Hello everyone, Today's update added a new random map generator. Based on the simplex noise algorithm, it generates more natural-looking terrains, with direct control over the map scale and the sea level. The legacy generator is still available. As suggested on the forums, added
Hello everyone,
Today's update added a new random map generator. Based on the simplex noise algorithm, it generates more natural-looking terrains, with direct control over the map scale and the sea level. The legacy generator is still available.
As suggested on the forums, added an option to auto-load the last mod used on startup.
Join our Discord
Join our Discord server to get in touch with the development, discuss the game, and meet other players. Feedback and suggestions are also highly appreciated.
This is a small bugfix patch fixing a bug that occasionally happened when displaying a unit potential attack range. Also fixed game window not adapting when resized during the game initial load or during a screen transition.
This is a small bugfix patch fixing a bug that occasionally happened when displaying a unit potential attack range.
Also fixed game window not adapting when resized during the game initial load or during a screen transition.
Hello everyone, Today's update brings some improvements based on community feedback. Changelog: General: New Russian translation, by Roman Dvorak (aka scremer/Broy). Moved units now appears in a slight darker color tone and stops doing the idle animation. The "Turn" text now disa
Hello everyone,
Today's update brings some improvements based on community feedback.
Changelog:
General:
New Russian translation, by Roman Dvorak (aka scremer/Broy).
Moved units now appears in a slight darker color tone and stops doing the idle animation.
The "Turn" text now disappear faster.
In hotseat multiplayer mode with fog of war enabled: any cosmetic object that could give away a unit position is removed when ending the turn.
When selecting an enemy unit it now shows the potential attack range considering all tiles that unit can move to.
Holding alt now shows the selected unit HP as percent.
Map editor:
it is now possible to ban generals from being selected in campaign missions.
Visual:
Reworked the Bomber sprites to look more like a real B-52.
Reduced the size of the water waves from ships.
Fix:
Friendly Fire achievement would not trigger if no enemy unit is destroyed through splash damage.
Big screenshot preview for workshop maps would not show certain tiles correctly. If you uploaded a map with this problem simply upload it again to fix the thumbnail.
Fixed a few texts leaking out of the UI.
Added some missing translations.
Fixed a rare text rendering issue with unicode characters.
Join our Discord
Join our Discord server to get in touch with the development, discuss the game, and meet other players. Feedback and suggestions are also highly appreciated.
Hello everyone, Today it is a small patch fixing a few issues found recently: Fixed building getting incorrect sprite after upgrade. Modding: Fixed setting Prerequisite as 0 to clear the list of prerequisites. Added a few missing translations. You can now see the passenger orbs o
Hello everyone,
Today it is a small patch fixing a few issues found recently:
Fixed building getting incorrect sprite after upgrade.
Modding: Fixed setting Prerequisite as 0 to clear the list of prerequisites.
Added a few missing translations.
You can now see the passenger orbs of your allies.
Selecting your own units during other players turn also shows the movement/attack range.
Greetings everyone, This update introduces translations to other languages, including brazilian portuguese, spanish, french, german, russian, simplified chinese, japanese and korean. Currently, the campaign mission text is still english-only. These translations will come in futur
Greetings everyone,
This update introduces translations to other languages, including brazilian portuguese, spanish, french, german, russian, simplified chinese, japanese and korean. Currently, the campaign mission text is still english-only. These translations will come in future.
Besides translations, there are also several improvements as well:
General:
The mission completed window now reveals the optimal number of turns to win the mission. This makes easier to know how close you are from getting a S-rank.
Added option to change the interface scale. Good for large monitors.
Added buttons to change the window size to the default resolution or adapt to the monitor.
The last used window resolution is now saved.
Visual:
The campaign world interface was completely redone in a more strategical style rather than cartoonish. Conquered territories appear on the player color.
Updated many ingame art scenes.
Added animations for several buildings.
Added a transition effect when a ingame window is opened / closed. It can be disabled on the options menu.
Unit production buttons now keeps the unit sprite scale rather than stretching it to fit the button
Added a new HP display style which shows in form of numbers 1-10 with the color proportional to the current HP.
Map editor:
Flags set on units/buildings are indicated with characters (I for invulnerable, V for vital, and D for decorative).
Added a button to toggle invulnerability ON/OFF on all buildings
It's now possible to delete custom maps. This option is acessible through the "More tools" section.
Modding:
AnimationLoopDelay: How much extra frames to wait before restarting the animation.
AnimationInvertLoop: Sets the animation to reverse when it reaches the end.
Bugfix:
Fixed a visual bug where the Pillbox projectiles always comes from the right side.
(Hopefully) fixed a bug where launching the game in fullscreen mode would cause it to create a borderless window stuck at the top-left corner.
Fixed visual bugs when generating a random map in the map editor.
The animation speed is now restored after leaving the replay mode.
Join our Discord
Join our Discord server to get in touch with the development, discuss the game, and meet other players. Feedback and suggestions are also highly appreciated.
Hello, Today it is a small patch fixing a few stuff that slipped away on the previous update. Fixed economic general bonus being applied twice. The AI now knows how to use the "repair other" function. Added a small visual effect when a unit repairs another.
Hello, Today it is a small patch fixing a few stuff that slipped away on the previous update.
Fixed economic general bonus being applied twice.
The AI now knows how to use the "repair other" function.
Added a small visual effect when a unit repairs another.
Hello everyone, Today's update brings in a large pack of new features for modders, allowing stuff like sprite-based animation, new unit flags, custom player colors, custom music, and more. This should allow modders have more freedom to change the game and potentially create total
Hello everyone,
Today's update brings in a large pack of new features for modders, allowing stuff like sprite-based animation, new unit flags, custom player colors, custom music, and more. This should allow modders have more freedom to change the game and potentially create total conversion mods!
And of course, there are more overall improvements as well.
Changelog:
General:
Updated the shortcuts screen (F2) with a few missing shortcuts.
Improved the animation when units are under effect of a general ability.
Quality of life:
You can now check how much damage a unit would take in counter-attack when you hover the cursor over the target unit.
Hovering the cursor over targets out of range now shows the expected damage too.
You can check how much damage an enemy unit would cause to your own unit if the enemy gets the first strike. Simply select the enemy unit and them hover the cursor over the unit you want to check.
Auto end turn: Turn it on if you want the game to automatically end the turn for you when you finished moving all your units and buildings.
Balance:
Surge of speed ability doesn't refresh units built on the same turn.
The Mechanic general now has a 1.5x bonus to repairing units, but harvests 10% less resources.
Modding:
It is now possible to use custom logo and custom menu background. Just add a logo.png / menu_background.png in Data/Graphics/.
You can change the mainmenu music be adding a file "mainmenu.ogg" in Data/Musics/.
Custom ingame musics also can be added: Create a folder Data/Musics/Ingame/ and drop the music files there.
Sprites of already existing units/buildings may now be replaced simply by placing the new file with the corresponding name at the Graphics subfolder.
New unit category groups: All and AllButTower.
The damage type chart can now be modified, by entering the % damage vs each armor type.
New attributes:
Units:
BlockAllEnemyMovement: No enemy unit can pass over or under it (ex: air units flying over land units)
RechargeAPOnKill: Recovers all the base AP after destroying an enemy.
FirstStrikeMultiplier, CounterAttackMultiplier, StealthAttackMultiplier: Determines how effective an attack is (in %) when attacking first / counter-attacking / attacking while stealth respectively.
DisableDefaultAnimation: Removes the default animation when the unit is idle, based on unit category (ex: infantry jumps, vehicles moves forward and backward)
Harvester is now available for units too.
CanUnloadWithoutAP: Allows a transport unit to unload any passenger even if it (the transport) has 0 AP.
RepairOtherFactor: If > 0, the unit may repair other units. Use a value between 1 - 100.
RepairOtherCategory: Which unit category can be repaired.
JumpingAttackAnimation: Makes the unit jump when attacking.
InstantProjectile: Omits the projectile animation, making it immediately hit the target after a short delay.
Buildings:
UseNeutralSprite: Allow setting a different sprite when a building is neutral.
Units/Buildings
Vital: Can now be applied directly to units and buildings. If you lose it the game is lost.
SpriteScale: Adjust how big the unit should appear ingame, which previously was fixed at 50%.
HarvestEfficiency: Controls how much money a harvesting piece generates each turn, in %. Default: 100.
AnimationFrames: How many sprites the unit/building have (per angle).
AnimationDelay: Delay to change the sprite, given in game frames (1 second = 60 frames).
SpriteWidth / SpriteHeight: Explicits sets the sprite dimensions.
SpriteYoffset: Use this if you need to adjust the sprite position at the tile (0 means centered).
Miscellaneous:
DisableFirstTurnVulnerability: Units won't take double damage if attacked on the same turn it was produced.
DisableGenerals: Force every player to play as neutral general.
DisableLinearFilter: Prevents sprites from becoming blurry when scaling or zooming ingame, but may make the animations less smooth. Recommended for pixel art.
AddPlayerColor: Adds a custom player color, using the rgb format 0 - 255. Example: 240 240 255
DisableDefaultColors: If you want to allow custom colors only.
Bugfix:
The player could try to issue unit orders during a replay.
The N shortcut didn't work if there was no buildings on the map.
Loading a mod could cause the encyclopedia window to be initially empty.
Technical:
Changed the container type of some gameobjects. This should improve the performance on very large maps.
Join our Discord
Join our Discord server to get in touch with the development, discuss the game, and meet other players. Feedback and suggestions are also highly appreciated.
Today's patch fixes the internal big screenshot generation. If you recently uploaded a workshop map using the big screenshot option please upload it again to fix the thumbnail.
Today's patch fixes the internal big screenshot generation. If you recently uploaded a workshop map using the big screenshot option please upload it again to fix the thumbnail.
Hello everyone, 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 visua
Hello everyone,
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 flag: Setting 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.
Join our Discord
Join our Discord server to get in touch with the development, discuss the game, and meet other players. Feedback and suggestions are also highly appreciated.
Greetings everyone, Here is the update of the month: Changelog: General: You can now zoom out enough to see the entire map. AI: Fixed a bug introduced on the previous update where the AI fails to find unloading spots for land units. The AI now tries to avoid placing units over al
Greetings everyone,
Here is the update of the month:
Changelog:
General:
You can now zoom out enough to see the entire map.
AI:
Fixed a bug introduced on the previous update where the AI fails to find unloading spots for land units.
The AI now tries to avoid placing units over allied production buildings.
Map editor:
Added Ctrl + S / Ctrl + L shortcut for save/load.
Campaign maps can now have more than one human-controlled army.
Added options to control the campaign AI behavior.
Join our Discord
Join our Discord server to get in touch with the development, discuss the game, and meet other players. Feedback and suggestions are also highly appreciated.
Hello everyone, After a few months of work, optimizing the project, cleaning old code and stuff, the new update is now ready bringing improvements to the game. Changelog: Quality of life: the N key can now be used to cycle through the production buildings after all units have mov
Hello everyone,
After a few months of work, optimizing the project, cleaning old code and stuff, the new update is now ready bringing improvements to the game.
Changelog:
Quality of life:
the N key can now be used to cycle through the production buildings after all units have moved.
When setting up an offline skirmish game the player configuration now persist if you click back, or start then leave game.
When WSAD camera controls is turned on, the shortcuts (A)ttack, (S)upply and (D)eploy can be accessed by holding left shift.
New terrain types:
Teleport tile - Any unit can traverse it with 0 movement cost.
Concrete - Cosmetic terrain for base and urban foundation. Same defense value as roads.
Modding:
New weapon: Chemical thrower
Added poison. it can be regular or corrosive(also affects vehicles). Poisoned units take damage on turn start and can't heal by thenselves until repaired at a building or the effect wears off by itself. The poisoning alone can't destroy an unit, as the HP will remain stuck at 1.
The "Aircraft" category is now split into "Plane" and "Copter", allowing for example to specify different damage rates for each. You can still use the keyword "Aircraft" to incorporate something to both planes and copters.
Added category "Land" to refer both infantry and vehicle units.
AI:
Reduced the "All-seeing AI" capabilities on easy and medium difficulty levels.
Fixes:
Fixed a sploit where two players in the same team could move any unit twice on the same turn by using the transfer function.
Fixed a bug where an invulnerable building could be destroyed by splash damage.
Upgrading a transport unit to another one with fewer transport slots could cause some passengers to disappear.
General:
Added support for custom campaign missions, accessible through the campaign select menu.
Updated the modding / map editor manuals.
Join our Discord
Join our Discord server to meet other players and discuss the game. Feedback and suggestions are also highly appreciated.
The mission 4 from the Winter Conquest campaign has been rebalanced. Reason: the difficulty was way above the intended level. It is now possible to achieve a S-rank on it again.
The mission 4 from the Winter Conquest campaign has been rebalanced. Reason: the difficulty was way above the intended level. It is now possible to achieve a S-rank on it again.
Hello everyone, Here is today's update: Fixed a bug where a unit would prevent the building on the same tile to receive the repair command. Changed the AI building upgrade behavior to prevent it from creating several upgraded construction yards unnecessarily (as seen in the Truly
Hello everyone,
Here is today's update:
Fixed a bug where a unit would prevent the building on the same tile to receive the repair command.
Changed the AI building upgrade behavior to prevent it from creating several upgraded construction yards unnecessarily (as seen in the TrulyUniqueGenerals mod).
Done an attempt to fix the bug where Steam launches 2 instances of the game simultaneously. If you still get the bug after this update please report on the forum or discord.
Updated Allegro to the latest version (5.2.8.0).
Several minor bugfixes, mostly regarding the AI and the splash damage calculation.
Here is a small update. AI players now make use of upgrades (mod feature). Fixed a bug where the Naval Bombardment ability would give +1 range to all units when it is supposed to benefit sea units only. Fixed a camera bug that sometimes happen when maximizing the window. Minor GU
Here is a small update.
AI players now make use of upgrades (mod feature).
Fixed a bug where the Naval Bombardment ability would give +1 range to all units when it is supposed to benefit sea units only.
Fixed a camera bug that sometimes happen when maximizing the window.
Hello everyone, Here comes another update adding new features and fixing a few bugs. Map editor: Fixed a bug where mirroring a map with odd dimensions may cause 2 pieces to become stacked. Added a discrete sound for when a piece is added or removed. New commands for units: Wait:
Hello everyone,
Here comes another update adding new features and fixing a few bugs.
Map editor:
Fixed a bug where mirroring a map with odd dimensions may cause 2 pieces to become stacked.
Added a discrete sound for when a piece is added or removed.
New commands for units:
Wait: this prevents the unit from being selected by the "Next unit" command until the next turn.
Sleep: Same as above, but the unit remains in this state indefinitely until either it gets attacked, fully repaired, or selected again.
Modding:
Units / buildings may now have more than one prerequisite. Use "AddPrerequisite" or "AddPrerequisiteName" to add new items to the list. Setting "Prerequisite" to 0 clears the list.
Controller:
Pressing the end turn button twice confirms it.
The camera now follows the cursor when moving using the directional pad (make sure the analog button is ON).
The right stick now moves just the camera.
Added a keybind to return the camera to the start point (same as pressing H).
General bugfix:
The score graph would show a line outside the graph bounds at very low score values.
In some situations, unit "corpses" would be drawn behind buildings.
Hello again, This is a quick update to fix issues found today: Fix: When using a gamepad the confirm button would not be able to press any UI buttons unless the mouse pointer was also inside the window. Changed the workshop map thumbnail file format from png to jpg. This is to de
Hello again,
This is a quick update to fix issues found today:
Fix: When using a gamepad the confirm button would not be able to press any UI buttons unless the mouse pointer was also inside the window.
Changed the workshop map thumbnail file format from png to jpg. This is to decrease the file size and avoid hitting the Steam upload limit.
Hello everyone, 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 require
Hello everyone,
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.
Hello again, This is a small patch fixing some minor issues found recently: When running mods with very large amounts of units or buildings the interface would run out of space. Added buttons to navigate through the pages. Bugfix: Joining a server with the Random Map selected wou
Hello again,
This is a small patch fixing some minor issues found recently:
When running mods with very large amounts of units or buildings the interface would run out of space. Added buttons to navigate through the pages.
Bugfix: Joining a server with the Random Map selected would cause the game to just show an empty map preview and be unable to start the game.
Hello everyone, I'm happy to announce a new update for this game. This version offers lots of new tools for modders, some new options for the gameplay, and some fixes. News on this version: New terrain type: Hills - It can be traversed by infantry but not by vehicles, for an incr
Hello everyone, I'm happy to announce a new update for this game. This version offers lots of new tools for modders, some new options for the gameplay, and some fixes.
News on this version:
New terrain type: Hills - It can be traversed by infantry but not by vehicles, for an increased AP cost. An infantry unit standing on a hill gains +1 sight range and a defense bonus. Hills also partially obstructs the line of fire, preventing a direct fire unit from hiting an enemy behind it.
New option: Tech level - By default all units and buildings are available to use on skirmish / multiplayer games. By lowering the tech level the most advanced units are locked, making the game simpler.
New option: Transfer - On team games you may now give units or buildings to an ally.
Modding:
Upgrades - A unit or building can be transformed into another.
New weapon animations, like sniper rifle, flamethrower, and some medieval ones like sword slashes, bow and arrow, and catapult rocks.
Units may now be able to produce other units.
Mutual exclusion - Limit which technology path the player may use.
CaptureStrength - Control how efficient a unit is at capturing buildings. It can be used on non-infantry units to allow them capture buildings as well.
NoMoveAndAttack - Demands the unit full action points to be allowed to attack.
FastUnload - Allows the unit to move right after unloading from a transport.
Unrecognized commands gets listed on the mod load window, along with the line numbers.
Unit / building types may now be set to "Auto" to let the game choose an unused number automatically.
Please refer to the Modding.pdf for detailed information.
Bugfix:
Mods could be used on campaign maps.
Loading a saved game would fail if the map was downloaded from the workshop.
Units composed by a single sprite would instantly disappear when destroyed.
Loaded multiplayer games would end as soon the first unit was destroyed.
Technical: The Direct3D render is now deprecated Eternal Warfare was made using the Allegro 5 library, which provides two graphical backends: Direct3D and OpenGL. Direct3D performs better than OpenGL on Windows, and so it always was the default render. Over the time some players reported weird graphical glitches like sprite corruption or total disappearence, or some occasional lag, and such issues didn't happen with the OpenGL render. After a long time researching for solutions I finally came into the root of the problem: The Direct3D version used by Allegro is the 9, in other words, very old. According to my researches many other Direct3D9 games suffer from similar issues on modern machines. This led me to stop trying to remedy the inevitable and officially recommend everyone to use the OpenGL render instead. The Direct3D render will be still available to be selected in the options menu, but unless you are running an old machine or/and Windows 7 or older, OpenGL should offer better stability and performance.