Field of Glory: Kingdoms - Patch 1.07.7 is out now
[p]Patch 1.07.7 introduces important refinements, balance changes, and fixes across battles, warfare, diplomacy, and regional development.[/p][p][/p][p]Battles[/p]
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Nations & Perks[/p]
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- [p]Deployment priorities refined for units[/p]
- [p]Fix: Support Cav can deploy to flanks (example: Mamluk)
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- [p]You'll gain more often a +1 Warscore bonus if you have more Authority than the opponent[/p]
- [p]War weariness progresses faster and is now partly tied to enemy size[/p]
- [p]Losing wars sap Authority[/p]
- [p]Leaders can revolt more easily if you have negative Authority[/p]
- [p]Many SAUS units have more "Money Increase"[/p]
- [p]Fix to badly applied Supply upkeep modifier[/p]
- [p]Fix to some wrong auto-pillaging[/p]
- [p]New vassals automatically adopt liege wars [/p]
- [p]Fix to an issue with provincial mercs appearing as SAU if upgraded[/p]
- [p]Heavy cavalry has an alternate ‘extended’ Clumsy modifier, includes Rough.
More consistent structure destruction in case of forced region change (battle, etc.)
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- [p]Region cost in diplomacy is now between 10 and 9999 (before there was no min value). In practice 9999 means not possible[/p]
- [p]Most nations will refuse to cede their capital or their historical progress region[/p]
- [p]You can’t become a vassal if you have been at war (with anyone) within the last 10 turns.[/p]
- [p]All treaty proposals suffer a less important penalty then previously, if the 2 factions are not adjacent[/p]
- [p]Fix for some white peaces not being fully white.[/p]
- [p]Usurpers will no longer be automatically in Feud with the legitimate faction.
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- [p]Disassembling a structure now takes 5 turns, with only one structure progressing per turn[/p]
- [p]Fix to Gypsy building[/p]
- [p]Minimum delay of 6 turns before receiving extra Legacy from the King's Herald[/p]
- [p]Temples and Large Temples now use Herbs and Drugs instead of Gold.[/p]
- [p]Fixed a crash in the Wedding Ceremony event.[/p]
- [p]Reworked the population growth formula: smoother overall, but with a stronger slowdown at very high population levels.[/p]
- [p]Exotic Merchant modifier fixed[/p]
- [p]Brass Smelter now produces 3 Brass[/p]
- [p]Cauldronmaker made more interesting[/p]
- [p]Trelleborg has no heavy infantry as garrison[/p]
Nations & Perks[/p]
- [p]Less Knightly Orders units around[/p]
- [p]Newly activated factions now receive a base Authority grant[/p]
- [p]Abbasids can collapse entirely if defeated by the Mongols[/p]
- [p]Jerusalem won’t receive special reinforcements if income is low.[/p]
- [p]Jerusalem will not disappear after a Mamluk victory unless at 4 regions or fewer[/p]
- [p]Lowered court expenses[/p]
- [p]Independents & rebels get updated army lists[/p]
- [p]Reworked dates for some army lists[/p]
- [p]The Sultanate of Delhi now has Indian as its national culture.[/p]
- [p]Fixed an issue where war campaigns were being stopped immediately after starting. If all your unfulfilled Wargoals belong to an allied or vassal faction, the war campaign is automatically cancelled[/p]
- [p]You can no longer declare as a Wargoal a region belonging to an ally or vassal[/p][p][/p]
- [p]RGD Create Vassal won't work if it includes your historical progress region[/p]
- [p]Fondachi can't be deployed adjacent to lakes[/p]
- [p]Prospecting for resources can no longer be performed once the maximum number of discoverable resources has been reached.[/p]
- [p]Liberate region RGD will retrocede it to legit owner if there is one.[/p]
- [p]Only Catholics can gain Fund Holy Order[/p]
- [p]All causes explicitly mentioned when a structure is cancelled[/p]
- [p]Erroneous Revolt percentage display in the Region Panel[/p]
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