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Gameplay:
• If a unit is affected by more than one enemy ZOC, movement options will be now be restricted by all of these, rather than by only one of them as previously.
• Units that evade (from a pursuit charge) in their own turn (before the End Turn button is hit) can now evade again if charged in the enemy turn. Note that this does not apply to evades from pursuit charges that occur in the automated phase after the End Turn button is hit, as that counts as part of the ensuing turn. In the latter case, the unit cannot evade again if charged in the enemy turn.
Units:
• Our grateful thanks go to Paul Adaway, author of TT Mod, for permission to use units from TT mod in the main game, and Stephen Hales of Little Big Men Studios for permission to use his shield pattern designs in TT Mod units. https://www.littlebigmenstudios.com/
• Additional Ancient Spanish units from TT Mod added: Noble Cavalry, Light Horse, Celtiberian Warband, Caetrati, Lusitanian Heavy Caetrati.
• Additional Light Javelin Horse units from TT Mod added: Early Greek, Later Greek (Tarantine), Iranian, Late Roman, Early Thracian, Later Thracian, Lydian.
Army Lists:
• Ancient Spanish list divided into Iberian, Celtiberian and Lusitanian lists, using new units
from TT Mod. Sertorian list also updated.
• TT Mod Light Javelin Horse models (see above) replace the previous models in the appropriate army lists.
• Pyrrhic list divided into 280-275 and 274-272 BC lists. Pyrrhic campaign adjusted accordingly.
• Added Greek allies to Antigonid list.
Epic Battles:
• Epic Battle scenarios have been updated to use the new units where appropriate.
UI:
• Close Combat Reports will now always open scrolled to the top.
• Cohesion Test reports (in Close Combat Report and Combat Log) now specify if the reason that a unit “Holds Firm” is that it already dropped cohesion from close combat this turn, and has not scored low enough for a further drop.
• Detailed Unit Information popups (CTRL-L click) will now always scroll to the top when a new unit is selected.
• Rout % will now update immediately when a previously unbroken unit is Dispersed.
Manual:
• Section 12.1.1. Change: “if a unit is in the ZOC of multiple enemy units, the game will decide which one it must move away from – prioritizing primary ZOCers” to “If a unit is in the ZOC of multiple enemy units, its movement is restricted by all of these.”
Bug Fixes:
• Fixed bug that could sometimes cause a surrounded AI unit to get a free turn.
v1.5.23 – November 25, 2019
Gameplay:
• Heavy Weapon: Now cancels only the first 50 POA of enemy armour advantage. As previously, units with less than 100% HW remove only the equivalent proportion of the enemy armour advantage, but this is now explicitly stated in the detailed unit information panel (CTRL-LEFT click).
o (The effect of the above is that 100% HW units will still cancel all armour advantage vs Armoured or less well protected units, but more heavily armoured enemy will retain some armour advantage if the HW troops are significantly less well armoured.)
• Heavy Weapon: Armoured or better protected troops with Heavy Weapon get an extra +10 POA in melee vs all troops except elephants.
Bug Fixes:
• Fixed a rare bug that could occasionally allow shooting LOS through a unit.
Fixed issue that could cause systems with Radeon 5700 graphics cards to show hill slopes as water.
v1.5.21 – October 30, 2019
AI:
• Improved AI for the cavalry wings of cavalry armies.
Gameplay:
• Non-cataphract cavalry will now break off from infantry unless they will have a significant advantage in the ensuing melee. (Previously they would stay in combat if they had a very slight advantage, which tended to lead to an attritional combat that they were unlikely to win in the end). Break off logic for cataphracts has been left unchanged because they often have a better chance of winning the melee than the impact, so staying in combat if they have some advantage is often the better option.
• Heavy Infantry that are of “Below Average” (or “Somewhat Disheartened”) or worse quality (quality <= 90) no longer get the +1 CT modifier for Heavy Foot.
UI:
• Information text will now automatically scroll to the top when you click on a different Army List, Campaign or Epic Battles module.
Manual:
• Change: Close Order Warbands and troops of “Below Average” (or “Somewhat Disheartened”) or worse quality are excluded from the +1 Cohesion Test modifier for being Heavy Foot.
Bug Fixes:
• Fixed bug that could sometimes cause music to play (despite music volume being on zero) on reloading a game saved in force selection or deployment mode.
• Fixed bug that corrupted campaign unit database if player rolled back to previous stage of campaign instead of playing one of the choices in a pursue/don't pursue decision.
• Fixed bug that could sometimes cause the game to crash if a new sandbox campaign was started after playing (or loading) another one in the same session.
v1.5.18 – August 21, 2019
Field of Glory: Empires:
• Added option (in More Options in Settings in FOG2) to use FOG2 Difficulty settings for Empires battles. This is off by default. If it is turned on, Empires battles will use FOG2 difficulty settings. This means that the conversion ratio for the enemy units will be adjusted according to the same scale as used in FOG2 Campaigns – so they will get more FOG2 units on higher difficulty levels. In addition, on Deity level unit quality is adjusted slightly in favour of the enemy, and on Centurion level unit quality is adjusted slightly in favour of the player. If the default setting is selected, no FOG2 difficulty adjustments will apply.
• Added option (in More Options in Settings in FOG2) to adjust the size of Empires battles between 50% and 150% of the default conversion ratio.
Sandbox Campaigns:
• There is now a toggleable button in the Sandbox Campaign set up screen that allows you to define the focus of the campaign:
o Default: Campaign may involve other enemies as well as the main protagonists and their local allies.
o Focused: Campaign may involve historical allies local to both main protagonists, but not attacks by other enemies.
o Duel: Campaign will only involve the main protagonists. (Although the player may get the option to seek troop contingents from his local allies)
• Campaign allies are now matched against the enemy army list (and enemy allies’ army list) by date as well as geography if the Date filter is on. This eliminates a few anachronistic alliances that could sometimes occur with the previous version.
Gameplay:
• Improved consistency of how a unit being Fragmented affects different forms of movement.
Army Lists:
• Anglo-Danish army list side name changed to Anglo-Danish (instead of Anglo-Saxon).
• Later Breton list divided into 580-931 and 936-1049 lists. After the destruction of the Breton Kingdom by the Vikings circa 931 AD, the newly formed Duchy of Brittany assimilated to the Norman military system.
• Rejigged Polish 966-1057 AD list. Added unarmoured cavalry units, pre-dismounted armoured and unarmoured cavalry units, and replaced slingers with javelinmen.
Allies:
• Byzantine 963-987 AD allies added to Arab (North Africa) 789-999 AD list.
• Arab (North Africa) 789-999 AD allies added to Byzantine 963-987 AD list.
• Viking (Ireland) 900-1049 AD allies added to Scots 851-1051 AD list.
• Scots 851-1051 AD allies added to Viking (Ireland) 900-1049 list.
AI:
• Improved AI for AI reserve cavalry.
Manual:
• Correction: Pike units cease to be rated as Shock troops once the entire back rank of models has been lost. This means that they once they have suffered 25% losses, they no longer follow up enemy that fall back from them.
Bug Fixes:
• Fixed various minor army list date range issues.
• Tweaked height of dismounted armoured Muslim lancers slightly.
• Fixed bug that could sometimes cause Threatened Flank CT modifier not to be applied for CT tests following automatically resolved melees.
• Fixed issue of allies not showing correctly in MP Lobby for battles using user created custom battle modules, such as TT Mod and Silk Road.
• Fixed bug that could show a string from the Epic Battle module in the tooltip for the No Allies line in the allies list box.
• After an Empires battle, the GOG version of FOG: Empires should now open automatically if it was the last version of Empires used.
1 mal bearbeitet, zuletzt 20. Feb. 2020, 18:59 Uhr
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