Field of Glory: Kingdoms

Field of Glory: Kingdoms

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sofia.c  [developer] Oct 28, 2024 @ 7:26am
Patch 1.04 and 1.04.1 full changelog
FIELD OF GLORY: 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 Île 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)
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Showing 1-4 of 4 comments
Kronenblatt Oct 30, 2024 @ 5:05am 
Nice!
The Penguineer Oct 30, 2024 @ 8:34pm 
Would like to see a fix for the issue with capital forts not being upgradeable both for your own capital and conquered/annexed capitals
starbuck310 Oct 31, 2024 @ 1:30am 
Nice thank you
PocusFR  [developer] Oct 31, 2024 @ 2:32am 
Originally posted by The Penguineer:
Would like to see a fix for the issue with capital forts not being upgradeable both for your own capital and conquered/annexed capitals
Do you have a screenshot, I don't exactly get the problem here.
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Showing 1-4 of 4 comments
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Date Posted: Oct 28, 2024 @ 7:26am
Posts: 4