New Open Beta Patch 1.03

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 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.