Full notes
Full Eternal Warfare update
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Repeated intro
Hello everyone,
What changed
- Gameplay
- Workshop
- UI and audio
- Maps
- Balance
- Fixes
Eternal Warfare changes
This update ended being way bigger than the expected. So many player feedback was received in a short amount of time and I done my best to attend the new requests. Here is the changelog:
General:
Added some missing information to the encyclopedia, like the required tech level.
AI player moves now run slight faster when the unit animation is skipped due the fog of war.
Removed the map name from workshop maps thumbnail.
When uploading a map to the workshop you can choose the thumbnail to be either the minimap, or a big ingame screenshot covering the whole map.
Added an option to automatically follow AI units during its turn.
New shortcut: I - Intel window.
The player list UI now explicity denotes which players are AI controlled.
The map editor now has a symmetry tool.
It's now possible to start a skirmish battle with 0 money (make sure the map to have ways to generate income).
Added a quick re-supply animation.
Map author name now appears in the pre-game screen.
The map browser now uses a scrollbar instead of making the thumbnails smaller with a large number of available maps.
Added S as hotkey for Supply.
Fire and smoke from damaged buildings doesn't appear over units anymore.
Added an animation when a unit is low on ammo or fuel.
Defense towers can now be sold just like buildings.
It's now possible to take a big screenshot ingame by entering /bigscreenshot on the console, or /bigscreenshotreduced to cap the resolution to 1024x1024. The screenshot is saved at the main game folder.
Slight improvements over some GUI-related sprites.
Modding:
A unit / building may now be set as exclusive to more than one general at the same time.
A unit or building with Max HP <= 0 becomes invulnerable.
It's now possible to set how many turns a building takes to fully construct (TurnsToBuild).
If a unit uses fuel, it may consume a fixed amount per turn (FuelPerTurn).
Ships that run out of fuel may die just like air units (ShipSinkWithoutFuel).
It's now possible to configure the starting unit / building for skirmish games.
Can now set piece nicknames.
Can now set a limit (per player) for every kind of unit / building. Good for creating hero units.
All property names are now case insensitive.
AI:
Properly manages unit supply by using supplier units to resupply others, and retreats units when supply is low.
Goes after neutral buildings more often.
Captures neutral vehicles.
Uses the self-destruct ability.
Bugfixes:
Ocasional bug with very short scroll bars.
Screen transitions would sometimes cause the screen to quickly flicker.
Incorrect horizontal text scale on long map names.
The intel window didn't take into account the economic general when calculating the turn income.
Resizing the map could leave units/buildings out of bounds.
Long unit descriptions now properly breaks the line instead of leaking outside the window space.
A supplier unit could supply itself.
In a online non-simultaneous match, producing any unit would clear the fog for other players too.
Hovering the mouse over the console location would prevent zooming in/out even while the console was already faded out.
in the map editor, resizing the map to a smaller size could get the camera out of bounds.
AI using the Quick Scope ability would get confused when controlling its indirect units.
Opening the score graph past the turn 128 would crash the game.
Enjoy! Space.cpp
Source
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