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Eternal WarfareNewsUpdate v1.1.0
In-game event

Update v1.1.0

Eternal Warfare · published 20 Sep 2021, 22:21 UTC

All newsPlayers around this dateRead on Steam

Hello everyone. This update introduces new features to the modding system for more flexibility, add features recently requested by the players, tweak a few things in an attempt to make the game friendlier to new players, and fixes a few bugs.

Changelog:

  • Mod: you can now set custom values for each resource.
  • Mod: you can include all the vanilla units/buildings in a mod by naming the script file "rules_modify.txt". There is also new parameters for modifying their stats
  • Mod: Buildings may now require power to operate.
  • Added 2 mods showing the use of the new features.
  • Updated the Modding.pdf explaining the new features.
  • Loading a mod with errors now shows error messages.
  • Interface: You can now shrink the player list.
  • Fixed a bug where destroying an air unit over a forest or reef would make it simply disappear rather than explode.
  • Changed max map size from 127 to 128.
  • Fixed camera zoom level when coming from a campaign mission back to world map.
  • New option: Block selection on move: when off, you can select a different unit while you already have one selected.
  • Selecting a production building when no options are available shows a text clarifying it.
  • Trying to move to a tile blocked by an unseen unit now displays a warning.
  • Done some slight changes to the briefing of a few training maps in an attempt to clarify some things.
  • invasion mode: Shows the number of remaining enemies on the last wave after some turns.
  • Minor changes to the map "Can I play daddy?" to avoid a possible deadlock condition.
  • Laser barriers now show dark gray on minimap rather than full black.
  • Gameplay change: Capturing an enemy HQ removes the HQ property from it, keeping just 1 HQ for each player.
  • Diplomacy colors option now affects the main view too.
  • Minor bug fixes.
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