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Field of Glory II News

Field of Glory II has been updated to Version 1.5.23

Field of Glory 2, the acclaimed tabletop-like wargame set during the Rise of Rome and beyond, has been updated to version 1.5.23.

This update makes some minor changes in the Heavy Weapons category, as well as some additional bug fixes.

Have a look at the changelog below

1.5.23 Changelog

Gameplay:
• Heavy Weapon: Now cancels only the first 50 POA of enemy armour advantage. As previously, units with less than 100% HW remove only the equivalent proportion of the enemy armour advantage, but this is now explicitly stated in the detailed unit information panel (CTRL-LEFT click).

• (The effect of the above is that 100% HW units will still cancel all armour advantage vs Armoured or less well protected units, but more heavily armoured enemy will retain some armour advantage if the HW troops are significantly less well armoured.)

• Heavy Weapon: Armoured or better protected troops with Heavy Weapon get an extra +10 POA in melee vs all troops except elephants.


Bug Fixes:
• Fixed a rare bug that could occasionally allow shooting LOS through a unit.

• Fixed issue that could cause systems with Radeon 5700 graphics cards to show hill slopes as water.

Assyrian Autumn Tournament

We are pleased to announce another Field of Glory 2 public tournament. This will be played using the normal Field of Glory 2 Multiplayer system and our automated tournament system.



IMPORTANT. Anyone who has Field of Glory II can enter. You do not need to own any DLCs to enter.

To enter, go to the tournament page here:

https://www.slitherine.com/tournaments/1/0

The general tournament rules can be found here:

https://www.slitherine.com/tournaments/rules

The first round will commence on Wednesday 13th November 2019 at 10.00 am GMT. No further entries can be accepted after the tournament has begun.

Specific tournament rules:

This tournament will involve three rounds. The battles will be medium-sized custom battles.

692 BC: The Elamites and Babylonians have rebelled against Assyria. Assyrian (681-608 BC) vs Elamite (815-539 BC) with Babylonian (626-529 BC) allies. Middle-Eastern Agricultural.
677 BC: King Esarhaddon has sent a force to subjugate the Arab tribes of the Dead Sea area. Assyrian (681-608 BC) vs Arab (1000-313 BC). Middle-Eastern Agricultural.
612 BC: The Medes and Babylonians have united their forces to bring down the Assyrian Empire. Assyrian (681-608 BC) vs Median (626-550 BC) with Babylonian (626 to-529 BC) allies. Middle-Eastern Agricultural.

Games are paired, so each matchup will be played both ways. Each player will be able to choose his forces using the normal force selection system. In each round, all players will be playing on the same randomly generated map for both games.

First round pairings will be selected randomly, subsequent rounds using the Swiss Chess system. Nobody will play the same opponent in more than one round.

The scoring system is as follows:

If a game runs to the turn limit, each side scores points equal to the enemy % routed at the turn limit. If the game times out, adjustments may be made, depending on how far the game has progressed and who took longer over their turns – see below.
If one army breaks, the victorious player scores 60 points plus the difference between the enemy % routed and his own % routed. The loser scores points equal to the winner's % routed.

Examples:

1) If Ben defeats Tamas's army, and has inflicted 45% routed on Tamas, and Tamas has inflicted 15% on Ben, Ben will score 60 + (45 – 15) = 90, Tamas will score 15.

2) However, if Ben defeated Tamas’s army by inflicting 62% routed on Tamas, and Tamas had inflicted 56% routed on Ben, Ben would get 60 + (62 – 56) = 66 points, and Tamas would get 56.

3) If the game is unfinished (or it reached the turn limit) with Ben inflicting 20% routed on Tamas, and Tamas inflicting 10% routed on Ben, Ben would score 20, and Tamas would score 10. (Provided that between them they have played at least 24 turns in all – see below).

Note that this system rewards aggressive play over desultory skirmishing. If you rout an enemy unit then hide for the rest of the game, both players will get extremely low scores - lower than if they played hard and lost.

Byes:

If an odd number of players sign up for the tournament, one player will get a bye in each round. In the first round this is random. In subsequent rounds it will be the player with the lowest score. The score for a BYE is 75 points for each game.

Round times and timing out:

Each round will last 14 days.

Any battles that are not completed by the end of the round will be timed out. The player who has had the game in his “My Turns” box the longest overall will be the one who is deemed to be timed out. This will not normally incur any penalties, unless insufficient turns have been played: If the timed-out player has played less than 12 turns, his score will be reduced proportionately, and his opponent will be granted the BYE score if it exceeds his current score. If the timed-out player has played less than 6 turns, he will not be included in the draw for the next round. This is to prevent someone else’s enjoyment being spoiled by being drawn against someone who has apparently dropped out of the tournament.

Field of Glory II has been updated to version 1.5.21

Field of Glory II has been updated to version 1.5.21

Have a look at the Changelog below!


• AI:
o Improved AI for the cavalry wings of cavalry armies.

• Gameplay:
o Non-cataphract cavalry will now break off from infantry unless they will have a significant advantage in the ensuing melee. (Previously they would stay in combat if they had a very slight advantage, which tended to lead to an attritional combat that they were unlikely to win in the end). Break off logic for cataphracts has been left unchanged because they often have a better chance of winning the melee than the impact, so staying in combat if they have some advantage is often the better option.
o Heavy Infantry that are of “Below Average” (or “Somewhat Disheartened”) or worse quality (quality
• UI:
o Information text will now automatically scroll to the top when you click on a different Army List, Campaign or Epic Battles module.

• Manual:
o Change: Close Order Warbands and troops of “Below Average” (or “Somewhat Disheartened”) or worse quality are excluded from the +1 Cohesion Test modifier for being Heavy Foot.

• Bug Fixes:
o Fixed bug that could sometimes cause music to play (despite music volume being on zero) on reloading a game saved in force selection or deployment mode.
o Fixed bug that corrupted campaign unit database if player rolled back to previous stage of campaign instead of playing one of the choices in a pursue/don't pursue decision.
o Fixed bug that could sometimes cause the game to crash if a new sandbox campaign was started after playing (or loading) another one in the same session.

Gaming The Past Designer Talk 4 – Interview with Richard Bodley Scott



Jeremiha McCall, historian, teacher and author of the book Gaming the Past, has interviewed Richard Bodley Scott, designer of Field of Glory II. They talked about the game, its genesis and features in the latest podcast episode of "Gaming The Past - Designer Talks".

Tune in on Spotify, Apple Play or Google Play and listen to the podcast episode.

Alternatively you can check directly https://gamingthepast.net/
 


Field of Flory 2 Rise and Fall Tournament - 3rd Round

The Field of Glory 2 Rise and Fall Tournament is in full swing. Countless men have already died and their blood is now covering the battlefields.

Who will prevail?

The 3rd Round has started and we'd like to wish the best of luck of all the 91 brave participants. Next round will start on October 9th.

The battles will be medium-sized custom battles.

  • 279 BC: Roman (280-220 BC) vs Pyrrhic (280-272 BC). Mediterranean Agricultural.
  • 102 AD: Roman (24 BC – 196 AD) vs Dacian (89-106 AD) with Sarmatian (25-375 AD) allies. North European Hilly.
    363 AD: Roman (313-378 AD) vs Sassanid Persian (350-476 AD). Middle-Eastern Agricultural.
  • 591 AD: Byzantine (579-599 AD) vs Avar (558-631 AD). North European Agricultural.
  • 950 AD: Byzantine (904-962 AD) vs Arab (Syria/Iraq) (890-1008 AD). Middle-Eastern Agricultural.


Games are paired, so each matchup will be played both ways. Each player will be able to choose his forces using the normal force selection system. In each round, all players will be playing on the same randomly generated map for both games.

Click here or on the picture below to see the overall scoring and stay tuned for further updates.