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).