In this update5
Full notes
Full Eternal Warfare update
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Repeated intro
Hello everyone,
What changed
- Gameplay
- Maps
- UI and audio
- Balance
- Events
- Workshop
Eternal Warfare changes
Here is a big update, including improvements to the graphics, gameplay, and some bug fixing.
Changelog:
Graphics:
Improved terrain graphics, adding better transitions between different terrain types and giving a more natural look on overall.
Improved weather visual effects, with a unique effect per climate.
The depth buffer is now used to correctly sort units, buildings and terrain.
Added animations to the mission completed screen.
Minor graphical improvements to the ingame UI.
Balance:
The attack/defense bonus provided by Com Towers was previously capped at 10 towers. Now every new tower after the 10th gives an extra 1% bonus, capped at 100%.
Tesla Soldier AP reduced from 4 to 3, HP reduced from 160 to 140, cost increased from 600 to 700.
Counterstrike counter-attack bonus increased from 1.5x to 2x.
Invasion mode spawn units more aggressively after activating the endless mode.
New gameplay option: Dynamic fog of war: When checked, the fog of war will be constantly refreshed during other players turn (or after every action if simultaneous turns is activated). The purpose is to avoid unfair situations where one player lost his/her scouting unit and can still see the enemy advancing.
General:
Added Cheater+ AI difficulty. As the name states, it cheats even more than the cheater AI. This difficulty level isn't meant to be fair, and is intended for veterans that seek a new challenge.
Units can now be sold. Just move it to a building that can repair it and use the sell command.
You can now see your allies cursor during online team games.
Added a discrete popup message when a workshop item finishes downloading.
Invasion maps now show fog of war on preview.
The "Intel" window now shows the attack/defense boost provided by Com Towers, and detailed information about how the money is being spent each turn.
Replays and saved games now store the date when the file was saved.
Modding:
Added maintenance cost. Each turn every unit consumes an amount of money as maintenance. If you can't pay for it the unit will take a small amount of damage (but it will never directly destroy the unit).
New unit flags: SuperStealth, Immobile.
- notInDefaultBuildList flagSetting this to true prevents said piece from automatically appearing on the build list. Instead it must be explicitly added using AddBuildableName. This allows more complex production chains where, for example, a Light Factory produces a set of light vehicles, and a Heavy Factory produces advanced vehicles.
The "Supplier" flag can now be applied to buildings.
When a unit is deployable you can now directly choose which building it should become by using DeployTargetType or DeployTargetName.
Bugfix:
Fixed a few bugs related to rejoining an online game in progress.
Hover vehicles / ships can now cross rivers.
Typing text now temporarily disables the WSAD camera control
The random map generator would in rare circunstances put a player stuck surrounded by mountains.
Fixed some ocasional text overflow.
Fixed a bug at the AI function that chooses which unit to produce.
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Source
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