Field of Glory II - Immortal Fire Release Date Announced And Preview Stream
The rivers will run red again with the new expansion of Field of Glory II that we announced last week, Immortal Fire, that will brings you 8 new factions (Achaemenid Persians, Etruscans, Antigonos, Lysimachos, Spartans, Latins, Lydians, Kyrenean Greeks, Thessalian Greeks), 10 new units (including the fearsome Persian Immortals) and 30 new army lists!
Now, we can finally tell you when you will be able to expand your army: Immortal Fire will be released next Tuesday, December the 5th! And if you want to see with your own eyes what this DLC will add to the game, come hang out with us today on our Twitch channel, 12 PM EST / 5 PM GMT / 6 PM CET!
Field of Glory II - Holiday 2017 Tournament
Ladies and Gentlemen, we are pleased to announce the fourth Field of Glory 2 public tournament!
Due to the phenomenal demand, this will be the largest FoG II tournament to date: the Holiday 2017 Tournament will consists of 5 rounds for 128 players – a tournament like you’ve never seen before!
This will be played using the normal Field of Glory 2 Multiplayer system and our automated tournament system.
To enter, go to the tournament page HERE! The general tournament rules can be found HERE! The first round will commence on Monday, the 11th of December 2017. No further entries can be accepted after the tournament has begun.
Specific tournament rules: This tournament will involve five rounds. The battles will be medium-sized custom battles.
Round 1: Seleucid (205BC – 167BC) vs Roman (199BC – 106BC) (Mediterranean Agricultural)
Round 2: Pergamon (190BC – 129BC) vs Pontic (281BC – 111BC) (Mediterranean Hilly)
Round 3: Bosporan (84BC – 11BC) vs Dacian (50BC – 106AD) (Norh European Agricultural)
Round 4: Jewish (64BC – 6AD) vs Prolemaic (55BC – 30BC) (Middle East Hilly)
Round 5: Ancient Brits (60BC – 80AD) vs Roman (105BC – 25BC) (North European Agricultural)
Games are paired, so each matchup will be played both ways. Each player will be able to choose his forces using the normal force selection system. Random maps are in use, so the two battles in each pair will be on different maps.
First round pairings will be selected randomly, subsequent rounds using the Swiss Chess system. Nobody will play the same opponent in more than one round.
The scoring system is as follows: · If a game runs to the turn limit, each side scores points equal to the enemy % routed at the turn limit. If the game times out, adjustments may be made, depending on how far the game has progressed and who took longer over their turns – see below.
· If one army breaks, the victorious player scores 60 points plus the difference between the enemy % routed and his own % routed. The loser scores points equal to the winner's % routed.
Examples: 1) If Ben defeats Tamas's army, and has inflicted 45% routed on Tamas, and Tamas has inflicted 15% on Ben, Ben will score 60 + (45 – 15) = 90, Tamas will score 15.
2) However, if Ben defeated Tamas’s army by inflicting 62% routed on Tamas, and Tamas had inflicted 56% routed on Ben, Ben would get 60 + (62 – 56) = 66 points, and Tamas would get 56.
3) If the game is unfinished (or it reached the turn limit) with Ben inflicting 20% routed on Tamas, and Tamas inflicting 10% routed on Ben, Ben would score 20, and Tamas would score 10. (Provided that between them they have played at least 24 turns in all – see below).
Note that this system rewards aggressive play over desultory skirmishing. If you rout an enemy unit then hide for the rest of the game, both players will get extremely low scores - lower than if they played hard and lost.
Byes: If an odd number of players sign up for the tournament, one player will get a bye in each round. In the first round this is random. In subsequent rounds it will be the player with the lowest score. The score for a BYE is 75 points for each game.
Round times and timing out: Each round will last 10 days.
Any battles that are not completed by the end of the round will be timed out. The player who has had the game in his “My Turns” box the longest overall will be the one who is deemed to be timed out. This will not normally incur any penalties, unless insufficient turns have been played: If the timed-out player has played less than 12 turns, his score will be reduced proportionately, and his opponent will be granted the BYE score if it exceeds his current score. If the timed-out player has played less than 6 turns, he will not be included in the draw for the next round. This is to prevent someone else’s enjoyment being spoiled by being drawn against someone who has apparently dropped out of the tournament.
Field of Glory II: Immortal Fire announced!
Centuries before the Rise of Rome, the Ancient World saw the confrontation between the City-States in Greece and the mighty Achaemenid Persian Empire.
“Play your part in the epic events unfolding during this era, including the conquest of the Lydian Empire (in western Asia Minor) by the expanding Achaemenid Persian Empire, the Persian Wars, in which the Greeks of mainland Greece defeated two Persian invasions, the subsequent wars between the victorious Greek city states, the development of a new military system by Philip II of Macedon, his conquest of Greece, the invasion and conquest of the Persian Empire by his son Alexander the Great, and his campaigns beyond Persia into India.”
Field of Glory II: Immortal Fire brings you 8 new factions (Achaemenid Persians, Etruscans, Antigonos, Lysimachos, Spartans, Latins, Lydians, Kyrenean Greeks, Thessalian Greeks), 10 new units (including the fearsome Persian Immortals) and 30 new army lists!
In addition, this expansion brings 4 new historically-based campaigns and one what-if campaign: Alexander the Great (what he might have done next if he had not died in 323 BC).
Will you rewrite history? Chose your faction and shape the fate of your people!
Get more information about the game from its official Product Page
Field of Glory 2 v1.0.2 released
Hello Everyone
Once again thank you for all your feedback, suggestions and issue reports and the 2nd update for Field of Glory II is now available.
This addresses a number of requests made by many of you and fixes several bugs that have been reported.
The full change list is below, some of the updates you might be most interested in are:
- You can now review the battlefield at the end of a battle
- Units that have evaded off map count as half their routed value added to their side’s rout %
- Close Order Warbands no longer get +1 Cohesion Test modifier for being Heavy Foot
- Bows can now shoot over other units if on higher ground
v1.0.2 is compatible with save games from v1.0.0
If you are playing a multiplayer game then both you and your opponent will need to update your versions.
This is a comprehensive update, you do not need to have updated to v1.0..1 first.
V 1.0.2 Update List - You can now review the battlefield at the end of a battle, by clicking the “Review Battlefield” button in the victory/defeat screen.
- Added End Stalled Game button to MP lobby. This can be used to claim a game as abandoned if your opponent has not moved for 7 days or more in a non-tournament game.
- Added Download Community Scenarios button to Main Menu, with pulsing glow and text notification when new scenarios have been added since you last played the game.
- Close Order Warbands no longer get +1 Cohesion Test modifier for being Heavy Foot. We have chosen this instead of changing the size of the units, to maintain the character of the units, but better reflect their historical performance. Further tweaks are in contemplation if needed.
- Units that have evaded off map count as half their routed value added to their side’s rout % unless they return. Units that pursue routers off map don’t. (Note that pursuers chasing evaders do not follow them off map, unless they catch them and rout them before they leave the map).
- Stopped Side B from randomly sending flank march in Multiplayer custom battle games.
- Parthian army list tweaked to allow more cataphracts and infantry.
- Added some compulsory medium foot javelinmen to Numidian lists.
- Widened Roman autodeployments – this was previously an issue mainly with Large and Very Large battles.
- Bows can now shoot over other units if on higher ground.
- Camelry no longer shoot invisible arrows.
- Indian forest tribesmen now have their own distinctive textures.
- Fixed issue of MP games displaying script mismatch warnings when the other player has played his MP turn after playing user content scenarios with modded scripts.
- Fixed bug that stopped modded units with crossbow from shooting.
- Impassable river tiles now show as “Impassable to land troops” when moused over. (Previously only showed as impassable if a unit was selected).
- Added Global Mod functionality. When global mods exist, a button appears in the bottom left corner of the main menu screen – this brings up a list box from which the mod to use can be selected. Only one global mod can be in use at a time. See http://archonwiki.slitherine.com/index.php/Modding. Currently this only allows modded unit textures and squads file, and does not allow modded or new unit models or scripts to be included, so it is of very limited use. We hope to extend its functionality in due course. In the meantime the pre-existing modding system using custom folders will be more useful in most cases as it does allow everything to be modded for that custom module.
- Manual Clarification: Setting Rain or Snow for a scenario in the Editor gives a -50 POA modifier to all shooting except by javelins.
- Manual clarification: A unit disordered or severely disordered by terrain loses that disorder as soon as it completely leaves the adverse terrain square. (i.e. the unit is now in an open terrain square.)
Field of Glory II – Pro Youtubers Tournament
10 Warriors renowned for their courage and bravery in battle, have raised their banners asking to be enlisted in a tournament which will push their skills to the limit.
That was an offer we couldn’t refuse!
Starting from this morning the Field of Glory II Pro – Youtubers Tournament has started and we are sure that a lot of blood will be spilt!
The armies deployed are the follows:
Rome 199-106 v Seleucid 205-167
Pontic 110-85 v Rome 105-25
Carthage 235-146 v Gallic 300-101
The heroic warriors are:
AgrippaMaxentius
das123
hforhavoc
MisterMoerp
OceloTStrategy89
ParadogsGamer
Salivan
Steinwallen
sukhoi
TheOldestPlayer 10 warriors, but only one can be the ultimate general! Stay tuned for further updates!
Field of Glory II - What are they saying?
Field of Glory II has released a few days ago and it has been received in an incredible way by many!
With dozens of YouTube videos and online articles, and almost a hundred reviews on Steam(88% very positive) we hope this will help people who are still on the fence to try what appears to be one of the most thrilling wargames released so far!
We gathered some of these videos and a few articles! Spread the word!
Game Watcher (8.5)
“Turn-based strategy wargame experience that brings the best features of its previous tabletop and PC gaming outings together in a deep and enjoyable tactical experience”
Wargamer “The games I played nearly always saw a slugfest until one side broke en masse and the slaughter began. This is what the tabletop game tended to portray and I am told, how it was for most of the ancient military era. When this sort of realism is fused with all of the above, this makes FOG2 a must buy”
IGN Italia "Field of Glory 2 is for PC wargames what Destiny 2 is for online FPS."
https://youtu.be/6LW2xvHNqws
https://youtu.be/wKK3A5sWavs
https://youtu.be/NUZtRJZZPEE
https://youtu.be/uIgOqMecwaA
https://youtu.be/Jvr518Bz5mo
https://youtu.be/jT1SI51j-zE
https://youtu.be/_8FI8Ff56gI
Field of Glory II version 1.0.1 released
Hello Everyone!
We are pleased to say that the first update for Field of Glory II is now available and many thanks yo all of you for your feedback, suggestions and reports of issues.
This update corrects a number of bugs that have been reported such as those in campaigns, with general generation and AI aggression (plus of course various others – the full change list is below)
v1.0.1 is compatible with save games from v1.0.0
If you are playing a multiplayer game then both you and your opponent will need to update your versions.
V 1.0.1 Change List
- Corrected bug that could prevent some units of a “rear echelon” campaign army from arriving on the battlefield.
- Corrected bug that could prevent generals from being deployed in a campaign battle if reinforcement points were insufficient to bring the army’s units up to full strength.
- Corrected bug that displayed incorrect refit cost for army in pursue/don’t pursue campaign choice situations.
- Corrected bug that could cause game to crash if player accepted the confirm dialogue when he still had enough points to buy further units in Force Selection.
- Corrected bug that resulted in generals not being assigned to the non-PotLuck player’s army in MP challenges with specific army vs Pot Luck opponent or Pot Luck army vs specific opponent. Note also that in such challenges, the non-PotLuck army does not get to select his units – this is working as intended, it would not be fair for one player to be able to choose his units and the other not.
- Corrected bug that made disadvantaged AI units even less likely to charge than intended.
- Corrected bug that made it impossible to resend an MP turn if the Server failed to respond.
- Corrected bugs that allowed units that went Fragged in their side’s own turn to make turns and fall backs at half the normal AP cost.
- Various other minor bug fixes.
Editor Clarification:
Water can be “painted” on to a map by using the Base Water tile with Auto-Edging turned On. (If auto-edging is turned Off you won’t be able to see where the tiles have been painted, because the base Water tile uses one of the Open Ground textures to avoid blending issues at the edge of the water. The actual water is applied using overlay tiles – automatically if Auto-Edging in On).
Pyrrhos Tournament Starts!
Our Pyrrhos Tournament has begun! If you're one of the players hurry up and let the battle begin!
Also, we'd like to hear your suggestions regarding our Tournament System. Check out our new thread HERE!
Field of Glory II Second Tournament
Pyrrhos of Epiros Tournament
We are pleased to announce the second Field of Glory 2 public tournament. This will be played using the normal Field of Glory 2 Multiplayer system and our automated tournament system.
Anyone can enter. To join, go to the tournament page HERE while thee general tournament rules can be found HERE!
The first round will commence on Monday 23rd October 2017. No further entries can be accepted after the tournament has begun.
Specific tournament rules: This tournament will involve three rounds. The battles will be medium-sized custom battles. This unfortunately means that Pyrrhos will not appear in person.
Round 1: Pyrrhic vs Romans (Mediterranean Agricultural)
Round 2: Pyrrhic vs Carthaginians (Mediterranean Hilly)
Round 3: Pyrrhic vs Macedonians (Mediterranean Agricultural)
Games are paired, so each matchup will be played both ways. Each player will be able to choose his forces using the normal force selection system. Random maps are in use, so the two battles in each pair will be on different maps. Generals are generated automatically, so Pyrrhos will not be present in person.
First round pairings will be selected randomly, subsequent rounds using the Swiss Chess system. Nobody will play the same opponent in more than one round.
The scoring system is as follows: - If a game runs to the turn limit, each side scores points equal to the enemy % routed at the turn limit. If the game times out, adjustments may be made, depending on how far the game has progressed and who took longer over their turns – see below.
- If one army breaks, the victorious player scores 60 points plus the difference between the enemy % routed and his own % routed. The loser scores points equal to the winner's % routed.
Examples:
1) If Ben defeats Tamas's army, and has inflicted 45% routed on Tamas, and Tamas has inflicted 15% on Ben, Ben will score 60 + (45 – 15) = 90, Tamas will score 15.
2) However, if Ben defeated Tamas’s army by inflicting 62% routed on Tamas, and Tamas had inflicted 56% routed on Ben, Ben would get 60 + (62 – 56) = 66 points, and Tamas would get 56.
3) If the game is unfinished (or it reached the turn limit) with Ben inflicting 20% routed on Tamas, and Tamas inflicting 10% routed on Ben, Ben would score 20, and Tamas would score 10. (Provided that between them they have played at least 24 turns in all – see below).
Note that this system rewards aggressive play over desultory skirmishing. If you rout an enemy unit then hide for the rest of the game, both players will get extremely low scores - lower than if they played hard and lost.
Byes: If an odd number of players sign up for the tournament, one player will get a bye in each round. In the first round this is random. In subsequent rounds it will be the player with the lowest score. The score for a BYE is 60 points for each game.
Round times and timing out: Each round will last 10 days.
Any battles that are not completed by the end of the round will be timed out. The player who has had the game in his “My Turns” box the longest overall will be the one who is deemed to be timed out. This will not normally incur any penalties, unless insufficient turns have been played: If the timed-out player has played less than 12 turns, his score will be reduced proportionately, and his opponent will be granted the BYE score if it exceeds his current score. If the timed-out player has played less than 6 turns, he will not be included in the draw for the next round. This is to prevent someone else’s enjoyment being spoiled by being drawn against someone who has apparently dropped out of the tournament.
That's it for the tournament, if you have any questions feel free to ask and don't forget to check our Discord channel out!
Also, we wanted to announce that tomorrow, October the 20th we are going to have another Field of Glory II stream on our Twitch channel at 10 AM EDT / 3 PM BST / 4 PM CEST!
Don't miss this stream, since we will also be giving away some keys for the game!
Field of Glory II Community Content available!
Field of Glory II, the latest masterpiece in ancient wargaming from Byzantine Games, has already conquered the hearts and souls of many among you.
One of the most praised features is - undoubtedly – the possibility of creating user content and modding basically everything in the game, from creating epic historical battles not covered in the vanilla version, making your own skin for units, new maps and terrains, even campaigns!
The possibilities are endless, and community members have already created a bunch of scenarios, campaigns and mods. Downloading them is the easiest thing on Earth!
The game has its own built-in mods system that allows mods to be downloaded directly into the game, so the only thing you need is to click on the “Download Community Content” button in the upper left side of the Epic Battles or Campaigns screen.
Check out below the list of user content currently available!
- Battle of Heraclea 280 BC (Pyrrhos vs Romans)
- Battle of Thermopylae 279 BC (Galatians vs Greeks)
- The Elephant Victory 273 BC (Seleucid king Antichos I vs Galatians)
- Battle of Apollonia 220 BC (Seleucid king Antiochos III vs Molon, rebel governor of Media).
- Antiochos the Great Campaign (“short” version with 10 battles)
- Antiochos the Great Campaign (long version with 15 battles)
These included modded units and unit textures.
Created by By Odenathus
- Battle of Philippi 42 BC (Octavianus & Mark Anthony vs Brutus & Cassius) (SP & MP versions)
-
This includes modded Roman field fortifications.
Created by By Das123 (DasTactic) - Dastacticles Euteubor Campaign (Graeco-Bactrians vs all of their neighbours. Semi-historical campaign).
(DasTactic is also doing a youtube series based on this campaign, check it out!
www.youtube.com/playlist?list=PLQrYLOdjwRhSxeamDHFHhXzXPv1oMIc1y