We use cookies and other tracking technologies on our websites to help us enhance your user experience on our website, analyze and improve our services and learn what information interests you.

By continuing to browse this website it is assumed you agree with our Privacy Policy.

 

Accept
 
home / news / Field of Glory II
< go back

Field of Glory II Updated to version 1.0.2

socials
Published on November 13, 2017

You can download the patch from here

Check the full changelog below


V 1.0.2 Update List

  • You can now review the battlefield at the end of a battle, by clicking the “Review Battlefield” button in the victory/defeat screen.
  • Added End Stalled Game button to MP lobby. This can be used to claim a game as abandoned if your opponent has not moved for 7 days or more in a non-tournament game.
  • Added Download Community Scenarios button to Main Menu, with pulsing glow and text notification when new scenarios have been added since you last played the game.
  • Close Order Warbands no longer get +1 Cohesion Test modifier for being Heavy Foot. We have chosen this instead of changing the size of the units, to maintain the character of the units, but better reflect their historical performance. Further tweaks are in contemplation if needed.
  • Units that have evaded off map count as half their routed value added to their side’s rout % unless they return. Units that pursue routers off map don’t. (Note that pursuers chasing evaders do not follow them off map, unless they catch them and rout them before they leave the map).
  • Stopped Side B from randomly sending flank march in Multiplayer custom battle games.
  • Parthian army list tweaked to allow more cataphracts and infantry.
  • Added some compulsory medium foot javelinmen to Numidian lists.
  • Widened Roman autodeployments – this was previously an issue mainly with Large and Very Large battles.
  • Bows can now shoot over other units if on higher ground.
  • Camelry no longer shoot invisible arrows.
  • Indian forest tribesmen now have their own distinctive textures.
  • Fixed issue of MP games displaying script mismatch warnings when the other player has played his MP turn after playing user content scenarios with modded scripts.
  • Fixed bug that stopped modded units with crossbow from shooting.
  • Impassable river tiles now show as “Impassable to land troops” when moused over. (Previously only showed as impassable if a unit was selected).
  • Added Global Mod functionality. When global mods exist, a button appears in the bottom left corner of the main menu screen – this brings up a list box from which the mod to use can be selected. Only one global mod can be in use at a time. See http://archonwiki.slitherine.com/index.php/Modding. Currently this only allows modded unit textures and squads file, and does not allow modded or new unit models or scripts to be included, so it is of very limited use. We hope to extend its functionality in due course. In the meantime the pre-existing modding system using custom folders will be more useful in most cases as it does allow everything to be modded for that custom module.
  • Manual Clarification: Setting Rain or Snow for a scenario in the Editor gives a -50 POA modifier to all shooting except by javelins.
  • Manual clarification: A unit disordered or severely disordered by terrain loses that disorder as soon as it completely leaves the adverse terrain square. (i.e. the unit is now in an open terrain square.)
Target Games
Search News
< go to all news