[NEW FEATURE: DEPOT & RELAY SUPPLY CHAIN] ● Depot / Relay Roles: supply units can now be set as a Depot (the original source, with its own stockpile) or a Relay (a forward point with no stockpile of its own, fed through
Full notes
Full War Room: Tactical Sandbox update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes1 addition0 changes0 removals
Maps
added[NEW FEATURE: DEPOT & RELAY SUPPLY CHAIN] ● Depot / Relay Roles: supply units can now be set as a Depot (the original source, with its own stockpile) or a Relay (a forward point with no stockpile of its own, fed through the chain). ● Sequential Relay Numbering: relays are automatically numbered in activation order, visible only while paused, and stay gap-free even after deletions. ● Real Line-of-Supply Logic: each relay must be in range of — and have a clear, unblocked path to — the previous link in the chain. Cutting any link cascades down the entire line behind it. ● Multi-Depot Support: a relay whose preceding link is unreachable automatically falls back to the nearest depot in range, allowing multiple independent supply networks on the same map. ● Distinct Visual Wires: the chain backbone renders in team color with a white energy pulse, while forward distribution lines to individual units keep the original white cable with colored energy — both now route around obstacles. ● Full Persistence: depot/relay roles and chain numbering are correctly saved, loaded, duplicated, copied, pasted, and restored through undo, with automatic renumbering to prevent conflicts.
War Room: Tactical Sandbox changes
added[NEW FEATURE: DEPOT & RELAY SUPPLY CHAIN] ● Depot / Relay Roles: supply units can now be set as a Depot (the original source, with its own stockpile) or a Relay (a forward point with no stockpile of its own, fed through the chain). ● Sequential Relay Numbering: relays are automatically numbered in activation order, visible only while paused, and stay gap-free even after deletions. ● Real Line-of-Supply Logic: each relay must be in range of — and have a clear, unblocked path to — the previous link in the chain. Cutting any link cascades down the entire line behind it. ● Multi-Depot Support: a relay whose preceding link is unreachable automatically falls back to the nearest depot in range, allowing multiple independent supply networks on the same map. ● Distinct Visual Wires: the chain backbone renders in team color with a white energy pulse, while forward distribution lines to individual units keep the original white cable with colored energy — both now route around obstacles. ● Full Persistence: depot/relay roles and chain numbering are correctly saved, loaded, duplicated, copied, pasted, and restored through undo, with automatic renumbering to prevent conflicts.
[NEW FEATURE: DEPOT & RELAY SUPPLY CHAIN] ● Depot / Relay Roles: supply units can now be set as a Depot (the original source, with its own stockpile) or a Relay (a forward point with no stockpile of its own, fed through the chain). ● Sequential Relay Numbering: relays are automatically numbered in activation order, visible only while paused, and stay gap-free even after deletions. ● Real Line-of-Supply Logic: each relay must be in range of — and have a clear, unblocked path to — the previous link in the chain. Cutting any link cascades down the entire line behind it. ● Multi-Depot Support: a relay whose preceding link is unreachable automatically falls back to the nearest depot in range, allowing multiple independent supply networks on the same map. ● Distinct Visual Wires: the chain backbone renders in team color with a white energy pulse, while forward distribution lines to individual units keep the original white cable with colored energy — both now route around obstacles. ● Full Persistence: depot/relay roles and chain numbering are correctly saved, loaded, duplicated, copied, pasted, and restored through undo, with automatic renumbering to prevent conflicts.