them is completed.
1) Only charge when the chances of victory are high.
2) Shooters to only charge when almost sure of victory.
3) When charging usually select the target with the one with the most chance of winning.
4) When in a melee usually select the target with the one with the most chance of winning.
5) When shooting usually select the target with the one with the most chance of causing a cohesion test.
6) Usually charge where you can reduce an enemy’s cohesion.
7) Fragmented and poor units need to be less aggressive.
9) Review: Deployment logic.
For information on the game, screenshots or to buy it go to http://slitherine.com/games/fog_pc
We wanted to keep you up to date on planned changes and additions to the Field of Glory system. We are not setting dates to avoid any disappointment.
Planned for version 1.2.7
1) Add: Apple Mac editions of Field of Glory, Rise of Rome and Storm of Arrows.
2) Add: In game ‘update’ system. There should be no more requirements for patches. The system can now check for the latest update and download and install it automatically.
3) Change: The multi-player system will be amended to only allow official DAG army lists to be used.
4) Change: The anarchy scores required to pass a CMT test to be reduced by one. This effectively reduces the change of anarchy charges.
5) Bug: Units should not take part in an anarchy charge if it will disorganise them.
6) Bug: Error in Anglo Irish list, some LB did not have stakes.
7) Change: Put ‘open’ rather than ‘pass worded’ challenges to the top of the accept a challenge list in the DAG.
9) Bug: Sometimes the end game/end turn sequence gives cannot move message.
9) Add: Review and add user supplied battles.
10) Change: When listing your outstanding challenges your own army name and details should not be hidden.
11) Change: How replay reveals the line of sight. The aim is to allow a front line to move forwards and leave the back line obscured.
12) Change: Allow players to select less than the nominated number of points in DAG batttles to allow mismatched army sizes to assit in campaign games.
13) Change: The AI to select an army to the size of the target points, not the number chosen by the player. This allows the player to take less points in to a battle and fight handicapped.
14) Change: Baggage to be 10% of the army points, minimum 2.
15) Change: Add the army pack version numbers to the splash display. This will make it obvious when you have successfully installed an army pack.
Planned for Immortal Fire
1) Add: All armies as per the printed book.
2) Add: New maps for DAG games.
3) Add: Double moves. Battle groups at distance ‘x’ from an enemy to be able to move further than normal.
4) Change: Allow a player to continue using unmoved movement points after moving a unit.
5) Add: Duplicate play: A single challenge to be to play as both sides in an historical battle and the overall win to come from combining the results of both battles. This allows unbalanced games to be extremely interesting.
6) Change: Better looking general’s flags.
Planned for Sword and Scimitars
1) Add: All armies as per the printed book.
2) Add: Soft sand terrain.
3) Add: Evade options: A player can set a battlegroups aggression level. High aggression means they will not evade. Low aggression means they will always evade. Medium means they will evade if the charger has better combat odds.
Planned for future revisions with no specific date allocated
1) Add: Themed Armies: As per the printed books themed armies from other books can be used in a specific book DAG challenge.
2) Add: Village terrain.
3) Add: Variable line of sight to represent mist, fog, rain and time of day.
4) Change: Line of sight. Light foot in most terrain and all in woods would remain hidden from the enemy until they move, shoot or the enemy moves with two hexes.
5) Add: List feature to open a screen to summarise the status of all the battle groups in an army. This willbe useful for campaign games to get detailed results of a battle.
6) Add: Variable sized maps for DAG battles. This takes away the certainty of the size of the battle area.
7) Review: Information displayed in the challenge summary window.
9) Change: Units contacted by pursuers in their rear will reduce their cohesion level as per normal rear charges.
10) Review: Scenario filters and sort options.
11) Review: Add a method for players to communicate outside of the current game turn e.g. to chat about a completed game.
12) Add: Detailed information down to best player by DAG army or historical battle as either side.
13) Add: Cancel private challenge button.
14) Add: Hot seat DAG games.
15) Add: Ability to cut and paste in the scenario creator.
16) Add: Prompt to players on end game turn if there are still units to move.
17) Add: Allow players to add their own custom general’s flags.
19) Add: 6 sided palisades.
19) Add: Palisades to the scenario creator.
20) Add: Baggage camps to the scenario creator.
21) Add: Store the game to enable replay of the whole game.
Planned A.I. Changes
These will be included as testing of them is completed.
1) Only charge when the chances of victory are high.
2) Shooters to only charge when almost sure of victory.
3) When charging usually select the target with the one with the most chance of winning.
4) When in a melee usually select the target with the one with the most chance of winning.
5) When shooting usually select the target with the one with the most chance of causing a cohesion test.
6) Usually charge where you can reduce an enemy’s cohesion.
7) Fragmented and poor units need to be less aggressive.
9) Review: Deployment logic.