Une troisième petite extension est sortie la semaine dernière pour Hegemony Rome – The Rise of Caesar. Intitulée Advanced Tactics Pack, elle ajoute six unités supplémentaires (archer koushite, cataphractaire et archer monté parthes, javelinier berbère, tirailleur nu et gaulois embusqués) et surtout permet de mieux profiter des nouveaux mécanismes simulant les embuscades et la reconnaissance, mécanismes introduits par le nouveau patch 2.2 (cf. liste des modifications ci-dessous).
Voyez cette page sur Steam pour quelques captures d’écrans concernant ce DLC.
Hegemony Rome – 2.2 Change Log :
New Ambush/Recon System
Sneak up on your enemies and launch devastating ambush attacks with the new ranged and melee ambush stances. Available to most infantry units, these stances allow units to move within an enemy’s normal view range while remaining undetected. Engaging an enemy within a few seconds of being sighted will give your units a significant combat bonus. Each unit has new ambush and recon stats that determine how close to an enemy they can get before being spotted and, like other stats, these can be improved by promoting officers and generals.
New Modding Samples
To help out the modding community, the main game now includes sample mods on how to add new units, stances, updates and scenarios. These are located in Mods folder of the main game, but must be moved into your ‘my documents/Longbow Digital Arts/Hegemony Rome/Mods’ folder to be activated. Most .xnt data files are extensively commented, but don’t hesitate to ask us if you have any questions.
Improvements and Bug Fixes
increased feedback for tactical maneuvers like charging and flanking
significantly increased potential number of AI raid targets
adjusted AI criteria for defense sorties
improved AI’s use of forts/camps
improved AI’s use of mercenaries
fixed problems with linked groups of units crossing bridges
fixed problem with groups scavenging from farms
fixed pathfinding problems crossing multiple bridges
fixed hostility decreasing message
units will now automatically update their formation size after combat
fixed problem with incorrect formation previews when exiting cities
fixed mismatched colour of the belgae faction in chapter 2
fixed problem with the AI putting too many workers in farms
number of slaves killed when a farm is captured is now rounded up
memory optimization on 32 bit machines
fixed problems with the AI building invalid upgrades
fixed multiple animation issues with ranged combat units