1. Field of Glory: Kingdoms
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  3. Field of Glory: Kingdoms - Companion patch out now

Field of Glory: Kingdoms - Companion patch out now

UI/UX, Map
  • Building Browser (MAJOR): Check all possible game buildings through this powerful new interface, accessible from any already built structure in the region panel.
  • Search functionality now supports partial match and switch to extended (full map) search if no result is found within your nation.
  • Changed draggable thickness to 50 px in several UIs.
  • Edict panel supports cultural variations for buildings.
  • Fix to a labeling issue with provincial mercenaries in the recruitment interface.
  • Fix to some missing links between eastern regions.
  • Extra column in the ledger for legacy.
  • A few unit scale fixes.
  • Clicking on a leader in the ledger, leader tab, will systematically move the camera to him/her.
  • Icons showing bonus XP levels and flat XP in the region panel.
  • In Region/Military (ledger), the tooltip indicates XP and XP level bonuses for produced units.
  • Added options to disable rumored sites.
  • 50+ new sounds for buildings and impediments.
  • Fixed a few non-working achievements.
  • Improved trade filter.
  • Help panel can be closed with ESC.
Warfare
  • You can now recruit siege units with the "Recruit Non-standard Unit" RGD.
  • Complete overhaul of mercenary recruitments; actual units from neighboring nations are now used.
  • If you lose a sortie but still have units inside, the city is not lost.
  • Cultural militias.
  • Battle: Unit positioning refined further and more contextual.
  • Fix to newly split army within a city being considered outside.
  • Archers and crossbowmen levies don't require a bowyer.
  • Removed some discount bonuses on transport ships, not relevant (usually replaced by galleys).
  • Fix to some armies being repulsed wrongly when two opposing armies march against each other.
  • Units you have lent (e.g., to Crusaders) can provide vision one-third of the time.
  • No militia should be allowed to fly anymore (broom broom…).
  • Siege values in nation shield tooltip on unit panel.
  • Authority loss from lost SAUs did not work properly (beware!).
  • Fleets crossing each other's path (in opposite directions) can sometimes halt and engage in battle, with the rest of their movement being cancelled. This is subject to a dice roll, with a higher chance earlier in the turn.
  • High combat power garrisons (300+ CP) will never surrender at once, but first suffer attrition (until they fall under the threshold).
Buildings, Regions, Trade
  • Some buildings are dynamically replaced in setup if using a missing resource.
  • Master Herbalist and Master Ratcatcher had a bug preventing them from being built.
  • Flax Fields and Legume Fields can now be built in arid lands.
  • Made tribal/nomad ritual descriptions clearer.
  • Some structures changed their goods; notably, Prestige Clothier uses Dyes and a new building, Illuminator Atelier, uses Indigo.
  • New building: Underground Fortress, which is an extension to existing castles.
  • AI improves Tier I to Tier II much better and more frequently.
  • In some cases, populations were created without a culture.
  • Army Camp now adds +1 Effectiveness recovery at a cost of 5 XP.
  • Village Green is not removed at 20 population.
  • Chief's House provides a decent chance to trigger the Bonus Authority Event (overall limit of +3 Authority).
  • Fix to negative-production buildings being affected by productivity-reducing modifiers.
  • Fix to Master Herbalist and a few other buildings missing modifiers.
  • Secret Cult added as an “improved” Cult Site—you’ll like it.
  • Fix to buggy rituals.
  • Gypsy event building.
  • The first two fortifications for many tribals and nomads appear spontaneously only.
  • Fix to Dungeon Prison not working.
  • Fix to some units with malformed modifiers.
Religion
  • Fix to First Muslim not properly removed from previous bearer.
  • Improved religious distribution in the DLC campaign and Manzikert scenario.
  • Only ROTB religions get a penalty from other religion piety-producing buildings.
Dynasty, Nation-Level Features, Diplomacy
  • More mercenary impacts on coups for Byzance.
  • Spy networks can lift FOW in the nation they are deployed in (you get a message about this).
  • Parties don't deploy as leaders.
  • Max demesne size for progress increased from 2 to 3 for mini nations.
  • You can always DOW a vassal, even if already at war with their liege.
  • HRE: New members can join and existing ones can be expelled.
  • Newly formed vassals will always start at war with their liege opponent, as diplomacy is not an option.
  • Scandinavian people (except SWE) get the "To the Green Lands" perk; see the nation panel and new RGD (MAJOR).
Byzantine Civil Wars change:
  • The delay is longer the more civil wars have already occurred.
  • Intensity increases with the number of previous civil wars.
  • Each rebel comes from a disloyal character, if possible.
  • The AI will totally crumble if three or more civil wars have taken place, subject to an increased dice roll chance.
  • If the Seljuqs are at war and adjacent to the rebel, the rebel will become their vassal (automatically if the Byzantines are AI-controlled, 1/3 chance if human-controlled).

Don't cancel systematically both proposals when two “collide”; the human player has priority over the AI here.
You can now DOW anyone except allies. Sneak attack works the same.
Setup
  • Scotland has a more credible initial army in the main campaign.
  • Scottish burghs are rarer.
  • Extra traits given to some leaders for some nations (e.g., Seljuqs) could be duplicated—fixed.
  • Manifest Destiny rebalanced; Seljuqs have a bonus against Byzantines.
  • Nations starting as Khanates now start as Grand Hordes.
  • Seljuqs are not restricted anymore to some provinces.
  • Hungary can still recruit Hungarian Noble Lancers in the late-tier army list.
  • Alans are Orthodox.
  • Smaller scenarios always feature a boost for AI at higher difficulty levels.
Decisions
  • Some regional decisions can't have their odds tweaked: Sneak Attack, Mercenary Company, and [Reacted].
  • Develop Region RGD always provides bonus food and infrastructure.


Various
New seasonal turns possibility (modding, extra scenarios).