Field of Glory: Empires

Started by Asid, November 20, 2018, 02:30:44 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Asid

Field of Glory: Empires | 1.5.8 Patch Notes
Wed, 28 October 2026



Version 1.5.8 - (October 23rd, 2026) Full comprehensive Patch

This release gathers all the changes of versions 1.5.3 to 1.5.7, plus the latest additions.

Gameplay

  •     Population growth formula revised: more progressive, but slower for highly populated regions.
  •     Famine restored. A region running a lasting food shortage again suffers a loyalty penalty, can lose population, and shows a Famine indicator. This had been silently disabled.
  •     Internal trade. Trade between two regions of your own nation no longer generates phantom income.
  •     Fixed an issue with simple trade.
  •     Frozen waters. A sea region whose naval movement cost is impassable under the current weather now counts as frozen. In harsh weather, open sea and marshy waters freeze, which affects landings, blockades and AI targeting.
  •     Supply consumption penalty now scales with the actual difficulty level. It was locked to the very-hard rate.
  •     Regions now reliably receive all of their intended starting boons. Some could previously be skipped.
  •     A revolting region can once again defect to a nearby faction of the same ethnicity, instead of always producing generic rebels.
  •     Regions of the same ethnicity are no longer taken over immediately.
  •     You can no longer abandon a region you do not own.
  •     Absorbing a faction no longer wipes third-party ownership claims on the absorbed regions.
  •     A new capital is now assigned on the same turn the previous one is lost, instead of with a one-turn delay.
  •     A faction can no longer be deactivated for lack of regions on the same turn it appears.
  •     National decisions: fewer new decisions are offered each turn.
  •     Regional decisions: the Siege decision works again, and the Hoplite mercenary decision no longer has a loyalty restriction.
  •     Carthage missions rebalanced, and the Sicilia/Malta mission fixed. Carthage and Rome missions are now offered even when their objective is already achieved.
  •     550 BC Grand Campaign: population distribution changed somewhat.
  •     Fixed weather occasionally showing Harsh on a region that was actually Normal, or the reverse. The map and the simulation now agree.
  •     Fixed independent units spawning indefinitely.
  •     Several fixes to region transfers.

Buildings

  •     Disassembling a building now takes 3 turns and is done one building at a time; its timer is fixed.
  •     Your capital is now rebuilt in your best cultural region after you dismantle your palace. It could previously land in the wrong region, or not be rebuilt at all.
  •     After a government change, an obsolete palace now upgrades to the best available capital instead of being demolished with no replacement.
  •     Excess-capital cleanup no longer destroys legitimate alternate palaces, and now also clears surplus capitals stacked in the capital region.
  •     Free buildings granted at population milestones are no longer duplicated.
  •     Buildings can no longer exceed a region's build-slot limit. Slot cost now accounts for every upgrade path, and charges full price when no predecessor is present.
  •     Construction in progress is no longer cancelled over minor, temporary conditions the game is meant to tolerate.
  •     Raided and captured buildings are lost at their intended rate again. The loss chance was inverted.
  •     A region's defensive strength now correctly applies its wall bonus and breach penalty, which also affects AI assault and raid-deterrence decisions.
  •     The resource-shortage indicator no longer counts buildings that need no input.
  •     Irrigation System and Canal now also remove the Sterile Basin impediment.
  •     Mines can no longer be present without their required natural resource.
  •     The Parthenon no longer becomes obsolete.
  •     Fixed the Amphora Fabrica and the settled oasis.

Armies & Combat

  •     Terrains can now belong to several categories, opening up improved abilities for units.
  •     Only land units can switch to Assault.
  •     Blockading a harbour now requires a fleet, not a single ship (probability based).
  •     War elephants: upkeep halved.
  •     Unit upkeep adjustments in money, manpower and metal now actually apply. They were silently dropped.
  •     Heavy cavalry is now charged the correct liaison cost. It was previously billed as a second heavy-infantry line.
  •     Transported units no longer use their attack value when computing defence under attack.
  •     Merging two armies now keeps the better of the two leaders, which could previously be lost (Note: The ruler/King is always preferred!).
  •     An already-supplied unit no longer wrongly triggers a region's pillage, nor starves the rest of its army when foraging.
  •     Landlocked fleets now correctly relocate to a valid neighbouring region instead of sometimes getting stuck.
  •     Interception targets are now properly cancelled, and naval interception checks are no longer performed too frequently.
  •     Fixed a possible crash when previewing the route of a movement-less army across water.
  •     Many changes to the army lists:
  •     Missing Iberian Archer, Light Infantry and Pirate Ships added to Caucasian
  •     Independents and Rebel lists.
  •     Hibernia no longer has T2 and T3 access to Elephant and Phalanx units.
  •     Picts no longer have T3 access to Elephants.
  •     Caledonian Independent and Rebel units are now of the correct culture.
  •     Missing T2 Pirate Ships added to Gallii, Parisii, Venitii and Hellenic Independents.
  •     Missing T1 Pirate Ship added to Helvetii.
  •     Pontus access to Cataphracts expanded to T1 and T2.
  •     Iranian culture factions no longer have access to T2 and T3 Phalanx units.
  •     Italic culture factions no longer have access to T2 and T3 Elephant and Phalanx units.
  •     Missing T2 Saka Heavy Cavalry added to Saka.
  •     Nomadic Independent and Rebel units are now of the correct culture.
  •     Missing T3 Palace Guards and Heavy Warships added to Desertic Rebels.
  •     Nabatean units are now of the correct culture.
  •     A great many factions no longer have access to T3 Cataphracts. Generally speaking,
  •     Cataphracts are now limited to certain Caucasian, Iranian and Nomadic factions (and
  •     Pontus), to bring the situation more in line with the FoG2 army lists.
  •     A small number of other minor changes to the Empire lists as well.

Battles

  •     Fixed the Field of Glory II export not showing units.
  •     Exhausted units are now properly counted and weigh into the battle outcome. This factor silently never applied, so close battles may resolve differently.
  •     Leaders can be wounded or killed again when a battle is resolved in Field of Glory II.
  •     Their fate was ignored on import.
  •     Experience from coastal battles is no longer diluted by warships excluded from the export, so combatants earn slightly more of it.
  •     Battles give slaves again.
  •     Fixed display issues or crashes when viewing an assault.

Diplomacy

  •     The AI now finally accepts peace (and Client-State status) when it is being crushed.
  •     Previously, it would stubbornly refuse even in hopeless situations.
  •     The AI now takes into account rival Client States that are losing ground when deciding whether to submit.
  •     The AI now bargains more fairly and no longer excessively overvalues exchanges when it has superior trading skills.
  •     "Common enemies" evaluations are now more reliable, improving alliance and war declaration decisions.
  •     Rivalry between usurpers and legitimate rulers now gradually worsens over time (an inevitable march toward war) instead of remaining static.
  •     Territory-based war score is now calculated correctly when fighting multiple enemies simultaneously.
  •     The AI now correctly offers and cedes regions during treaty negotiations. Some regions could previously be omitted from offers.
  •     In peace deals, the AI can now claim regions it already occupies, and cede its own enclaves.
  •     Cooperation can no longer be proposed as part of a transaction when relations are negative.
  •     The province-cession clause is only offered when at least one province can actually be fully ceded.
  •     The special-unit clause is no longer blocked by the wrong side's treasury. The receiver pays the transport fee, going into debt if needed.
  •     The last diplomacy clause, breaking a client-state treaty, is no longer skipped and is now offered.
  •     You can again ask a defeated nation to become a Client State.
  •     Protectors now properly defend their Client States by correctly joining wars declared against them.
  •     Client-states now correctly retrocede border regions to their master. Most retrocessions were previously blocked.
  •     The cost discount for an existing client-state now applies.
  •     Forcing a client-state treaty on a faction that already has a master no longer creates a double master.
  •     Fixed messages about a broken client-state treaty naming the wrong party, and the relationship-milestone popup mislabelling "amiable" as "wary".
  •     Two fixes to diplomacy comments.
  •     Added protection against a rare potential lock-up when applying treaty clauses.

AI

  •     Rome no longer initially expands northward.
  •     Greatly reduced AI vs AI Manifest Destiny bonus during sieges (preventing Roman instant wins).
  •     Only nations with a genuinely strong fleet now declare war across the sea. Owning any small boat previously sufficed.
  •     Diplomatic decisions now weigh a nation's own territory instead of the whole map, so landless or tiny nations behave sensibly, and small nations stop spamming trade offers.
  •     In hunt-and-destroy mode, the AI no longer wastes large armies chasing trivial targets and saves its strength for worthy foes.
  •     Worn-out AI armies pick their resting spot more sensibly, favouring well-supplied friendly regions.
  •     The AI launches end-of-turn raids more cautiously, reducing doomed raids.
  •     Strong AI stacks and fleets now judge enemy strength correctly when a target looks like easy pickings. Fleets no longer shun ports.
  •     To relieve a blockaded allied port, AI fleets now head for the adjacent sea to break the blockade rather than for the trapped port itself.
  •     AI fleets support amphibious operations better: the combined strength of embarked armies bound for the same sea zone is now counted correctly.
  •     The AI now defends the capitals of its client-states, which were never treated as objectives.
  •     The AI consolidates its fleets fully in one pass instead of merging a single pair per turn.
  •     The AI recruits slightly more when a resource costs it no upkeep, as intended.
  •     Better population distribution in the AI's standalone regions. Commerce was over-staffed at the expense of infrastructure.
  •     The AI now chooses which building to construct based on its real predicted output, so it develops its regions far more sensibly.
  •     The AI now actively works to remove regional impediments, scaling with difficulty. It previously almost never did, and never on Easy.
  •     The rule shielding a player's capital from rebels and tribes now applies only to players who are actually struggling, with few regions, instead of everyone.

Interface

  •     New Building Browser: all buildings in a web of hyperlinks. The selected building sits in the centre, surrounded by its predecessor and successors, the buildings it requires or allows, and its input and output resources. It offers a search box, a Standard mode (allowed buildings only) and a Complete mode (all buildings), and a history of the last viewed buildings. Click a building or site in a region to open it.
  •     Stockpiles are shown in the Region Panel.
  •     Trade goods names are coloured in the trade overlay.
  •     Leader tooltips now state what each leader currently commands, and where, and show the ruler's title.
  •     Right-clicking dismisses the open structure detail panel.
  •     Non-buildable units are no longer shown.
  •     Fixed the Ledger showing 0 for every group in the regional ethnic population breakdown.
  •     Faction statistics of nations that emerge mid-game are now aligned to the right turns in the Ledger graphs and treasury brackets.
  •     New icons for the assault attack and defence modifiers.
  •     Invoking a help topic while the tutorial window is already open now refreshes its content, and viewing certain image topics no longer blanks the picture of the following ones.
  •     Fixed the Province panel infrastructure requests wrongly showing health buildings.
  •     A message is now issued when attempting to enter a blockaded harbour, and two messages now focus properly.
  •     Fixed odd slave counts in message reports.
  •     Fixed the fog of war not being reset in adjacent sea regions.
  •     Seladia and Lalandia names now match the map.
  •     Fixed the large siege engine portrait.
  •     Localization: French, German and Spanish texts completed, fixing missing strings and leftover English text; various English typos fixed.
  •     Added many missing texts, including for sorties.

Multiplayer

  •     The multiplayer chat is now the one from Field of Glory: Kingdoms: you can send multiple messages, to one or several players. Ending your turn from the chat asks for confirmation, and warns you about an unsent message.
  •     More than half a dozen out-of-sync issues resolved.
  •     Fixed a potential out-of-sync tied to regional loyalty, plus assorted stability cleanups.
  •     Harbour blockade and frozen status now show correctly for allied and foreign regions on clients.
  •     Other fixes
  •     Updated executables.
  •     Fixed rare crashes in population growth, in empty-region checks and in supply conversion.
  •     A leading general who is not a governor now correctly contributes his modifier effects to regional checks.
  •     Fixed small invading factions being deactivated at times.

I stand against Racism, Bigotry and Bullying