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.