Field of Glory: Kingdoms

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Lafrite
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Re: Field of Glory: Kingdoms

Message par Lafrite »

Reçu ce samedi :clap:
Spoiler : :
KINGDOMS 1.03.4
August 28th, 2024
Approximatively 120 entries.

SCENARIOS SETUP & FACTION SPECIFICS
- 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.
- Fix to Italian Maritime Republics losing the Large Merchant Fleet perk when they progress to Late Tier II (and higher) Realm.
- Fix to a rare issue preventing Apulia from declaring the Kingdom of Sicily when Sicily is under control.
- Wales starts as a Minor Kingdom, not a March (resulting in more Authority gain among other things).
- Welsh culture now provides extra Military Expertise (instead of bonus XP).
- Russian modifiers become Rus' modifiers.
- The Byzantine Empire easily agrees to a passage rights treaty with non-hostile Crusaders.

UI/QOL
- 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.
- Health prediction is correctly shown for all structures.
- Selling a RGD will now be a request to sell and won't be immediate anymore, making it harder for cheaters to spoil the fun for everyone.
- Multiplayer login improved (see button tooltip on the relevant screen).
- Fixed Wales being described as part of Western England.
- Fixed Norwegian adjective (from "Norweigan").
- Leaders' lists now have an indicator for loyalty.
- The province panel shows stockpiles.
- Fixed Georgian and Byzantine portraits having a mix-up for 'Sons'.
- Fixed a possible rare crash when displaying a battle.
- Added history in the Ledger for Military Expertise, Piety Ranking, number of wars, and Net Commerce.
- The Legacy inter-turn display now shows gains in addition to totals.

WARFARE & UNITS
Mercenaries
Significant changes have been made to Mercenary distributions. The goal is to offer alternative mercenaries to the original owner of each Domain, reducing redundancy. For example, France will no longer have French mercenary knights in the Paris domain but will have Sergeants, while other nations will still have these knights. Overall, efforts have been made to propose plausible units (historical or from neighboring regions). Here are some examples:
- Champagne: Brabançon Mercenary Spearmen
- Cordoba: Christian Mercenary Knights
- Edessa: Mercenary Turcopoles
- Estonia: Western Mercenary Crossbowmen
- Belaya Rus: German Mercenary Knights
- Damascus: Frankish Mercenary Crossbowmen
Turkish nations, notably the Seljuqs, get enhanced army lists
Many nations now have better 'coverage' in unit types

The rest
- 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.
- Revised Light Cavalry and Horse Archers recruitment and upkeep costs, with Horse Archers aligning more toward the cost of Light Cavalry.

DYNASTY & COURT
- Ruler's stats change by ±5% Court Expense, Conversion, Authority (was ±10%).
- Court Expense reduction can't go above 75% (was 90%).
- Court Expenses revised to be less punishing.

SYSTEM
- 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.
- Handles DPI better and correctly when the options file is set.
- Enabled forcing the game to open on another monitor.

RELIGION
- First Muslim can also be Shia.
- Fix to some religion names sometimes not showing correctly.

DIPLOMACY
- 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).
- More controls on invalid transactions.

VASSALS & PEERS
- 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.
- When made vassal, return all regions not legitimately owned (in case of ongoing wars, for example).
- Embezzlement is now more dependent on governor loyalty.
- No money received in case of partial failure in a trial.

REGIONS & BUILDINGS
- 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).
- Fix to Mentoring and Builder Halls having the wrong modifier.
- Fix to Bulwark Tower not being buildable.
- Horses Herd has no prerequisites for tribals.
- Precious Stones Mine added.
- Plague protection bonus doubled to +50 if you had an epidemic recently.
- The blacksmith produces more equipment and does not cost any metal per turn (reminder: there is always a chance it becomes a master blacksmith over time).
- Fixes to a few typos in structure bonuses.
- Baronial vassals have an anti-raid strength of 25 (hefty).
- Astronomer workshops produce slightly more.

DECISIONS & EVENTS
- 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.
- More explicit testing on Place Holding, relative to the gain of resources.
- Knightly Orders can now be removed with 'Remove Civilized'.
- Restore Order works in occupied regions.

AI
- 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 will more often propose being absorbed or becoming a vassal if soundly defeated.
- AI is less prone to propose peace for new wars.

MAP & ART
- Cyprus harbor moved slightly.
- Fixed a region connection near Wales.
- Fix to a connection problem in Tabriz.
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Antonius
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Re: Field of Glory: Kingdoms

Message par Antonius »

Déçut de ne pas pouvoir former le royaume d'Irlande. Je suis resté Munster, même si j'ai unis l'île et atteint le niveau royaume
"Cuius testiculous habes, habeas cardia et cerebellum"
Quand vous avez leur pleine attention , le coeur et l'esprit suivent.
--------------------------------------------------------------------------------
L'été n'est pas qu'une époque de l'année. L'été est un être animé qui aime descendre passer l'hiver dans le Sud.
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Emp_Palpatine
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Re: Field of Glory: Kingdoms

Message par Emp_Palpatine »

Sans doute un effet "Paradox", ils donnent le ton de la Grande Stratégie depuis 20 ans, mais je trouve que le jeu manque de "formables".

Mon autre grosse critique est la manière dont son gérées les croisades pour le moment...
Vous pensez tous que César est un con? Vous pensez que le consul et son conseiller sont des cons? Que la police et l'armée sont des cons? Et vous pensez qu'y vous prennent pour des cons? Et vous avez raison, mais eux aussi! Parce que depuis le temps qu'y vous prennent pour des cons, avouez que vous êtes vraiment des cons. Alors puisqu'on est tous des cons et moi le premier, on va pas se battre.
Chataigne
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Enregistré le : sam. déc. 20, 2014 3:04 pm

Re: Field of Glory: Kingdoms

Message par Chataigne »

Je me suis relancé le jeu et c'est toujours aussi bien. La gestion des bâtiment est vraiment sympa : ya plein de truc à faire.
Et la bagarre marche bien, toutes les unités sont utiles. Même une masse de paysans peut être redoutable : tu l'accompagne de quelques archers, un bon général et tu les mets en défense derrière un fleuve ou une rivière, tu peux faire de gros dégats voir même repousser une armée d'invasion.

La je joue un Duché de Bretagne qui a avalé l'Anjou, la Normandie et soumis l'Aquitaine, je me prépare a entrer en guerre contre le Comté de Wessex qui a bouffé la moitié de la France (mais qui est en train de s'ecrouler et galère face à un petit Comté de Flandre).

AGEOD, en avant les histoires !
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Emp_Palpatine
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Re: Field of Glory: Kingdoms

Message par Emp_Palpatine »

A noter que Slitherine mentionne un DLC à venir.

Très certainement période tardive (faut bien vendre), mais j'espère également un peu de polish sur les Croisades et l'Outre-mer. Un jeu médiéval où tu ne peux pas rigoler là bas, c'est bizarre.
Vous pensez tous que César est un con? Vous pensez que le consul et son conseiller sont des cons? Que la police et l'armée sont des cons? Et vous pensez qu'y vous prennent pour des cons? Et vous avez raison, mais eux aussi! Parce que depuis le temps qu'y vous prennent pour des cons, avouez que vous êtes vraiment des cons. Alors puisqu'on est tous des cons et moi le premier, on va pas se battre.
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Lafrite
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Re: Field of Glory: Kingdoms

Message par Lafrite »

Ah oui, bien pour,la carte, on verra pour le reste.
Rajas and Tribes DLC Coming Soon

This expansion broadens the frontiers of your conquest, introducing new playable nations, an expanded map, and innovative mechanics that bring nomadic and tribal civilizations to life.
  • Expanded Frontiers & New Playable Nations
  • New Nomadic and Tribal Mechanics
  • Two New Scenarios for Tactical Mastery
https://steamcommunity.com/games/198505 ... 4256490517
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Emp_Palpatine
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Re: Field of Glory: Kingdoms

Message par Emp_Palpatine »

Les indiens ou le soudan, c'est pas ma tasse de thé... Donc l'extension de carte... :|
Idem pour les mangeurs de Yak.

Bref, c'est pas trop pour moi. J'achèterai sûrement pour encourager l'équipe * pigeon*, mais bon. :o:
Vous pensez tous que César est un con? Vous pensez que le consul et son conseiller sont des cons? Que la police et l'armée sont des cons? Et vous pensez qu'y vous prennent pour des cons? Et vous avez raison, mais eux aussi! Parce que depuis le temps qu'y vous prennent pour des cons, avouez que vous êtes vraiment des cons. Alors puisqu'on est tous des cons et moi le premier, on va pas se battre.
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Re: Field of Glory: Kingdoms

Message par Lafrite »

Je joue un multi avec les Séleucides, mon flanc Est est inexistant vu que c'est le bord de la carte, ça règlera un peu le problème. :lolmdr:
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Re: Field of Glory: Kingdoms

Message par Emp_Palpatine »

Les Séleucides dans Kingdoms? :o: :o: :o: :o:
Vous pensez tous que César est un con? Vous pensez que le consul et son conseiller sont des cons? Que la police et l'armée sont des cons? Et vous pensez qu'y vous prennent pour des cons? Et vous avez raison, mais eux aussi! Parce que depuis le temps qu'y vous prennent pour des cons, avouez que vous êtes vraiment des cons. Alors puisqu'on est tous des cons et moi le premier, on va pas se battre.
Chataigne
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Re: Field of Glory: Kingdoms

Message par Chataigne »

Ce qui me fait un peu peur avec l'extension de la carte, c'est la durée des tours sur la Grande Campagne... Mais sinon les 2 scénarios me tentent bien du coup j’achèterai aussi :mrgreen:
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Re: Field of Glory: Kingdoms

Message par Lafrite »

Sortie de l'extension et patch :yho:


Spoiler : :
KINGDOMS 1.06.0
May 5th, 2025
Companion patch to DLC1 Rajas and Tribes

UI/UX, Map
Building Browser (MAJOR): Check all possible game buildings through this powerful new interface, accessible from any already built structure in the region panel.
Search functionality now supports partial match and switch to extended (full map) search if no result is found within your nation.
Changed draggable thickness to 50 px in several UIs.
Edict panel supports cultural variations for buildings.
Fix to a labeling issue with provincial mercenaries in the recruitment interface.
Fix to some missing links between eastern regions.
Extra column in the ledger for legacy.
A few unit scale fixes.
Clicking on a leader in the ledger, leader tab, will systematically move the camera to him/her.
Icons showing bonus XP levels and flat XP in the region panel.
In Region/Military (ledger), the tooltip indicates XP and XP level bonuses for produced units.
Added options to disable rumored sites.
50+ new sounds for buildings and impediments.
Fixed a few non-working achievements.
Improved trade filter.
Help panel can be closed with ESC.

Warfare
You can now recruit siege units with the "Recruit Non-standard Unit" RGD.
Complete overhaul of mercenary recruitments; actual units from neighboring nations are now used.
If you lose a sortie but still have units inside, the city is not lost.
Cultural militias.
Battle: Unit positioning refined further and more contextual.
Fix to newly split army within a city being considered outside.
Archers and crossbowmen levies don't require a bowyer.
Removed some discount bonuses on transport ships, not relevant (usually replaced by galleys).
Fix to some armies being repulsed wrongly when two opposing armies march against each other.
Units you have lent (e.g., to Crusaders) can provide vision one-third of the time.
No militia should be allowed to fly anymore (broom broom…).
Siege values in nation shield tooltip on unit panel.
Authority loss from lost SAUs did not work properly (beware!).
Fleets crossing each other's path (in opposite directions) can sometimes halt and engage in battle, with the rest of their movement being cancelled. This is subject to a dice roll, with a higher chance earlier in the turn.
High combat power garrisons (300+ CP) will never surrender at once, but first suffer attrition (until they fall under the threshold).

Buildings, Regions, Trade
Some buildings are dynamically replaced in setup if using a missing resource.
Master Herbalist and Master Ratcatcher had a bug preventing them from being built.
Flax Fields and Legume Fields can now be built in arid lands.
Made tribal/nomad ritual descriptions clearer.
Some structures changed their goods; notably, Prestige Clothier uses Dyes and a new building, Illuminator Atelier, uses Indigo.
New building: Underground Fortress, which is an extension to existing castles.
AI improves Tier I to Tier II much better and more frequently.
In some cases, populations were created without a culture.
Army Camp now adds +1 Effectiveness recovery at a cost of 5 XP.
Village Green is not removed at 20 population.
Chief's House provides a decent chance to trigger the Bonus Authority Event (overall limit of +3 Authority).
Fix to negative-production buildings being affected by productivity-reducing modifiers.
Fix to Master Herbalist and a few other buildings missing modifiers.
Secret Cult added as an “improved” Cult Site-you’ll like it.
Fix to buggy rituals.
Gypsy event building.
The first two fortifications for many tribals and nomads appear spontaneously only.
Fix to Dungeon Prison not working.
Fix to some units with malformed modifiers.

Religion
Fix to First Muslim not properly removed from previous bearer.
Improved religious distribution in the DLC campaign and Manzikert scenario.
Only ROTB religions get a penalty from other religion piety-producing buildings.

Dynasty, Nation-Level Features, Diplomacy
More mercenary impacts on coups for Byzance.
Spy networks can lift FOW in the nation they are deployed in (you get a message about this).
Parties don't deploy as leaders.
Max demesne size for progress increased from 2 to 3 for mini nations.
You can always DOW a vassal, even if already at war with their liege.
HRE: New members can join and existing ones can be expelled.
Newly formed vassals will always start at war with their liege opponent, as diplomacy is not an option.
Scandinavian people (except SWE) get the "To the Green Lands" perk; see the nation panel and new RGD (MAJOR).
--
Byzantine Civil Wars change:
The delay is longer the more civil wars have already occurred.
Intensity increases with the number of previous civil wars.
Each rebel comes from a disloyal character, if possible.
The AI will totally crumble if three or more civil wars have taken place, subject to an increased dice roll chance.
If the Seljuqs are at war and adjacent to the rebel, the rebel will become their vassal (automatically if the Byzantines are AI-controlled, 1/3 chance if human-controlled).
--
Don't cancel systematically both proposals when two “collide”; the human player has priority over the AI here.
You can now DOW anyone except allies. Sneak attack works the same.

Setup
Scotland has a more credible initial army in the main campaign.
Scottish burghs are rarer.
Extra traits given to some leaders for some nations (e.g., Seljuqs) could be duplicated-fixed.
Manifest Destiny rebalanced; Seljuqs have a bonus against Byzantines.
Nations starting as Khanates now start as Grand Hordes.
Seljuqs are not restricted anymore to some provinces.
Hungary can still recruit Hungarian Noble Lancers in the late-tier army list.
Alans are Orthodox.
Smaller scenarios always feature a boost for AI at higher difficulty levels.

Decisions
Some regional decisions can't have their odds tweaked: Sneak Attack, Mercenary Company, and [Reacted].
Develop Region RGD always provides bonus food and infrastructure.

Various
New seasonal turns possibility (modding, extra scenarios).
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Re: Field of Glory: Kingdoms

Message par Emp_Palpatine »

Je l'ai acheté alors que je n'ai pas le temps de jouer et que je n'ai pas changé d'avis sur les mangeurs de curry, de yak de chèvres. :lolmdr:

Je suis le pigeon originel. :o:
Vous pensez tous que César est un con? Vous pensez que le consul et son conseiller sont des cons? Que la police et l'armée sont des cons? Et vous pensez qu'y vous prennent pour des cons? Et vous avez raison, mais eux aussi! Parce que depuis le temps qu'y vous prennent pour des cons, avouez que vous êtes vraiment des cons. Alors puisqu'on est tous des cons et moi le premier, on va pas se battre.
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