Release Notes for Field of Glory II
Update 1.5.32 (18 August 2020)
Hotseat Mode
- 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.
- 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.
- 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:
- 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:
- 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/
- Added 5 new Irregular Foot units from TT Mod. (Iranian-style, Non-Iranian Middle-Eastern style, Skythian, Ligurian and Nubian.)
- Added Takabara textures from TT mod.
- Added Early Cataphracts from TT Mod.
- Added 4 new Late Roman cavalry units from TT Mod: Clibanarii, Cavalry, Veteran Cavalry, Equites sagittarii.
- 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:
- Numerous army lists have been updated to use the new units.
Epic Battles:
- 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:
- 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:
- 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.)
Update 1.5.30 (16 June 2020)
Gameplay
- Non-light troops will no longer turn to face light troops in close combat if the enemy would then be able to flank/rear charge them with a non-light unit on his next turn.
Units:
- 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/
- Added Euzonoi from TT Mod: Light Foot, Protected, Javelins, Light Spear, 50% Swordsmen. 33 points.
- Added 3 early German warbands, 2 Dacian warbands and 1 later German warband from TT Mod.
- Added new eastern-style Armoured Noble Lancers and Noble Lancers from TT Mod.
- Added Germanic-style TT Mod textures to existing Armoured Noble Lancers and Noble Lancers.
- Greek and Thracian peltasts and Velites become Light Foot, Lightly Protected, Javelins, Light Spear, 50% Swordsmen. Point cost remains 30.
- Sub-Roman Foot units increased to 720 men (12 models) and cost to 41 points.
Army Lists:
- Greek Peltasts replaced by Euzonoi in Greek and Spartan lists from 280 BC.
- Replaced existing warbands with early German Warbands in German Foot Tribes 105 BC - 259 AD list.
- Replaced existing warbands with Dacian Warbands in Dacian lists 50 BC - 380 AD.
- Replaced existing average warbands with later Germanic Warbands in Germanic Foot Tribes 260-599 AD, Germanic Horse Tribes 260-492 AD, Hunnic (Western) and (Sabir) lists 250-558 AD, Roman lists 379-492 AD, Romano-British 407-599 AD, Kingdom of Soissons 461-486 AD, Visigothic 419-621 AD, Frankish lists 260-499 AD, Gepid 493-567 AD , Lombard lists 493-569 AD, Anglo-Saxon 449-599 AD.
- Replaced Armoured Noble Lancers and Noble Lancers with eastern-style version in appropriate lists.
- Unit numbers adjusted in Romano-British 407-599 list. Roman allies removed – their existence was highly speculative, and unbalancing in tournament games.
- Kingdom of Soissons list changed to use Sub-Roman Foot instead of Limitanei.
- Added thureophoroi to Pyrrhic 274-272 list.
Epic Battles:
- The following Epic Battle scenarios have been updated to use the new units: Adamclisi, Argentoratum, Adrianople, Frigidus, Chalons, Nedao, Volturnus, Raith.
Editor:
- Deprecated tiles removed from the tiles lists in the Editor.
Modding:
- The new version of the engine changes the way in which scripts are loaded, in order to improve the reliability of mods using the modded version of the script at all times and not sometimes using the vanilla script if a copy of $DEFAULT.BSF is not included in the mod.
- By request, here is a list of scripts and other major files changed since v1.5.28: system.txt, Squads.csv, Squads.xlsx, MultiBattleCampaign.BSF, AITools.BSF, CombatTools.BSF, MoreCampaignTools.BSF, MultiPartSkirmishTools.BSF, LiaisonTools.BSF