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Field of Glory II News

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.

Field of Glory II 1.5.18 changelog

Hi guys,

We have updated Field of Glory II with a new version! Below the changes of the new patch:

• Field of Glory: Empires:
o Added option (in More Options in Settings in FOG2) to use FOG2 Difficulty settings for Empires battles. This is off by default. If it is turned on, Empires battles will use FOG2 difficulty settings. This means that the conversion ratio for the enemy units will be adjusted according to the same scale as used in FOG2 Campaigns – so they will get more FOG2 units on higher difficulty levels. In addition, on Deity level unit quality is adjusted slightly in favour of the enemy, and on Centurion level unit quality is adjusted slightly in favour of the player. If the default setting is selected, no FOG2 difficulty adjustments will apply.
o Added option (in More Options in Settings in FOG2) to adjust the size of Empires battles between 50% and 150% of the default conversion ratio.
• Sandbox Campaigns:
o There is now a toggleable button in the Sandbox Campaign set up screen that allows you to define the focus of the campaign:
 Default: Campaign may involve other enemies as well as the main protagonists and their local allies.
 Focused: Campaign may involve historical allies local to both main protagonists, but not attacks by other enemies.
 Duel: Campaign will only involve the main protagonists. (Although the player may get the option to seek troop contingents from his local allies)
o Campaign allies are now matched against the enemy army list (and enemy allies’ army list) by date as well as geography if the Date filter is on. This eliminates a few anachronistic alliances that could sometimes occur with the previous version.
• Gameplay:
o Improved consistency of how a unit being Fragmented affects different forms of movement.
• Army Lists:
o Anglo-Danish army list side name changed to Anglo-Danish (instead of Anglo-Saxon).
o Later Breton list divided into 580-931 and 936-1049 lists. After the destruction of the Breton Kingdom by the Vikings circa 931 AD, the newly formed Duchy of Brittany assimilated to the Norman military system.
o Rejigged Polish 966-1057 AD list. Added unarmoured cavalry units, pre-dismounted armoured and unarmoured cavalry units, and replaced slingers with javelinmen.
• Allies:
o Byzantine 963-987 AD allies added to Arab (North Africa) 789-999 AD list.
o Arab (North Africa) 789-999 AD allies added to Byzantine 963-987 AD list.
o Viking (Ireland) 900-1049 AD allies added to Scots 851-1051 AD list.
o Scots 851-1051 AD allies added to Viking (Ireland) 900-1049 list.
• AI:
o Improved AI for AI reserve cavalry.
• Manual:
o Correction: Pike units cease to be rated as Shock troops once the entire back rank of models has been lost. This means that they once they have suffered 25% losses, they no longer follow up enemy that fall back from them.
• Bug Fixes:
o Fixed various minor army list date range issues.
o Tweaked height of dismounted armoured Muslim lancers slightly.
o Fixed bug that could sometimes cause Threatened Flank CT modifier not to be applied for CT tests following automatically resolved melees.
o Fixed issue of allies not showing correctly in MP Lobby for battles using user created custom battle modules, such as TT Mod and Silk Road.
o Fixed bug that could show a string from the Epic Battle module in the tooltip for the No Allies line in the allies list box.
o After an Empires battle, the GOG version of FOG: Empires should now open automatically if it was the last version of Empires used.

Field of Glory II: Wolves at the Gate is out



Wolves at the Gate – the fifth DLC in the Field of Glory II series – is available. Welcome to the Dark Ages!

https://store.steampowered.com/app/1004260/Field_of_Glory_II_Wolves_at_the_Gate/

Play with Fatimids, Khazars, Magyars, Vikings – and many more other factions – and deploy into the battlefield powerful units such as Huscarls, Byzantine Skutatoi, Berserkers, Varangian Guard, along with other historical formations of the time for a total of 55 new units!

Eager to see Wolves at the Gate in action? Don’t miss our official Twitch Stream today at 6 pm BST!

https://www.twitch.tv/slitherinegroup