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Retaliation: Path of War is a new and original hex-and-counter turn based wargame. It has been designed and developed with the main purpose of offering a fun and easy to learn wargame, without the complexity and hyper realism of traditional simulation wargames while at the same time keeping all the interesting and challenging elements of tactical reasoning. Have you enjoyed playing many matches of Riskā„¢ with your friends but often felt limited by its simplicity and yearned for something more? Have you been engaged in realistic battle simulations lasting several hours (or days!) and wished you could just get to the point and vanquish your enemies? Then you've come to the right place: whether you are a seasoned strategist or a casual gamer, you will love crushing tanks and conquering bases in Retaliation!

Post news Report RSS Retaliation - Path of War 0.90

New update 0.90 In this update we have added 9 missions ( for now 40 ) both tactical and strategy. Corrects some bugs in the AI system ( A* pathfinder and strategy/tactical weight determined ) Now we are working on new missions/battles and development for NintendoDS.

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What's new?

NEW FEATURES:
* 9 new missions introducing takeground and reinforcements rules
* AI behaviour: beginning state for new reinforcements
* activated opengl mipmap
* prepared in-game rulebook titles
* draggable map during takeground
* mission numbers in selector
* can click on shaded tiles to unselect current unit

UNDER THE HOOD CHANGES:
* independent debug for dice, help, astar, attack, missions
* in-game rulebook structure and categories
* inverted order of missions 16 and 18
* terrain string definitions system
* display of completed missions
* takeground UI: only if destination tile clicked
* when hex-info displayed, actions not allowed

BUGS STOMPED:
* destroyed unit animations were continuing after casualties phase
* watchdog AI attacking empty tile after retreat
* wrong alignment when 2 special cards shown together
* retreat across river
* access violation after defeat
* sidemountain not considered by AI pathfinding
* sideforest not considered for stopper destination tiles
* takeground losing UI after hexinfo displayed
* memory not freed in classes Master and Music

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