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Arquivo: Field.of.glory.ii.medieval.v1.3.5.incl... Apr 2026

: The movement speed for heavily and fully armored knights was increased to 14 Action Points (AP) .

The focused on several critical adjustments to the core ruleset:

: This title can be linked with Field of Glory: Kingdoms , allowing players to export campaign battles from the grand strategy map into the tactical engine for manual resolution. Key Updates in v1.3.5 Arquivo: Field.of.Glory.II.Medieval.v1.3.5.Incl...

: Unmaneuverable units can now make a single square diagonal move if the only restriction was the 45-degree turn cost, correcting previous movement anomalies in bad terrain.

: Battles are often won or lost based on "Cohesion Tests." Units that take heavy damage or are flanked can become disrupted, fragmented, or routed, making morale as important as physical casualties. : The movement speed for heavily and fully

: The game functions as a deep turn-based tactical simulator where positioning and pre-battle planning are more critical than real-time reactions.

: Different terrain types significantly alter unit performance. For example, heavy infantry may be disordered in rough terrain, allowing lighter, more mobile medium infantry to gain the upper hand. : Battles are often won or lost based on "Cohesion Tests

: The "Cohesion Test" modifier for infantry losing impact close combat against knights or men-at-arms in open terrain was increased from -1 to -2, making heavy cavalry charges even more devastating.

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: The movement speed for heavily and fully armored knights was increased to 14 Action Points (AP) .

The focused on several critical adjustments to the core ruleset:

: This title can be linked with Field of Glory: Kingdoms , allowing players to export campaign battles from the grand strategy map into the tactical engine for manual resolution. Key Updates in v1.3.5

: Unmaneuverable units can now make a single square diagonal move if the only restriction was the 45-degree turn cost, correcting previous movement anomalies in bad terrain.

: Battles are often won or lost based on "Cohesion Tests." Units that take heavy damage or are flanked can become disrupted, fragmented, or routed, making morale as important as physical casualties.

: The game functions as a deep turn-based tactical simulator where positioning and pre-battle planning are more critical than real-time reactions.

: Different terrain types significantly alter unit performance. For example, heavy infantry may be disordered in rough terrain, allowing lighter, more mobile medium infantry to gain the upper hand.

: The "Cohesion Test" modifier for infantry losing impact close combat against knights or men-at-arms in open terrain was increased from -1 to -2, making heavy cavalry charges even more devastating.