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Offline Asid

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Re: Field of Glory II
« Reply #90 on: May 24, 2019, 09:11:05 PM »
The stream

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Re: Field of Glory II
« Reply #91 on: May 30, 2019, 12:30:34 PM »
New units in Wolves at the Gate - A Preview
May 28, 2019




Wolves at the Gate adds 55 new units to the game. Here we are going to focus on just a few of these.
Field of Glory II: Wolves at the Gate will be released on May 30th! Stay tuned!

Vikings
The archetypal Viking battle formation was the shieldwall (skjaldborg), comprising men armed with various combinations of sword, axe, throwing spears and thrusting spears. Archers, if present, would form up in the rear ranks. The overall effect of this formation is represented by the Offensive Spearmen close combat capability.

Huscarls are the well-equipped hearth-companions of the Viking jarls. They are armoured and of Superior quality. The famous two-handed Viking axe came into use from about 900 AD. Before that date, Huscarls’ combat capability is rated as Offensive Spearmen, after that as Heavy Weapon.

The ordinary Viking warriors mostly lack armour, but derive protection from the overlapping shields of the shieldwall.

Berserkers were a class of warrior who habitually worked themselves up into a frenzy in battle, becoming immune to fear and fighting with the strength of madmen, heedless of wounds. They were often used as chieftain's bodyguards or placed in the front of the shieldwall, but sometimes fought as a separate assault force. Such Berserker units are represented by small but Elite wedges of Impact Foot, Swordsmen.

Vikings often rode to battle on horses, but usually, though not always, dismounted to fight.




Carolingian Franks
By the reign of Charlemagne, lancer cavalry formed the most important arm of the Frankish army. Many were armoured, although there were still plenty who lacked armour.  In some of the eastern provinces, cavalry still fought in an older skirmishing style, so have Light Spear instead of Lancers capability.

The role of infantry spearmen was now purely secondary, so they are rated as Defensive Spearmen. When needed, however, the cavalry could and did fight on foot - they are rated as Offensive Spearmen when doing so.




Nikephorian Byzantines
In the reign of the Emperor Nikephoros II Phokas, the Byzantine army was reorganised and went on the offensive.
The permanent standing Tagmatic army was greatly expanded. The Tagmatic cavalry fought in mixed units of lancers and horse archers, softening the enemy up with archery prior to a fierce charge with lances. Part-time Thematic units were organised similarly.

The elite of the army were the Klibanophoroi, who usually fought in one or two wedges, designed to break into the enemy formation, even if this was a spear-armed Rus shieldwall.  The men on the outside of the wedge were fully armoured cataphracts. The ones at the front fought with heavy maces. In the middle of the formation were archers.

Skirmishing cavalry were obtained by hiring nomad mercenaries.
The proportion of archers in infantry units was greatly increased, so we rate them as 50% Defensive Spearmen (skoutatoi) and 50% archers.

In 988 Vladimir I of Kiev supplied the Emperor Basil II with 6,000 Varangian (Rus) mercenaries, to assist him in a civil war. The best of these were subsequently formed into a permanent Imperial Guards unit, the Varangian Guard. In a later period these were to become famous for their use of two-handed axes, but in this period they fought as spearmen.




Fatimid Egyptians
The Arab Fatimid Caliphate arose in what is now Algeria in the early 10th century AD. In 969 they conquered Egypt and established Cairo as their new capital. Following this they advanced into Palestine and Syria and came into conflict with the Byzantines.

Their initial forces had relied on armoured lancers and Berber light horse, but by 978 they had begun to field large numbers of “slave-soldiers”. These troops were recruited as slaves but then trained up as soldiers.
Ghilman, though recruited from Turkish or Caucasian slaves, were highly trained armoured horse archers of high status in society.  ‘Abid-al-shira, recruited from Sudanese slaves, were trained as heavy infantry fighting with javelins (Light Spear) and swords.

However, the Fatimids still fielded large numbers of Arab lancers, Arab spearmen (rated as Defensive Spearmen) and archers, and Dailami infantry. The latter fought in their own distinctive fashion with heavy javelin and sword – they are rated as Medium Foot, Impact Foot, Swordsmen.



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Re: Field of Glory II
« Reply #92 on: May 30, 2019, 12:32:36 PM »
Field of Glory II 1.5.12 Update - Allies Feature!
30 May 2019


Field of Glory II has been updated to version 1.5.12, and it's massive!

Check the Changelog below.

You can download the patch from here

v1.5.12 Changelog

Field of Glory: Empires:
•   When Field of Glory: Empires is released, it will allow battles to be exported to be played out in FOG2. After the battle, FOG2 can be automatically closed and Empires opened, and the results of the battle imported into Empires.

Allies:
•   It is now possible to choose to have allies from a different army list in custom battle armies. The main army list will provide the majority of the troops available for selection, the allies will provide a smaller proportion.
•   The permitted allies are specified in the ArmyList file – as previously used for sandbox campaigns - based on known historical alliances. For historical reasons, where a small country and a large country were allied historically, the smaller country will be specified as an ally for the larger country, but often not vice versa. This is when it is deemed historically unlikely that the larger country’s troops would form a minority of the army, even if, for example, it sent a force to assist a client in regaining his throne.
•   When the Geographical and Date filters are turned on, the list of permitted allies is also filtered for geographical proximity to the enemy state and date compatibility with both the enemy army list and any enemy allies list.
•   Allied troops in custom battles are not required to deploy together under an ally general. This is not entirely historical, but is a “quality of life” game design decision, to avoid issues with deployment and group moves.

UI:
•   Cohesion test details, with a list of all modifiers that applied, are now shown in the combat log and detailed close combat reports.

Gameplay:
•   Hotseat Custom Battles now allow manual force selection for both sides.
•   Mediterranean, North European, Middle Eastern and Tropical Marshy terrain maps added.
•   In random maps, vegetation has been added to marshes to make them easier to spot.
•   Slings can now shoot overhead from higher ground.
•   Lancers now get +50 Impact POA in open terrain vs steady, non-charging Pikes, Offensive Spearmen or Defensive Spearmen. (i.e. their normal +100 POA is only half cancelled against these).
•   Cataphracts now get +50 POA for swordsmen capability vs steady Pike, Offensive Spearmen or Defensive Spearmen unless these are defending an obstacle. (i.e. their normal +100 POA is only half cancelled against these).
•   Removed various “tells” giving away the position of hidden enemy units when they Fall Back, Form or Leave Square, Rout or Retreat. However, we have deliberately left in the notifications for units returning to the battlefield or rallying, even when these units are not visible, because otherwise players might think that the AI is cheating when these units reappear.
•   Reduced number of additional generals available in tiny battles – this is primarily for very small Field of Glory: Empires battles.
•   Xystophoroi now use a wedge formation of 5 figures. This is purely a change to the visual representation, because it looks cooler; nothing else has changed. The overall effects of their abilities and formation was already taken into account in their previous grading. Note that we are aware that some other historical units (e.g. Thracian heavy cavalry) also used wedge formation, but they share units with armies that didn’t, so we have left their formations unchanged.

AI:
•   Flank charges against enemy that are not yet in combat moved to second AI pass so that other friends have the opportunity to engage the enemy first.
•   Made retreating AI light troops do so on first AI pass even if Disrupted or Fragmented.
•   Evady Cavalry/Camelry/Light Chariots will no longer allow themselves to be pinned by a light horse charge if they are also threatened with a possible flank/rear charge by non-light troops this turn. This was an unintended consequence of the previous change to prevent Cavalry/Camelry/Light Chariots from automatically evading from flank/rear charges by Light Horse. Note that it is still possible to pin them with light horse that start the turn in an adjacent square if the heavier charge threat is frontal.
•   AI or pursuing cavalry will now never charge elephants unless the elephants are already Fragmented.

Multiplayer:
•   Simplified retry process when sending End Turn or Save and Exit data if internet connection down or server does not respond. It is now only necessary to click the Proceed button on the "Failed to send the game to the server. Please check your connection and try again." popup to trigger the game to attempt to resend the data. Previously it was necessary to hit End Turn etc. again to trigger the resend, and there was a bug preventing a resend of a failed Save & Exit.
•   Bugs affecting Mirrored MP challenges fixed. Mirrored Epic Battle challenges should now work correctly, but the fix only works for new challenges, not challenges created with previous versions of the game.

Campaigns:
•   The AI side in “Ditch” battles, as found in Belisarius and Ashurbanipal campaigns, will now start advancing immediately.
•   Campaign scoring now takes into account whether the campaign is being played on “Progressive” difficulty.
Campaign Design:
•   TWEAK now works for all decision types except: 1, 2, (15, 18, 19 - these should not be used in custom campaigns anyway).

Units
•   Massed Greek Peltasts unit added - for various army lists.

Unit Cost adjustments:
•   Expert Armoured Horse Archers (and equivalent units) – reduced from 72 to 66 points.
•   Armoured Horse Archers (and equivalent units) – reduced from 57 to 52 points.
•   Byzantine Flankers – reduced from 52 to 48 points.
•   Persian Improvised Camelry – reduced from 60 to 56 points.
•   Byzantine “above-average” lancers & archers – cost reduced from 55 to 54 points.
•   Zealots – increased from 51 to 57 points.
•   Veteran Samnite Foot – increased from 63 to 66 points.
•   Veteran Dailami Foot – increased from 54 to 60 points.
•   Mediocre Legionaries – reduced from 60 to 54 points.
•   Imitation Legionaries – reduced from 54 points to 51 points.
•   Early Imperial Roman Auxilia – reduced from 48 to 42 points.
•   Legio Comitatenses - reduced from 54 to 51 points.
•   Thorakitai – reduced from 54 to 51 points.
•   Well-Armed Slaves – reduced from 46 to 44 points.
•   Cretan archers – reduced from 42 to 39 points.
•   Balearic Slingers – reduced from 36 to 33 points.
•   Assyrian-style Mixed Medium Foot (Protected) – increased from 42 to 44 points.
•   Assyrian-style Raw Mixed Medium Foot (Protected) – increased from 30 to 32 points.
•   Assyrian-style Mixed Heavy Foot – reduced from 60 to 56 points.

Army Lists:
•   Major revamp to the Thracian army lists, based on the authoritative work of Chris Webber (aka vakarr) as in his Mercenaries and Allies Mod. The new main-game versions of his lists contain only vanilla units, but remain extremely interesting from a historical and tactical point of view. There are now 11 different Thracian army lists covering the different Thracian groupings from 700 BC to 46 AD. For further reading, consult Chris Webber’s works: “The Gods of Battle: The Thracians at War, 1500 BC - 150 AD” (Pen & Sword Military) and “The Thracians 700 BC-AD 46” (Osprey Men-at-Arms series).
•   Jewish 167-111 BC list divided into 167-164 and 163-111 lists. The latter gets some xystophoroi and raw pikes. Increased number of pikes available in 110-64 BC list.
•   Greek Armoured Cavalry added to Roman 105-25 BC list.
•   Added alternative 272-273 AD Palmyran army list for those who take the view that Zenobia would not have access to any local Roman troops in the war against Aurelian.
•   Palmyran army lists changed to use “Eastern” archers.
•   Massed Eastern archers added to Achaemenid Persian lists.
•   Increased number of pike units available in many Hellenistic armies.
•   Split Ptolemaic 320-167 BC list into separate 320-218 and 217-167 lists.
•   Roman 285-424 AD custom/campaign battle auto-deployment changed to non-chequerboard.
•   Added Libyan 549-301 BC list and changed start date of following list to 300 BC.
•   Added Kyrenean 321-276 BC list.
•   Added Dacian (Carpi) 107-380 AD list.
•   Removed built-in Sarmatian allies from Dacian lists. They can be fielded by using a Sarmatian ally. Also added some Superior warbands to Dacian lists.
•   Added Greek (Mercenary) 460-281 BC list. (Xenophon campaign changed to use this for Anabasis phases).
•   Indian 545-599 AD list changed to use Indian-style lancers.
•   Massed Greek Peltasts added to various lists.

Editor:
•   Units in Editor will now consistently show banners – red for side 0 and blue for side 1 (if vanilla banner textures are in use). Default sidenames switched to match.
•   Units with Editor-placed generals will show long banners.
User Content Creation:
•   Added ReSkinReinforcementUnit(id, reverse) function that can be used to reskin scripted reinforcement units with side-appropriate textures. Must be called once for each reinforcement unit after it is created in the scenario script. reverse == 0 means use usual side colours, reverse == 1 means use reversed side colours.

Manual:
•   Slings can now shoot overhead from higher ground.
•   Addition to Impact POA Chart: Lancers: (in open terrain only) +50 POA vs steady, non-charging Pikemen, Offensive Spearmen or Defensive Spearmen.
•   Addition to Melee POA Chart: Mounted Swordsmen: +50 POA if Cataphracts vs steady Pike, Offensive Spearmen or Defensive Spearmen unless these are defending an obstacle.

Bug Fixes:
•   Fixed bug that could sometimes cause group Undo to give extra AP to units that were blocked from moving in the group move. Note that the fix adds a slight (1-2 second) delay to the Undo icon appearing in group moves where a unit was blocked from moving.
•   Fixed bug that could sometimes prevent a “Leave Square” move from being Undone.
•   Plugged exploit where a unit blocking shooting could be moved out of the way so that the unit behind could shoot, and then Undo used to move the first unit back into its previous position.
•   Fixed bug whereby a unit set as “Cannot Control”, and hence which could not be given single unit orders, could get included in a Group Move.
•   Fixed issue of mixed units not showing all spearmen and archers in correct positions for a couple of seconds when first deployed or redeployed.
•   Fixed bug that could cause game to crash in the few user-created Epic Battles scenarios using non-scripted reinforcements.
•   Hopefully fixed rare bug where a dispersed unit sometimes continued to have a “ghost existence” – being invisible but targetable and blocking access to the square.
•   Fixed two bugs affecting mirrored MP games. The fixes will only work for newly set up challenges, not for ones set up with the previous build.
•   Fixed bug preventing resend of MP Save & Exit data if internet connect was down or the server did not respond on the first attempt.
•   Fixed issue of very long MP chat messages getting truncated in the chat message display.
•   Fixed bug that could prevent MP challenge from being created if player’s comment included the “/” character.
•   Fixed MP bug that sometimes caused group turn made during side A’s deployment to be undone by Side B’s replay.
•   Fixed disappearing shadows bug affecting Epic Battle maps with some sub 0 height level tiles (Granikos and Issos).
•   Fixed team allocation (for player group moves) errors in Frigidus scenarios.
•   Fixed bug that could sometimes prevent AI unit from turning to avoid being flank charged.
•   Fixed bug that caused indecisive (nightfall) campaign victories to be listed as defeats in campaign score report.
•   Fixed remounting bug on large units of dismounted noble lancers and armoured noble lancers. (They should not have been able to remount).
•   Fixed bug that could show troop quality incorrectly in Multiplayer Skirmish setup Army List previews if game difficulty level set to Centurion or Deity.
•   Fixed bug that prevented the map width from being reset to the appropriate narrower width when a smaller campaign battle follows a larger campaign or custom battle.
•   Fixed bug that could allow pursuers to pursue off the map edge through terrain they would not normally pursue into.


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Offline Asid

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Re: Field of Glory II
« Reply #93 on: May 31, 2019, 02:46:29 AM »
Field of Glory II: Wolves at the Gate is out
5/30/2019




Wolves at the Gate – the fifth DLC in the Field of Glory II series – is available. Welcome to the Dark Ages!

Play with Fatimids, Khazars, Magyars, Vikings – and many more other factions – and deploy into the battlefield powerful units such as Huscarls, Byzantine Skutatoi, Berserkers, Varangian Guard, along with other historical formations of the time for a total of 55 new units!

Eager to see Wolves at the Gate in action? Don’t miss our official Twitch Stream today at 6 pm BST!



Further, as said in a previous announcement, the accompanying free patch adds tons of new features and elements, including the new Allies mechanic. Click here to read the full changelog!

But the good news is not over!

To celebrate this important milestone, Field of Glory II (base game), Immortal Fire, Legions Triumphant, Age of Belisarius and Rise of Persia are getting a nice discount! Hurry up! You have until June 3rd to take advantage of the offer.



Finally, if you are eager to give yourself a challenge, the Wolves at the Gate Tournament is still open!

Anyone who has Field of Glory II can enter. You do not need to own any of the DLCs to enter. You are all invited!

If you want to join, click here
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Re: Field of Glory II
« Reply #94 on: June 17, 2019, 05:33:17 PM »
Check out the Complete Army Lists Guide for FOG2




Do you feel lost in choosing your perfect Army List in Field of Glory II? Or are you interested in a particular DLC but you would like to know more about its content before purchasing it?

Well, if you have questions like these, we might have something for you!

User mgardner has collected all the data available from the base game and its DLCs - including the recent Wolves at the Gate - and created a massive Army Lists Guide, in which you'll find all the descriptions and pictures of all the vanilla factions added so far.

Kudos to mgardner for the great job!

Take part at the discussion here!


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Re: Field of Glory II
« Reply #95 on: July 08, 2019, 09:33:15 AM »
Field of Glory II 75% 0ff !!!

HURRY!!!



-75%   £23.79   £5.95


https://www.fanatical.com/en/game/field-of-glory-ii

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Re: Field of Glory II
« Reply #96 on: October 18, 2019, 12:24:02 AM »
Gaming The Past Designer Talk 4 – Interview with Richard Bodley Scott
Published on October 16, 2019

Jeremiha McCall, historian, teacher and author of the book "Gaming the Past", has interviewed Richard Bodley Scott, designer of Field of Glory II. They talked about the game, its genesis and features in the latest podcast episode of "Gaming The Past - Designer Talks".

Tune in on , Apple Play or Google Play and listen to the podcast episode.

Alternatively you can check directly https://gamingthepast.net/




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Re: Field of Glory II
« Reply #97 on: October 28, 2019, 11:59:12 PM »
Field of Glory 2 - Army List Showcase: The Franks



Field of Glory 2 has been always praised for its historical realism and tactical accuracy. One of the features that enabled it to achieve such as an impressive result, is the high choice of Army Lists. From 681 BC to 1040 AD you have more than 200 Army Lists to choose and to test your skills.

One of the most intriguing Army List, introduced with the latest DLC Wolves at the Gate, are the Franks.



Especially the Frankish Army List from 851 to 887 AD has a nice mix of cavalry and dismounted lancers, makes this Army List very flexible and ready to face the majority of enemy armies, being capable of delivering fast offensive blows and to switch to defensive tactics very easily.



In 751 Pepin the Short was crowned King of the Franks, the first king of the Carolingian dynasty. In 759 he drove the Arabs out of southern France and annexed Aquitaine. In 768 he died, and was succeeded by his sons Charles (Charlemagne) and Carloman.



Carloman died suddenly in 771, leaving Charlemagne as sole king.

During his reign, which lasted 46 years, he conquered the Lombard kingdom in northern Italy (774), Saxony (777-797), Bavaria and Carinthia (788). In 778 he conquered a strip of northern Spain, but failed to conquer the rest of the Iberian peninsula from the Muslims. Beyond the eastern frontiers of his Empire, he forced the Avars and various Slavic peoples to accept vassal status. In 800 he was crowned “Emperor of the Romans” by Pope Leo III.



By his death in 814, Charlemagne's empire, with its capital at Aachen in the Rhineland, encompassed modern France, Belgium, the Netherlands, Germany and northern Italy. Charlemagne was succeeded as Emperor by his son Louis the Pious.



What about you? What’s your favorite Army List?

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Re: Field of Glory II
« Reply #98 on: November 05, 2019, 03:42:48 PM »
Field of Glory II Version 1.5.21 Update
04 Nov 2019




Hi everyone,

Field of Glory II has been updated to version 1.5.21

You can download the update from here Or direct through Steam.

•   AI:
o   Improved AI for the cavalry wings of cavalry armies.

•   Gameplay:
o   Non-cataphract cavalry will now break off from infantry unless they will have a significant advantage in the ensuing melee. (Previously they would stay in combat if they had a very slight advantage, which tended to lead to an attritional combat that they were unlikely to win in the end). Break off logic for cataphracts has been left unchanged because they often have a better chance of winning the melee than the impact, so staying in combat if they have some advantage is often the better option.
o   Heavy Infantry that are of “Below Average” (or “Somewhat Disheartened”) or worse quality (quality <= 90) no longer get the +1 CT modifier for Heavy Foot.

•   UI:
o   Information text will now automatically scroll to the top when you click on a different Army List, Campaign or Epic Battles module.

•   Manual:
o   Change: Close Order Warbands and troops of “Below Average” (or “Somewhat Disheartened”) or worse quality are excluded from the +1 Cohesion Test modifier for being Heavy Foot.

•   Bug Fixes:
o   Fixed bug that could sometimes cause music to play (despite music volume being on zero) on reloading a game saved in force selection or deployment mode.
o   Fixed bug that corrupted campaign unit database if player rolled back to previous stage of campaign instead of playing one of the choices in a pursue/don't pursue decision.
o   Fixed bug that could sometimes cause the game to crash if a new sandbox campaign was started after playing (or loading) another one in the same session.

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Re: Field of Glory II
« Reply #99 on: December 18, 2019, 02:58:43 AM »
Zombies are coming to town, in this Field of Glory 2 Mod
17 Dec 2019


A dark age is upon us! But it's not the Dark Ages. Corpses are rising up from their graves with an insatiable craving for human flesh and blood. Can humanity stop them?



In Field of Glory Z (FOGZ), players can fight with or against a new army: The Zombie Horde. They are unarmed and weak but they are numerous and do not flee.



During battle, half of the slain or injured humans will become infected. Once enough infected bodies are gathered, a new zombie unit will spawn.

The mod is meant to be played in single or multiplayer Custom Battle (Open Battle mode). The Zombie Horde army can be played by either side. Zombie vs. zombie is also possible.

Modified victory conditions are as follows: Humans win if they defeat all zombie units. Zombies win if they can rout the humans by the default rout thresholds.

When time runs out, the side with less rout % wins.



You can download the mod directly in-game. Launch FOG2 and on top of the Main Menu section click on "Community Scenario" button, you can then select the mod from the list.

Kudos to Jomni for this great Mod for FOG2!

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Re: Field of Glory II
« Reply #100 on: January 25, 2020, 04:45:57 PM »
FOG2 Version 1.5.24 Open Beta – Iberia Update
24 Jan 2020



Field of Glory: 2 developers have worked hard after the release of Wolves at the Gate in keep balancing and improving the game. Today there is a special gift for you, welcome to the Iberia Open Beta!

This update impacts many elements of the game, adding new units, enhancing the gameplay, improving several army lists, and more.

One of the most striking point is the addition of new units coming from the celebrated  TT Mod, notably some Ancient Spanish units (Noble Cavalry, Light Horse, Celtiberian Warband, Caetrati, Lusitanian Heavy Caetrati).

Our grateful thanks go to Paul Adaway, author of TT Mod, for permission to use units from TT mod in the main game, and Stephen Hales of Little Big Men Studios for permission to use his shield pattern designs in TT Mod units.

The Iberia Version can be downloaded in the members area section accessible through the "My Page Area", or here

This update can be downloaded in the Open Beta Steam Branch. Go to your Steam library and locate your Field of Glory: 2 entry. Right-click on it and go to "Properties" and then to "Beta". Select "Open Beta" and Steam will start downloading the Update

Version 1.5.24 Open Beta Changelog

Gameplay:
o   If a unit is affected by more than one enemy ZOC, movement options will be now be restricted by all of these, rather than by only one of them as previously.
o   Units that evade (from a pursuit charge) in their own turn (before the End Turn button is hit) can now evade again if charged in the enemy turn. Note that this does not apply to evades from pursuit charges that occur in the automated phase after the End Turn button is hit, as that counts as part of the ensuing turn. In the latter case, the unit cannot evade again if charged in the enemy turn.

Units:
o   Our grateful thanks go to Paul Adaway, author of TT Mod, for permission to use units from TT mod in the main game, and Stephen Hales of Little Big Men Studios for permission to use his shield pattern designs in TT Mod units. https://www.littlebigmenstudios.com/
o   Additional Ancient Spanish units from TT Mod added: Noble Cavalry, Light Horse, Celtiberian Warband, Caetrati, Lusitanian Heavy Caetrati.
o   Additional Light Javelin Horse units from TT Mod added: Early Greek, Later Greek (Tarantine), Iranian, Late Roman, Early Thracian, Later Thracian, Lydian.

Army Lists:
o   Ancient Spanish list divided into Iberian, Celtiberian and Lusitanian lists, using new units from TT Mod. Sertorian list also updated.
o   TT Mod Light Javelin Horse models (see above) replace the previous models in the appropriate army lists.
o   Pyrrhic list divided into 280-275 and 274-272 BC lists. Pyrrhic campaign adjusted accordingly.
o   Added Greek allies to Antigonid list.

Epic Battles:
o   Epic Battle scenarios have been updated to use the new units where appropriate.

UI:
o   Close Combat Reports will now always open scrolled to the top.
o   Cohesion Test reports (in Close Combat Report and Combat Log) now specify if the reason that a unit “Holds Firm” is that it already dropped cohesion from close combat this turn, and has not scored low enough for a further drop.
o   Detailed Unit Information popups (CTRL-L click) will now always scroll to the top when a new unit is selected.
o   Rout % will now update immediately when a previously unbroken unit is Dispersed.

Manual:
o   Section 12.1.1. Change: “if a unit is in the ZOC of multiple enemy units, the game will decide which one it must move away from – prioritizing primary ZOCers” to “If a unit is in the ZOC of multiple enemy units, its movement is restricted by all of these.”



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Re: Field of Glory II
« Reply #101 on: August 17, 2020, 11:31:41 PM »
Field of Glory II has been updated to Version 1.5.32
17 Aug 2020

Field of Glory II has been updated to Version 1.5.32

You can download the update from here

Have a look at the changelog below

Version 1.5.32 patch Notes:

•   Hotseat Mode
o   It is now possible to switch back and forth between Hotseat mode and AI mode during the course of a battle. You can turn Hotseat mode On and Off in the Settings menu. The change takes effect on the next enemy turn - not including their first (Deployment) turn.
o   This allows you to start a Custom Battle in Hotseat mode, do Force Selection and Deployment for the enemy side, then switch to AI mode to fight out the battle. To do this, you need to set Hotseat mode On in the Settings menu before starting the battle, and then switch it Off again at any time before the enemy second turn.
o   To allow the above to work correctly, the enemy side (like the player) does not get a move on its first turn when the game is started in Hotseat mode.

•   Empires Battles:
o   Maximum battle size before scaling is now affected by the Conversion Ratio setting. i.e. If you set the Conversion Ratio to 150% of default, the battle will not scale unless the larger side has more than 36 Empires units, and the scaling will be based on that figure and not the default figure of 24.

•   Units:
o   Our grateful thanks go to Paul Adaway, author of TT Mod, for permission to use units from TT mod in the main game, and Stephen Hales of Little Big Men Studios for permission to use his shield pattern designs in TT Mod units. https://www.littlebigmenstudios.com/
o   Added 5 new Irregular Foot units from TT Mod. (Iranian-style, Non-Iranian Middle-Eastern style, Skythian, Ligurian and Nubian.)
o   Added Takabara textures from TT mod.
o   Added Early Cataphracts from TT Mod.
o   Added 4 new Late Roman cavalry units from TT Mod: Clibanarii, Cavalry, Veteran Cavalry, Equites sagittarii.
o   Animations have been revised for crossbowmen and axemen. Note that because of a change to scaling, crossbowmen in games saved with a previous game version will show as huge. This won’t affect gameplay.

•   Army Lists:
o   Numerous army lists have been updated to use the new units.

•   Epic Battles:
o   The following Epic Battle scenarios have been updated to use the new units: Thymbra, Chaironeia (86 BC), Tigranocerta, Adrianople, Argentoratum, Chalons, Frigidus, Maranga.

•   Bug Fixes:
o   Fixed issue that could cause late arriving troops (e.g. flank marchers) to be treated as part of the same group move command as some inappropriate on-table troops.

•   Manual:
o   Correction - Section 15.2: “Moreover, a unit cannot drop cohesion twice in the same turn from shooting, nor from close combat. (But can drop once for each, and in some circumstances can double drop from close combat). Note that melees that were not resolved before hitting End Turn are resolved automatically and count as part of the preceding turn for the above purpose. Also, a unit that is Fragmented may break (without waiting to be contacted) if charged by another unit, even if it became Fragmented as a result of a previous impact close combat this turn.”
(The previous statement that cohesion could drop from each of shooting, impact and melee in a turn was incorrect.)

•   Modding:

By request, here is a list of scripts and other major files changed since v1.5.30:

•   ArmyList.txt
•   Squads.csv
•   Squads.xlsx
•   Helpers.bsf
•   Slith_RandomMap2.bsf
•   AITools.bsf
•   CampaignTools.bsf
•   LiaisonTools.bsf
•   Macros.bsf
•   MoreScenarioTools.bsf
•   BattleCommon.bsf
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Offline Asid

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Re: Field of Glory II
« Reply #102 on: October 16, 2020, 03:14:07 AM »
Field of Glory II: Medieval is coming soon
15 Oct 2020



Field of Glory started out as a tabletop wargame over a decade ago. Designed by Richard Bodley Scott, Simon Hall, and Terry Shaw, the tabletop ruleset redefined wargaming by introducing unprecedented production values as well as setting new standards for the hobby.

Richard Bodley Scott went on to port that experience for PC players and therefore gave new life to Field of Glory with Field of Glory II. Field of Glory II has been such an incredible success among wargamers worldwide, with over ten million multiplayer matches played in three years. It has 90% positive reviews on Steam and a Metacritic of 84 and has become a benchmark for the genre, so much that official tournaments attract hundreds of players across the world and the demand for new content is increasing fast.



The announcement of Field of Glory II: Medieval starts a new page in the franchise. Set in the High Middle Ages from 1040 AD to 1270 AD, which is the heyday of the mounted knight and the time when the entire European continent was in turmoil. 

Field of Glory II: Medieval is a deep, maniacally researched game of battles. Armies, equipment, alliances, formations; everything is accurate to the finest detail.

It’s not a game for everyone, but a deep wargame for dedicated wargamers. But it is also a beautifully crafted product that is yet again delivering in its mission to redefine the wargaming experience and bring fresh life to the genre. It also expands boundaries by attracting new players to the franchise.

Beta signups start today for an expected release in Q1 2021.  Apply now.

To know more about the product, please consult the official product page.




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Offline Asid

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Re: Field of Glory II
« Reply #103 on: January 13, 2022, 11:52:05 PM »
FOG2 Ancients v.1.5.40
13 Jan 2022

The Version 1.5.40 of FoG 2 Ancients is out now, here's the patch notes:

Gameplay:
•  ZOCs and Permitted Charges:
A unit that is in the primary ZOC of one or more enemy units could already charge any of those within a 45 degree arc of the unit’s front. It can now also charge an enemy unit in the square directly to its front if it is in that unit's secondary ZOC. This is intended to remove the deliberate or inadvertent contact-delaying effect of each unit in a line of units turning to face diagonally. Please report any potential issues.
•  ZOCs and Breakoffs: ZOCs no longer prevent breakoffs from close combat. They still prevent voluntary Fall Back moves.
•  Heavy Artillery: Heavy Artillery can now move until they have shot once. This is intended to make Heavy Artillery more useful in the game. It does not represent them actually moving while fully assembled, but represents them being set up within range of the enemy. Note that this change will not affect any games that have already been started.
•  POAs:Adjusted the code for the “Missile troops defending other obstacles” POAs, so that missile units with close combat capabilities (e.g. Sparabara, Assyrian-style or Byzantine mixed foot) don’t get the full effect in addition to their POAs from their close combat capabilities. Note also that the line in the POA table should in fact read “Missile troops defending obstacles”, because if the unit is defending actual fortifications, the POA is additional to the POA for the fortifications.

UI:
•  In the Tutorial scenarios, popups with information about enemy unit types now only appear if you left-click on the unit, rather than simply mouse over them. This is intended to reduce the barrage of popups.

Units:
•  Irish Foot and Picked Irish Foot changed to Lightly Protected. Points cost increased accordingly, to 39 and 51 respectively.
•  Legio Palatina and Late Praetorian Guard cost reduced from 78 to 75.
•  Legio Comitatensis cost reduced from 51 to 48.

Army Lists:
•  Proportion of units with Heavy Weapon reduced in Irish 900-1049 AD list.
•  Archers removed from Irish 900-1049 AD list.
•  Added some Veteran Italian Foot to Apulian list.

Map Graphics:
•  Improved shader rotates tile overlay normal maps, which improves the appearance of overlay tiles that are rotated.

Shadows:
•  Improved coding for shadows. (Start closer to feet).

Remote (RDP) connections:
•  Support added for remote (RDP) connections, fixing screen type/resolution issues.

Bug Fixes:
•  Fixed bug that could occasionally cause MP mirror maps to be generated differently for the two games, with one version having a coast and the other a river.
•  Hopefully fixed the occasional issue of interference by synching software corrupting MP game files, with loss of height data from the map. This version uses a different location for temporary files when saving or loading SP and MP games. This location (<appdatalocal>/temp, or if that does not exist <appdatalocal>), is one that should not be accessed by synching software. It now only uses the Documents folder for temporary files if neither of the above folders exist on the system.
•  Fixed bug that could prevent flank march units from charging enemy within charge reach when they first arrive.
•  Fixed bug that could prevent a flank charge by newly arrived flank marchers from counting as a flank charge.
•  Fixed bug that could make text from flank march message in Baggage escort scenario with Auto Force Selection overwrite the proper text for the popup showing the number of additional available generals, so that the game showed the flank march message for the same flank twice and did not show the generals message.
•  Fixed bug whereby unit breaking off from melee resolved after the end of the enemy turn (but counting as part of that turn, so not preventing it from moving in its own turn), would treat its pre-break off position as its starting position for determining validity of flank charges.
•  Fixed bug that awarded LUCKY and UNLUCKY achievements when unit triggering achievement was enemy unit.
•  Fixed bug that prevented testing charges for diagonally crossing the front of another enemy unit from working correctly in some circumstances when enemy unit is on rough terrain.
•  Fixed bug that could leave theoretical unit facing (banner facing) incorrect after pass through by a unit that started facing away.
•  Fixed “thick arrow” in firing animations for Cuman_Cav and Cuman_LH.
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