Hi all,

The features for the Eastern Front map type are done. I've added the Austrians and the Russians into the game, with their own pros and cons. The Germans are also an option on this map type.

Biggest addition is the addition of rivers. I'll be adding more variations later on, but the core mechanics are present. To cross rivers, you must build bridges or pontoons. Pontoons build a lot more quickly, but are more easily destroyed. If there are no bridges available, units will ford the river, which incurs a large movement penalty. Artillery and cavalry units will ford the river more easily, but incur the same movement penalty, so it becomes important to plan ahead a bit with bridges and pontoons if large scale movement occurs.


Cavalry units are also added and become part of the default allocation of units when starting an Eastern Front map. The tradeoff is that tanks are no longer an unlockable upgrade on the Eastern Front map type. Cavalry have the ability to attack at range using carbines, but most notably they can also charge. Charging works like painting areas, except that cavalry units will attempt to follow the path you've drawn once it is confirmed. This will switch the selected cavalry units to melee attack mode.

Lastly, I've added marshes into the game. This is just another terrain type that heavily hinders movement and increases rates of sickness for units in it. Marshes do, however, conceal units, so it's not all bad.
Bugfixes/Changes:
- Added marshes, rivers, and cavalry into the game.
- Area paint brush can now paint paths when brush size is thicker than a single tile.
- Fixed pathfinding bug in which units would always go to the front line, then run back rather than proceeding directly to specified position when told to move into open ground.
- Fixed bug which prevented build orders from properly being issued when issued in succession.
- Fixed bug in which Cut Wire order would randomly disappear.
- Changed loading text to be more accurate.
Thanks for playing!
