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The above holds on terrain tiles without roads. Roads complicate the issue ''significantly'', because their presence isn't taken into account when calculating the conditions for the cheaper diagonal move, but is taken into account when the game deducts movement points after the move. As a result the cheaper diagonal move along the road might not be the last move of the hero. E. g. when the hero is on a grass terrain (basic movement cost 100 points) and has more than 100 but less than 141 points, he can move diagonally along the [[cobblestone road]] for the cost of only 50 points. He will be left with less than 100 but more than 50 points, which enables him to move along the road once again. On high penalty terrains like swamp it's even possible to achieve two diagonal moves at a cheaper cost in a row.  
The above holds on terrain tiles without roads. Roads complicate the issue ''significantly'', because their presence isn't taken into account when calculating the conditions for the cheaper diagonal move, but is taken into account when the game deducts movement points after the move. As a result the cheaper diagonal move along the road might not be the last move of the hero. E. g. when the hero is on a grass terrain (basic movement cost 100 points) and has more than 100 but less than 141 points, he can move diagonally along the [[cobblestone road]] for the cost of only 50 points. He will be left with less than 100 but more than 50 points, which enables him to move along the road once again. On high penalty terrains like swamp it's even possible to achieve two diagonal moves at a cheaper cost in a row.  


Due to the bug the cheaper diagonal move also isn't the last possible move for heroes who find themselves on a penalty terrain when they lead armies comprised entirely of creatures native to that terrain. In this case the game oddly 'forgets' about the terrain penalty elimination and allows the diagonal move only if the hero has at least the number of movement points needed to make a straight move calculated including terrain penalty. As a result the cheaper diagonal last move is generally unattainable for armies native to swamp and snow - because straight off-road move with penalty costs 175 and 150 points, respectively, which is greater than at most 140 points remaining with hero in this scenario.
Due to the bug the cheaper diagonal move also isn't the last possible move for heroes who find themselves on a penalty terrain when they lead armies comprised entirely of creatures native to that terrain. In this case the game oddly 'forgets' about the terrain penalty elimination and allows the diagonal move only if the hero has at least the number of movement points needed to make a straight move calculated including terrain penalty. As a result the cheaper diagonal last move is generally unattainable for armies native to swamp and snow - because straight roadless move with penalty costs 175 and 150 points, respectively, which is greater than at most 140 points remaining with hero in this scenario.


As a corollary to the above the cheaper diagonal last move is possible for native armies of rough and wasteland{{-wh}} - if a hero leading it has less than 141 movement points but at least 125 points.  
As a corollary to the above the cheaper diagonal last move is possible for native armies of rough and wasteland{{-wh}} - if a hero leading it has less than 141 movement points but at least 125 points.  
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