- Field of Glory: Kingdoms v1.04.02 Update
- ----------------------------------------
- KINGDOMS 1.04.2
- November 5th, 2024
- RELIGION
- Removed undue excommunication messages.
- DYNASTY
- Court expenses calculation reworked (Byzantium receives some again)
- The ruler's and queen's health is always displayed in the Dynasty Panel.
- When contacting a ruler through the diplomacy panel, the ruler portrait tooltip now shows their heir.
- KINGDOMS 1.04.1
- October23rd, 2024
- (1.04.1): Additions compared to 1.04 (German Preview) + 9 entries
- LANGUAGE
- German translation added.
- To celebrate this new language, if playing as an HRE member, you'll get access to a brand-new panel about the Empire and its members!
- UNITS & WARFARE
- Heavy cavalry gets Clumsy, Cavalry gains Ungainly, except if Agile. This is a major change that will prevent knights from being the best unit even in forests!
- In battle, excess frontline units capable of support will now take precedence over support units unable to provide any support (i.e., very weak units like transport ships). These transport ships (could be baggage trains, etc.) will now be pushed to the reserve and won't use a support slot.
- Reworked assault priority for most medium/heavy infantries, which will depend on their quality.
- The first time you build a Peasant Roundup structure, Peasants get permanently added to your allowed units.
- If friendly units are outside a walled city, then the garrison will join a possible fight if it is weaker or equal to the exterior units.
- Raid effect applies to leaders, added some modifiers using it. (1.04.1)
- A battle check is made before any movement. Solve armies moving out of a region without any fight at the end of the 1st move impulse. (1.04.1)
- RELIGION
- You won't be excommunicated earlier than 3 turns after being excommunicated.
- Promoting freemen to noble will convert them to your religion. (1.04.1)
- UI & QOL
- Fixed some messages not appearing in the Messages Panel or as Pop-ups.
- New data are shown in Ledger\History.
- Crossing cost alters movement arrows color (with proper option in the OPTIONS screen).
- Crossing cost shown in Region Panel tooltip about terrain.
- Fixed the Trade opportunities sentence in the Structure panel being erroneous.
- Removed message about the systematic declaration of war when a rebellion happens, if not relevant.
- Fixed Reduced Aggro for AI not being settable.
- Improved free slot overlay (simpler and more useful).
- The list of entries in the Diplomacy panel can now be filtered by a single faction or a single treaty type (or both).
- Fixed a few cities' position issues.
- Game now supports a maximum of 640 factions, not 512. Probably in preparation for something big?
- Religion overlay now shows in stripes the religion of the region owner if it differs from the main regional religion.
- In the relationships/treaties overlay, armies are color-coded depending on the current treaty you have with this nation (It's for you Surt).
- Reduced by 25% the frequency of the random building sound in the region panel.
- Lowered priority of messages dealing with recurring changes in relationships.
- Structure detail panel indicates where the trade goods are sent. (1.04.1)
- Transverse bonus triggered by a building is now also listed in the source building, not only by the benefiting building. (1.04.1)
- AUTHORITY & DYNASTY
- Fixed DOW Authority cost not properly factoring in claims you have on the vassals of your target.
- MULTIPLAYER
- Can now rename again in MP.
- Removed one extra rare cause for OOS (MP).
- NATIONS & PERKS
- Paris Duchy changed to ÃŽle de France.
- Tribal populations have medium infantries, not light.
- REGIONAL DECISIONS
- Reworked vassal RGD, which can allow different religions.
- Restore order decision can't target fish.
- REGIONS/STRUCTURES
- Freely initiated defensive buildings (Noble) won't start at Very High priority.
- Hemp field is now tier I.2, whereas Fallow Fields are tier I.1. This will help produce food in low-loyalty regions.
- Added surface copper mining, which should greatly help with the issue of missing brass.
- AI
- AI without regions but only troops will tend to be deactivated more often (except if a Knightly Order).
- Buildings now indicate if they give a transversal bonus to another (previously only the receiving building would indicate from what it could receive a bonus).
- Crude smelter produces less metal initially but more with coal.
- Charcoal Burner produces some gold.
- Cauldron maker is much more productive (as it uses Brass).
- Brass Smelter gives less gold, Brass being already important.
- Infrastructure points decay when not producing is down to 25% for a region and 15% for a Demesne.
- Wise Woman health 3>4. (1.04.1)
- Master Clothiers bonus is much increased. (1.04.1)
- DIPLOMACY
- Fixed third-party agreements generating errors.
- See the new filter options in the Diplomacy Panel.
- By default, you only help your allies if at 75 relationships (was 50). (1.04.1)
- SYSTEM
- Slightly optimized hosting phase (movements). (1.04.1)
- KINGDOMS 1.03.5
- September 4h, 2024
- This quick patch helps remove OOS issues in MP.
- Court Expenses have been toned down.
- You can't rename groups in Multiplayer (stabilizing MP games).
- Large Concentric castle only asks for 43 Fortifications, not 45, preventing softlocking.
- Wood-producing structures now produce more wood (because that's what they do).
- The Parish church now uses wine (for the liturgy only!), not copper, to ease the copper issue a bit. More to come in 1.04.
- Fix for Leczyca-Gniezno (Poland) connection.
- Some filters now show unowned regions in stripes.
- KINGDOMS 1.03
- August 28th, 2024
- Approximatively 108 entries. Change is inevitable.
- SCENARIOS SETUP & FACTION SPECIFICS
- - Norman events now work for Humans in SP (only). Overall improvements made to it.
- - Al-Andalus AI can expand without restriction (was unable to cross the Pyrenees).
- - Paris gets its own flag.
- - When a law benefits the Emperor (of the HRE), all HRE members will be displeased.
- - Fix to Italian Maritime Republics losing the Large Merchant Fleet perk when they progress to Late Tier II (and higher) Realm.
- - Fix to a rare issue preventing Apulia from declaring the Kingdom of Sicily when Sicily is under control.
- - Wales starts as a Minor Kingdom, not a March (resulting in more Authority gain among other things).
- - Welsh culture now provides extra Military Expertise (instead of bonus XP).
- - Russian modifiers become Rus' modifiers.
- - The Byzantine Empire easily agrees to a passage rights treaty with non-hostile Crusaders.
- UI/QOL
- - You can now search for any buildings using the Find tool (e.g., where is my master armorer or how many Venetian Fondachi are in my territory).
- - Province building queue enabled (see the tooltip on the right-hand side of the panel).
- - A message will be issued if you can't recruit and a unit queue is canceled.
- - Fixed wrongly formatted messages when a vassal gives you troops.
- - Fixed an issue with not seeing your token progress chance in some rare cases in the Nation Panel.
- - Scrolling arrows added in the unit queue (region panel).
- - More messages are now private to reduce clutter.
- - Provincial units are shown in single regions for reference.
- - Fixed a display bug for the end year of the last military reform.
- - No message is issued when you gain and lose a capital on the same turn.
- - Fixed PBEM Lobby display issue.
- - Fixed the visual bug of Devastating Charge showing only a +1 bonus.
- - Health prediction is correctly shown for all structures.
- - Selling a RGD will now be a request to sell and won't be immediate anymore, making it harder for cheaters to spoil the fun for everyone.
- - Multiplayer login improved (see button tooltip on the relevant screen).
- - Fixed Wales being described as part of Western England.
- - Fixed Norwegian adjective (from "Norweigan").
- - Leaders' lists now have an indicator for loyalty.
- - The province panel shows stockpiles.
- - Fixed Georgian and Byzantine portraits having a mix-up for 'Sons'.
- - Fixed a possible rare crash when displaying a battle.
- - Added history in the Ledger for Military Expertise, Piety Ranking, number of wars, and Net Commerce.
- - The Legacy inter-turn display now shows gains in addition to totals.
- WARFARE & UNITS
- Mercenaries
- Significant changes have been made to Mercenary distributions. The goal is to offer alternative mercenaries to the original owner of each Domain, reducing redundancy. For example, France will no longer have French mercenary knights in the Paris domain but will have Sergeants, while other nations will still have these knights. Overall, efforts have been made to propose plausible units (historical or from neighboring regions). Here are some examples:
- - Champagne: Brabançon Mercenary Spearmen
- - Cordoba: Christian Mercenary Knights
- - Edessa: Mercenary Turcopoles
- - Estonia: Western Mercenary Crossbowmen
- - Belaya Rus: German Mercenary Knights
- - Damascus: Frankish Mercenary Crossbowmen
- Turkish nations, notably the Seljuqs, get enhanced army lists
- Many nations now have better 'coverage' in unit types
- The rest
- - Fixed some minor issues in Military Reforms bonuses.
- - All ships are now levies.
- - Fixed charge working in hills.
- - Levies units cost a bit more upfront in manpower but 50% less in money upkeep.
- - If a region revolts and the legitimate owner is under occupation, rebels will be of his nation.
- - Revised Light Cavalry and Horse Archers recruitment and upkeep costs, with Horse Archers aligning more toward the cost of Light Cavalry.
- DYNASTY & COURT
- - Ruler's stats change by ±5% Court Expense, Conversion, Authority (was ±10%).
- - Court Expense reduction can't go above 75% (was 90%).
- - Court Expenses revised to be less punishing.
- SYSTEM
- - Improved launcher logic when launching FoGM.
- - New functionalities added to PBEM chat.
- - In PBEM, files are always saved locally to reduce issues with cloud saves generating OOS.
- - Development Speed (faster game) / AI Aggressiveness PBEM options (works in SP too with more granularity).
- - Fixed terrain sounds rising the sound volume progressively.
- - AI Search depth option can't be changed in MP.
- - Handles DPI better and correctly when the options file is set.
- - Enabled forcing the game to open on another monitor.
- RELIGION
- - First Muslim can also be Shia.
- - Fix to some religion names sometimes not showing correctly.
- DIPLOMACY
- - Allied wars (i.e., triggered because of an alliance) will automatically trigger a white peace once the initial protagonists are at peace.
- - When in an alliance, the default is to help if relations are Amiable (was: Always).
- - More controls on invalid transactions.
- VASSALS & PEERS
- - A vassal can only be absorbed by his liege.
- - Fixed: Peer of the Realm becoming vassals will not transform (uncommonly) to independent regions.
- - Vassals won't gift surrounded lands to their liege if the liege has reached Max Demesne.
- - Vassals will retrocede less easily isolated regions within a liege territory if these regions are adjacent to their capital.
- - When made vassal, return all regions not legitimately owned (in case of ongoing wars, for example).
- - Embezzlement is now more dependent on governor loyalty.
- - No money received in case of partial failure in a trial.
- REGIONS & BUILDINGS
- - Buildings producing trade goods are more informative about the local availability of them.
- - Single Trade Goods display mode (in Trade Panel) works for all categories of Trade Goods and is more informative.
- - When an epidemic or a plague is removed in a region, an 'immunity' bonus is provided for 8 turns to prevent reoccurrence.
- - Fixed: Barracks never being allowed won't be listed as a 0 slot.
- - Added Clockwise Stairs and Dormant Bridge as new Fortification buildings.
- - Added Precious Stone Mine.
- - Slightly rebalanced temporary Fortifications.
- - Fixed: Paved Roads were not buildable.
- - Slave workforce will be properly removed by Orthodox populations.
- - Reworked slightly the Local > Town > City watch line of buildings.
- - Toll bridge won't be added if only one building slot remains.
- - If you disband buildings, in addition to lowered loyalty, revolt risk will also increase exponentially if non-zero.
- - Woad Harvest costs a single slot.
- - Detinet costs no slot.
- - Trench & Stakes provide 1 peasant unit (mini-event).
- - Reinforced Gate provides 2 peasant units (mini-event).
- - King's Herald gives twice as much Stewardship as there is Loyalty (doubled).
- - Shell Keep was not buildable, fixed.
- - Several buildings can store more Equipment (Notably, the Minor Stockpile 5>20).
- - Fix to Mentoring and Builder Halls having the wrong modifier.
- - Fix to Bulwark Tower not being buildable.
- - Horses Herd has no prerequisites for tribals.
- - Precious Stones Mine added.
- - Plague protection bonus doubled to +50 if you had an epidemic recently.
- - The blacksmith produces more equipment and does not cost any metal per turn (reminder: there is always a chance it becomes a master blacksmith over time).
- - Fixes to a few typos in structure bonuses.
- - Baronial vassals have an anti-raid strength of 25 (hefty).
- - Astronomer workshops produce slightly more.
- DECISIONS & EVENTS
- - Recruit non-standard unit RGD is less generous by 1/3.
- - Fondachi can only be placed in coastal regions.
- - Some other changes to RGD.
- - Extra test for the free anchorage event.
- - Minor fiefdom can provide one of these 3 missing RGDs: Remove Civilized, Absorb Vassal, Form Vassal.
- - Promote to Clergy will always produce a clergyman of your state religion.
- - More explicit testing on Place Holding, relative to the gain of resources.
- - Knightly Orders can now be removed with 'Remove Civilized'.
- - Restore Order works in occupied regions.
- AI
- - The AI is less likely to restart a war with someone it was recently at war with or someone who has beaten it several times.
- - AI will more often propose being absorbed or becoming a vassal if soundly defeated.
- - AI is less prone to propose peace for new wars.
- MAP & ART
- - Cyprus harbor moved slightly.
- - Fixed a region connection near Wales.
- - Fix to a connection problem in Tabriz.
- KINGDOMS 1.03 BETA
- July 24th, 2024
- 80 entries. Any action to which you give meaning is significant.
- SCENARIOS SETUP & FACTION SPECIFICS
- - Norman events now work for Humans in SP (only). Overall improvements made to it.
- - Al-Andalus AI can expand without restriction (was unable to cross the Pyrenees).
- - Paris gets its own flag.
- - When a law benefits the Emperor (of the HRE), all HRE members will be displeased.
- UI/QOL
- - You can now search for any buildings using the Find tool (e.g., where is my master armorer or how many Venetian Fondachi are in my territory).
- - Province building queue enabled (see the tooltip on the right-hand side of the panel).
- - A message will be issued if you can't recruit and a unit queue is canceled.
- - Fixed wrongly formatted messages when a vassal gives you troops.
- - Fixed an issue with not seeing your token progress chance in some rare cases in the Nation Panel.
- - Scrolling arrows added in the unit queue (region panel).
- - More messages are now private to reduce clutter.
- - Provincial units are shown in single regions for reference.
- - Fixed a display bug for the end year of the last military reform.
- - No message is issued when you gain and lose a capital on the same turn.
- - Fixed PBEM Lobby display issue.
- - Fixed the visual bug of Devastating Charge showing only a +1 bonus.
- WARFARE
- - Fixed some minor issues in Military Reforms bonuses.
- - All ships are now levies.
- - Fixed charge working in hills.
- - Levies units cost a bit more upfront in manpower but 50% less in money upkeep.
- - If a region revolts and the legitimate owner is under occupation, rebels will be of his nation.
- DYNASTY & COURT
- - Ruler's stats change by ±5% Court Expense, Conversion, Authority (was ±10%).
- - Court Expense reduction can't go above 75% (was 90%).
- - Court Expenses formula tweaked for extremely high national treasury.
- SYSTEM
- - Improved launcher logic when launching FoGM.
- - New functionalities added to PBEM chat.
- - In PBEM, files are always saved locally to reduce issues with cloud saves generating OOS.
- - Development Speed (faster game) / AI Aggressiveness PBEM options (works in SP too with more granularity).
- - Fixed terrain sounds rising the sound volume progressively.
- - AI Search depth option can't be changed in MP.
- RELIGION
- - First Muslim can also be Shia.
- DIPLOMACY
- - Allied wars (i.e., triggered because of an alliance) will automatically trigger a white peace once the initial protagonists are at peace.
- - When in an alliance, the default is to help if relations are Amiable (was: Always).
- VASSALS & PEERS
- - A vassal can only be absorbed by his liege.
- - Fixed: Peer of the Realm becoming vassals will not transform (uncommonly) to independent regions.
- - Vassals won't gift surrounded lands to their liege if the liege has reached Max Demesne.
- - Vassals will retrocede less easily isolated regions within a liege territory if these regions are adjacent to their capital.
- REGIONS & BUILDINGS
- - Buildings producing trade goods are more informative about the local availability of them.
- - Single Trade Goods display mode (in Trade Panel) works for all categories of Trade Goods and is more informative.
- - When an epidemic or a plague is removed in a region, an 'immunity' bonus is provided for 8 turns to prevent reoccurrence.
- - Fixed: Barracks never being allowed won't be listed as a 0 slot.
- - Added Clockwise Stairs and Dormant Bridge as new Fortification buildings.
- - Added Precious Stone Mine.
- - Slightly rebalanced temporary Fortifications.
- - Fixed: Paved Roads were not buildable.
- - Slave workforce will be properly removed by Orthodox populations.
- - Reworked slightly the Local > Town > City watch line of buildings.
- - Toll bridge won't be added if only one building slot remains.
- - If you disband buildings, in addition to lowered loyalty, revolt risk will also increase exponentially if non-zero.
- - Woad Harvest costs a single slot.
- - Detinet costs no slot.
- - Trench & Stakes provide 1 peasant unit (mini-event).
- - Reinforced Gate provides 2 peasant units (mini-event).
- - King's Herald gives twice as much Stewardship as there is Loyalty (doubled).
- - Shell Keep was not buildable, fixed.
- - Several buildings can store more Equipment (Notably, the Minor Stockpile 5>20).
- DECISIONS & EVENTS
- - Recruit non-standard unit RGD is less generous by 1/3.
- - Fondachi can only be placed in coastal regions.
- - Some other changes to RGD.
- - Extra test for the free anchorage event.
- - Minor fiefdom can provide one of these 3 missing RGDs: Remove Civilized, Absorb Vassal, Form Vassal.
- - Promote to Clergy will always produce a clergyman of your state religion.
- AI
- - The AI is less likely to restart a war with someone it was recently at war with or someone who has beaten it several times.
- - AI is less prone to propose peace for new wars.
- MAP & ART
- - Cyprus harbor moved slightly.
- - Fixed a region connection near Wales.