Eternal Warfare cover
Eternal Warfare screenshot
Genre: Strategy, Turn-based strategy (TBS)

Eternal Warfare

Small bugfix

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.

Update 1.13.0

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.

Space.cpp

Patch 1.12.1

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.

Update 1.12.0 - Now translated!

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.

Space.cpp

Economic general fix

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.



Update 1.11.0

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.

Space.cpp

Big screenshot fix

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.

Update 1.10.0

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.

Space.cpp

Custom mission load fix

This tiny update fixes loading custom missions from the Steam Workshop.

Update 1.9.1

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.

Space.cpp