FOG2 Version 1.5.3 Patch Notes Spears will clash against shields again, as Field of Glory II has been updated to version 1.5.3.STEAM and GOG versions will update automatically. You can download the updater for the Slitherine standalone version from
hereThis new version brings lots of changes, ranging from Gameplay Mechanics (improved push backs), AI (several significant enhancements), Multiplayer (it is now possible to have mirrored MP challenges), Campaigns (campaign scoring system) and more.
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Last but not least, the vanilla version of the game is not the only thing getting updated. The spectacular
TT Mod created by Paul Adaway will soon be updated to a new version. The new version includes many improvements including individual faction banners! Take a look at that
hereIMPORTANT! Be sure to update the game to version 1.5.3. This version of TT Mod is too large for the in-game download system, but it is very easy to install. Look out for the update notice with download link and installation instructions on the Slitherine forum very soon.The FoG II ‘TT mod’ is a comprehensive user-created mod for both Field of Glory II and DLCs. Full details of the original version of Paul Adaway’s 'magnum opus' are given here but the new version includes lots more new or modified army lists. In keeping with its miniatures based inspiration it has many new unit figures e.g. nearly all nations have their own specific pike phalanx, amended Greek cavalry, a plethora of new Spanish infantry units and one of my favourites – the Tarantine Light Javelin Horse.
For those of you would like to try this mod but are unsure about its impact on the game, rest assured that Paul has not amended the gameplay, rules or unit capabilities in anyway – its focus is on giving players a wider range of armies to choose from and units to play with. Installing TT Mod will not alter the main game in any way, and you will still be able to play the “vanilla” unmodded game whenever you want.
Special thanks are of course due to Paul for putting this together and then making it freely available.
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Version 1.5.3Note that some of the changes listed below will not affect games started under the previous version of the game. Such games will still work correctly, but won’t use all of the new features.
• Gameplay:---o Push Backs: In order to more closely match the overall distance infantry units get pushed back in the game with accounts of historical battles, Push Backs will be less frequent. Units facing orthogonally (facing a square edge) will only get pushed back every second time they suffer a “lost badly” combat result, starting with the first time they suffer such a result. Units facing diagonally will only get pushed back every third time they suffer a “lost badly” combat result, starting with the second time they suffer such a result. Overall this simulates the unit getting pushed back half a square-side distance each time they suffer a “lost badly” combat result (instead of a whole square-side orthogonally or almost 1.5 square-sides diagonally, as previously).
---o Unless they are in Rough or Difficult terrain, or defending an obstacle, Light Foot will now always evade non-light troops.
---o Light Foot can only charge non-light troops if the latter are in Rough or Difficult terrain. (They could previously charge them in non-Open terrain that was neither of these - e.g. small Streams).
---o Improved random naming conventions for the generals of some nations. (e.g. Arabs, Hebrews, Picts, Scots and Irish, Welsh).
---o Made Detailed Unit Information easier to read by using dark on light text and a larger font.
---o Increased effectiveness of Crossbows vs infantry slightly. (This currently only affects the Silk Road mod).
---o Various graphical optimisations made to improve in-battle game performance.
• AI:---o Made AI units more likely to move round flanks by reducing their chance of choosing a route through enemy ZOCs.
---o Made AI units less likely to move into positions where they will block their friends’ break off.
---o AI now moves all Steady units before Disrupted ones.
---o Fragmented AI troops will no longer advance, as this is seldom a good idea.
---o Improved AI for Rearguard scenarios.
• Screenshots:---o Added camera shutter sound effect to accompany the visual flash effect.
• Multiplayer: ---o It is now possible to set up paired (mirror) MP challenges. When the challenge is accepted, two games are created. Each player gets to play the same battle from both sides, on the same map.
• Campaigns:---o There is now a campaign scoring system which derives a points score for each battle in a campaign (whether won or lost) and after each battle displays the number of victories and defeats in the campaign so far, the last battle score, the average battle score (which at the end of the campaign is the campaign score), and the player’s previous High (campaign) Score. The scoring for each battle depends on the margin of victory, but is also modified depending on the difficulty level set.
---o Advance Guard and Rearguard scenarios added to the possible campaign scenarios in Sandbox Campaigns.
---o Campaign Design:
------ Custom Campaign designers can use the TWEAK tag to adjust the points of the AI army in a particular campaign battle if needed for balance purposes. e.g. TWEAK 10 = AI gets 10% more points than usual, TWEAK -10 = AI gets 10% less points than usual. Note that TWEAK has no effect on the following decisions: 1, 2, 5, 6, 7, 8, 15 (should not be used in custom campaign anyway), 16, 17, 18, 19, 23, 24, 28, 29.
----- It is now possible to set the player army in the first battle of a custom (historical) campaign to use an allied contingent from another army list (using the usual ALLIES0 format). The allied contingent’s units will be autoselected prior to force selection, and constitute between 20 and 33% of the total force points.
------ Two additional option pairs can now be used in Custom Campaigns.
---------• Meeting Engagement (Advance Guard) scenario (32) or Reinforcements (Own) scenario (33). The standard strings attribute the choice to running low on supplies. The choice is therefore to advance as fast as possible to engage the enemy before supplies run out, or to advance steadily and send out foragers who may arrive back late for any battle. However, it is possible to provide different reasons for the choice by customizing the strings in the custom campaign folder.
---------• Outnumbered open battle– enemy has an extra 10% force points over and above the normal differential set by the difficult level (34) or Rearguard Action (35). The choice is therefore to fight the battle at a disadvantage, or to leave a rearguard to hold the enemy off while the rest of the army escape. This is deemed successful if the rearguard holds out till nightfall.
---------• Note that the campaign victory conditions for Meeting Engagement (Advance Guard) and Rearguard scenarios are different from the standalone version of those scenarios, in so far as the normal army rout percentages apply in addition to the special victory conditions.
• Modding: ---o The minimap will now default to yellow for Side 0 and blue for side 1 if the sides’ banner indices are outside the vanilla defined range (currently 1-14).
• Manual:---o Change: Unless they are in Rough or Difficult terrain, or defending an obstacle, Light Foot will now always evade non-light troops.
---o Change: Light Foot can only charge non-light troops if the latter are in Rough or Difficult terrain.
• Bug Fixes:---o Non-difficult hill slopes should now show correctly in random maps where equal height hills abut at a corner.
---o Fixed some missing Banner Normal and Spec textures (which nobody seems to have noticed).
---o Fixed rare MP crash bug.
---o Group move Undo should now consistently move all of the units in the group back to their starting position. We hope this will fix the bug where units occasionally got extra AP or a second move after a group move Undo.
---o Fixed issue of disappearing Detailed Unit Info button.
---o Next Unshot hotkey (B) now works when More Tools panel is not open.
---o Fixed issue of stray shootable or chargeable indicators on enemy units at the start of a player’s turn.
---o Fixed overlap in West Hunnic lists.