Field of Glory: Kingdoms - Royalty Patch 1.01

Field of Glory: Kingdoms

Politics, religion, war. They are nothing without a legacy that can stand the test of time. Lead any nation, and turn it into a mighty kingdom in one of the most compelling grand strategy games ever created.

We are happy to announce that [b]Royalty Patch 1.01 is now available[/b]. You can now opt-in to the Public Beta on Steam. KINGDOMS 1.01 BETA [b]SYSTEM[/b] - Should skip the launcher when starting FoG for battles the vast majority of times. - Fewer FOW calculations in hosting (faster turns). - Improved music handling and reshuffling. - Tooltip delay added, for now, as an entry only in \Documents\My Games\EmpiresKingdoms\OPTIONS.TXT. - No City coloring added, for now, as an entry only in \Documents\My Games\EmpiresKingdoms\OPTIONS.TXT. - Added an additional sound backend. - Identical sounds will be played less loudly. [b]UI & QOL[/b] - Pop-up panel has extra functionalities. - Fixed a slightly misformatted tooltip in battle. - Modifier tab stays selected when switching factions in the factions lobby. - Slightly reworked political filter, with relationships more readable. - Music delay between tracks reduced by 2/3. - Fixed not being shown in the Piety ranking if you produce no piety at all. - The tutorial will ensure the enemy can't surrender during the siege. - Message truncating resulting in an ellipsis (...) will be better done. - Many text edits. - Authority and Legacy buttons in the Nation Panel now lead to the relevant ledger page. - Average HRE member Authority in the nation panel was not /10. - Removed reference to the Legacy panel in the Help system. - Relationships in the Political overlay made bigger and clearer. In the same overlay, a new color differentiates between yourself and your vassals. - Fixed a visual issue when looking at a single trade good if more than 8 were present in a region. [b]EASY MODE[/b] Overhauled (fully dynamic, you can alternate between easy & balanced in the same game): - More chance for the event 'noble donation' (free money). - Less chance of having an epidemic. - More chance for the event providing a free Defensive building. - Double reward from Authority mini-events. - Less stupendous Court expenses. - Lowered War Weariness by 15%. - Slightly less chance of a coup or rebellion. - Better ruler stats. - Penalty from war occupation is skipped. - Sedition from Nobles halved. Only apply when starting a new game: - More Intrinsic Resources at start (free resources that go away as time passes). - A player in Easy difficulty will receive +20 Authority and +50% money (scenario start only). [b]DYNASTY, CHARACTERS, AUTHORITY[/b] - Mercenaries are slightly more prone to degrade the relationship with their general. - General improvements on how the ruler's Military stat is tied to the actual leader's battle stat. - If you form a new nation and are under a certain Realm level, you'll be promoted instantly to a certain level (e.g., Apulia > Sicily). - Clergymen can lead armies with a systematic penalty of 1 to AMP. Other nobles will now have this penalty only if not in a legitimately owned region (was their Domain before, so relaxed rule). - If a general has a penalty to his AMP stat (while leading an army thus), it's indicated in the tooltip. [b]CLAIMS[/b] - Claims are now given much more frequently in the first 15 turns of the campaign. - Hostile claims give you a discount if you declare war on the other nation. - Claims will, in the vast majority of times, only be added if you are at least distant neighbors. - Hostile foreign claims penalty is now only in Experienced or harder difficulty. - Higher chance to get a claim if you have none from an insult; if you get one, you pay 2 Authority though. [b]VASSALS[/b] - Human vassals will never be forced to give their units to their liege. - If a vassal, your possibilities to get spontaneous claims are restricted to nations you are at war with or have extremely low relationships with. - This will also prevent vassal AIs from adding too many claims against other nations, including the players. - Vassals under threat and sending troops to their liege will be less frantic regarding troop recruitment. - Vassals giving troops won't give them all at once, allowing you to change the policy (troops won't be given back unless you 'disband' them). [b]LEGACY & WINNING[/b] - The sudden win condition will activate after 150 turns, not 100, in the grand campaign. [b]GRAPHICS & ARTS[/b] - New harbor smuggling image. - Major & important: chicken leg is now roasted. [b]RELIGION[/b] - Fixed the Jihad being stoppable by the Holy See under some circumstances. - Holy war targets won't get DOWed by nations not close enough to them. - Fixed Declare Jihad against target X not working if the playing faction is already within a Jihad (same for Crusade). - Fixed Christians under Jihad being despised by other Christians. This is now properly reversed (they will like you more). - More chance to get bonus Authority from units you gave with the Send Crusaders Decision. Reminder, you also get bonus Legacy. - Made sure any Catholic DOWing the Papacy gets excommunicated. Added a pop-up if you are. [b]STRUCTURES & REGIONS/DOMAINS[/b] - Some changes in manpower income for some structures. - More accurate trade status for structures in their detail panel. - King's Agent properly gives an extra bodyguard and not 'Basque Isolation'. Don't ask. - Removed the reference to a gain of token upon building a Stone Castle, it's now an Absorb Vassal decision which is provided. - Structures get their important keywords colored. - Fixed track requiring Craftsmen borough. - Fixed Domain Expansion IV & V not available. - Fixed Domain becoming non-formable as soon as you military occupy one of the regions. - Fixed very developed regions not properly importing goods within range (if more than 24!). - Fixed an erroneous link in region Mosul. - Code will remove 2 capitals in the same region. [b]WARFARE & BATTLES[/b] - Allies don't pay Authority when joining war, if it is recent (10 turns max). - Fixed possible crash in battle. - Some Muslim units renamed so they could be used in more nations (Georgia) - Training Grounds now handle Heavy Infantry for XP gain. - A general revolting with his army will not station in the city of the rebelling region, in case the garrison remains loyal. - Free warscore gain from higher Authority is only done if the two nations at war are neighbors. - Ships will update their geo-situational combat ability before each battle (e.g., 'Galley in stormy coastal water'). - When you declare war on a liege with vassals or a vassal, all claims you have with the liege or any vassal will be factored into the rebate for DOW. - Winning a small battle vs. winning a large one was actually more dangerous for generals (fixed). - Exploit closed: you can only pillage hostile or owned regions, not allied or passage-right ones. [b]DIPLOMACY & PEACE[/b] - Region exchanges in a peace negotiation (whether acquired or relinquished) will now be a friendly transfer, so no Authority will be lost in either case. - Fixed vassal/Ally being stolen his land if a third party defends him. - Bad relations can break a royal marriage or passage rights treaty (Needs Despise level, -35). - In case of good relations (Amiable, 50+) then allies or vassals can give back a region to its legitimate owner. - Currently only AI vassals toward a liege or AI allies. (feedback requested) - Reduced the ratio allowing to absorb through RM a full nation to 66% of the absorbee. [b]REGIONAL DECISIONS[/b] - Fixed mix-up between Grant Land and Place Holding. Grant Land is only in your land but will now provide significant resources. - Some changes in RGD allocations for IMRs and Seljuks. - Fixed your own spy network targeting itself. - Decision Peasants to Freemen does not provide money anymore. - Fixed Diplomatic Intrigue RGD able to target yourself. - Tweaked success chances of the Steal Token RGD (aka Sap Authority). There are fewer chances if you have positive tokens yourself and less chance if the enemy has negative tokens. - Absorb Vassal should give more plausible results. [b]EVENTS, SETUP, FACTIONS[/b] - 45 new historical rulers added. - Campaign map overhauled with extra specific buildings (Abbasid Science Academy, etc.) - New Campaign setup changing dozens of regions regarding their population mix. - Improved Crusaders events (fewer cases where they could starve at sea). - Kalmar union appearance fixed. - Barghawata (tribal) was selectable (but not playable so confusing), fixed. - William the Conqueror will always be a 2-2 general. - In the GC, Normans no longer have a RM with England, and their relationship with France is now 0. This should favor going to England. - Nations of Scottish culture now also get the Raider effect with Crechrighe. - Modifications to the initial culture of some regions. - Portugal is a Condado, not a minor Reino at start. - Higher chances to get a 0-slot structure built for free if you have regions with high loyalty and high stewardship. - Updated Manzikert and Angevin setup to have more roads. - Fixed Taifas triggering too early 'Double-Edged Sword' perk. [b]ACHIEVEMENTS[/b] - Fixed achievement "A Chip Off the Old Block" where a daughter would work too. - Life of Bryansk achievement fixed. [b]AI[/b] - The AI, in higher difficulty levels, will favor players' regions more as an objective. - Normans AI can break their RM with England in case of negative relationships around 1060. [b]We are eager to know your feedback[/b]. [b]Buy Field of Glory: Kingdoms now[/b] https://store.steampowered.com/app/1985050/Field_of_Glory_Kingdoms/