On va bientôt pouvoir se massacrer à coup de chevalier au lieu de tes misérables cathapractes arméniens!

Ah , Et qu'est-ce que tu avias predis au juste ?Boudi a écrit :Ce que j'avais prédit est en train de se produire.
Il est probable que le constructeur d'armée soit livré avec chaque extensionGA_Thrawn a écrit :Normalement tu peux juste prendre les modules qui t'interessent.
Mais sans RoR je ne sais pas si tu a accès à l'outil de création d'armée.
Quoi ? star trek ? on l'achete ou ? vite vite !!Boudi a écrit :Une course aux extensions qui va vous faire gonfler le budget global à 250 €, tout en douceur, sur la durée, avec la vaseline, quoi...Depuis l'antiquité jusqu'aux modules Star Trek, ils ont de quoi fourguer.
(Un peu de mauvaise foi de ma part aussi, mais juste un chouilla).
ben on dirais que tu ne t'es jamais émerveilléBoudi a écrit :Une course aux extensions qui va vous faire gonfler le budget global à 250 €, tout en douceur, sur la durée, avec la vaseline, quoi...Depuis l'antiquité jusqu'aux modules Star Trek, ils ont de quoi fourguer.
(Un peu de mauvaise foi de ma part aussi, mais juste un chouilla).
Changes in v1.2.5
Compatibility with Storm of Arrows so Rise of Rome armies can fight against Storm of Arrows armies, even if they only have one of the army packs.
Stakes and portable defences
Mixed battlegroups with back ranks of Medium or Light Foot Archers and Crossbows.
For a limited time only 2 Medieval battles to get a taste for Storm of Arrows.
Improved shooting behaviour that makes foot bows much more realistic
Improved movement behaviour that forces unit to move in more realistic ways.
Improved evade & rout moves
Many bug fixes for issues reported on slitherine.com - too many to list!
The main changes are
* There are no free turn for shooting except LF
* LH shoot all round
* Drilled troops get one free turn (not 2). This means they can either turn and run away or advance and turn, but not both.
* Evades & routs will stop when they meet friends unless they start adjacent to them. They cannot move through hexes adjacent to enemy (except light troops). Overall it shodl resolve 99.9% of weird evades & routs.
The biggest changes seen in the beta for movement are:
1) Drilled and skirmisher troops now only get their free facing change at the end of movement if they have only moved through their front hex sides without any turning earlier in the turn.
2) No free facing change for non-skirmisher missile units when shooting. LH can now shoot outside their front arc but get a -1 POA when doing so and do not get a facing change. LF also get a -1 if firing outside their front arc but do still change facing when doing so.
3) Anarchy charges are resolved as you are moving rather than at the start of the turn. If you attempt to move a shock unit to a position where it does not end up in contact, it will test to charge instead if their are enemy close enough to charge. Any shock units which have not moved will test at the end of the turn if there are enemy they could charge.
4) Routs and evades are now no longer allowed to go adjacent to enemy BGs so it seems easier to catch enemy skirmishers. I suspect this applies to break offs as well but haven't tested that yet.
In many ways these changes are a bigger change than Fog of War was for game play in my experience.