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.
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Space.cpp
Campaign map update
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.
Update 1.8.2
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.
Update 1.8.1
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 GUI improvements.
Update 1.8.0
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.
Have fun! Space.cpp
Update 1.7.1
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.
Update 1.7.0
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.
Enjoy! Space.cpp
Update 1.6.1
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.
Random Map properties are now visible to clients.
Update 1.6.0
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.
Enjoy Eternal Warfare! Space.cpp
Update 1.5.0 - Gamepad support
Greetings everyone,
This update adds the option to play using a gamepad. To enable it, go to the options menu and find the new tab "Gamepad". You can also reconfigure the buttons there. Make sure to use the "Player 1" to navigate the menus. When playing a local multiplayer match you can connect one gamepad for each player to play more comfortably.
There is also new features for modding:
Ammo: When enabled, units will consume ammo each time it attacks. Run out of ammo and it can't attack until coming back to the base for re-supplying.
Fuel: Consumed for every tile a unit traverses. A unit out of fuel cannot move. If an air unit runs out of fuel it will crash.
Supplier units: re-supply ammo and fuel for nearby units in the middle of the battlefield.
Take a look at the Modding.pdf for info on how to use these new features on your mods.