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 the [b]new Open Beta Patch 1.03 is now available with 80 new entries[/b].
You can now opt-in to the Public Beta on Steam.
[h3]FIELD OF GLORY: KINGDOMS 1.03 BETA[/h3]
[b]SCENARIOS SETUP & FACTION SPECIFICS[/b]
- 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.
[b]UI/QOL[/b]
- 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.
[b]WARFARE[/b]
- 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.
[b]DYNASTY & COURT[/b]
- 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.
[b]SYSTEM[/b]
- 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.
[b]RELIGION[/b]
- First Muslim can also be Shia.
[b]DIPLOMACY[/b]
- 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).
[b]VASSALS & PEERS[/b]
- 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.
[b]REGIONS & BUILDINGS[/b]
- 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).
[b]DECISIONS & EVENTS[/b]
- 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.
[b]AI[/b]
- 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.
[b]MAP & ART[/b]
- Cyprus harbor moved slightly.
- Fixed a region connection near Wales.