Field of Glory: Kingdoms - Companion patch out now
UI/UX, Map
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
Various
New seasonal turns possibility (modding, extra scenarios).
- 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.
- 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).
- 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.
- 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.
- 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).
- 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.
- 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).