- 2026-11-01
Module settings follow the same rules as Eden: a setting that doesn't apply to the choices already made hides, or greys out, and comes back the moment it does. Placing units at Objectives Only hides every unit section, for example. Each section's count shows how many of its settings aren't used.
- 2026-10-21
Locking a layer in the map key shows on the cards too: every module, area or marker card of a locked layer shows its padlock closed, and clicking it says to unlock the layer in the map key. A thing locked on its own card stays locked when its layer is unlocked.
- 2026-10-21
Each area, marker and module card has its own padlock: a locked one still shows and opens, but can't be dragged, resized, picked with the selection box or removed, the same as a locked layer in the map key, just for that one. Locks are kept with your mission. An area under 1 km across shows its size in metres.
- 2026-10-21
Areas go down to 1 m across, dragged or typed (dragging stopped at 400 m, typing at 200 m), and each area's card has a Size slider that scales it from 1 m to 20 km, keeping its shape.
- 2026-10-21
Rocks are drawn under everything on the map but the roads, so a boulder beside a house no longer lies on top of it.
- 2026-10-21
Platforms, plinths and foundations are drawn under the buildings that stand on them, and no longer carry a name each, so the houses on Sahrani's stone platforms show and their names can be read.
- 2026-10-21
Advanced mode's Modules tab has a Faction for each side box: pick a faction for BLUFOR, OPFOR or Independent and every module's faction settings for that side change to it at once, instead of one module at a time.
- 2026-10-19
Objective outlines on the map are thinner, military and civilian alike.
- 2026-10-19
Padlocks in the map key for markers, areas, modules and objects: a locked layer still shows and its things still open on a click, but nothing on it can be dragged, resized, picked with the selection box or deleted, and on a touch screen a drag over it moves the map instead. High-priority objective outlines are back to the same thickness as the rest.
- 2026-10-19
High-priority military objectives are a heavier red-orange outline with no fill, so the buildings and roads inside them show through.
- 2026-10-19
The map key scrolls when it's taller than the map. Paving has soft edges rather than 25 m steps. The map pass was missing buildings near the edge of each 500 m square it searches (on Altis 102,950 outlines now against 63,697 before, the airport terminal among those missed); every terrain is being mapped again, and each fills in as it's done.
- 2026-10-19
Two new map layers when zoomed in closer than 3 km, each with its own tick box: Trees, from every tree on the terrain counted into 25 m squares so a wood shows its real edges, clearings and thick and thin parts; and Tarmac and concrete, the ground's own paved surface (airfields, aprons, yards and squares). They fill in terrain by terrain as the map pass reaches them.
- 2026-10-19
Rocks on the map look like rocks: a rough stone shape with a darker edge and a lit face, rather than a flat box.
- 2026-10-19
Roads stand out from the height lines: a brighter line on a dark edge (a light edge on the light theme), with tracks dashed, and the height lines are a fainter rust colour, thinner than any road.
- 2026-10-19
Place names on the map are bolder and larger (a city larger again) and sit on a dark or light halo, so they read over towns, woods and outlines; they have their own Place names tick box in the map key.
- 2026-10-19
The map turns. Twist two fingers on a phone or tablet (a pinch alone won't turn it), use the new turn control under the move buttons (15 degrees a press, the compass puts north back up and points north while the map is turned), or Shift+scroll, Q and E with a mouse, and N for north up. Everything turns with it, from the terrain, roads and outlines to areas, markers and the grid; names and icons stay upright, and dragging, zooming and picking work the same on a turned map. Turn control is a tick box in the map key.
- 2026-10-19
Buildings on the map now carry the game's own names, as Eden gives them (Stone House (Small, Brown) rather than a name guessed from the model's file, which called it a shed), and the picture comes from the building's own class. Pointing at a building inside an objective's circle now shows the building, not the objective. Markers, areas, modules (with their sync lines) and objects each have a tick box in the map key, and a hidden one can't be picked up by mistake. The key also tells walls and rocks apart from buildings.
- 2026-10-19
Every layer in the map key now starts switched on, Relief and Height lines included. Layers you switch off are still remembered.
- 2026-10-19
The map names the buildings when zoomed in closer than 600 m (a church, a cargo HQ, a shop, a pier), and pointing at or tapping a building shows what it is, its size and its picture. New Height lines layer in the map key: every 50, 20 or 10 m by zoom, a heavier line every fifth, traced from the terrain's 100 m height grid so it is a guide rather than a survey. Building names fill in terrain by terrain as the map pass reaches them.
- 2026-10-19
On an iPad or iPhone the terrain picture no longer slides out of line with the roads, towns and modules drawn over it, or stretches, when the map is zoomed out or moved past the edge of the terrain.
- 2026-10-19
Touch controls on phones and tablets: drag one finger on open map to move it, pinch with two to zoom (and move while pinching), double-tap to zoom in, and press and hold for the menu a right-click gives, on a module or on open map. Dragging a module, area or object with a finger moves it, as with the mouse, and a tap on an objective, town, module or anything else on the map shows its details box. The note under the map says how on a touch screen.
- 2026-10-19
Zoom in closer than 2.5 km and the map shows each building, wall and rock, taken from the terrain itself. An object placed inside a building, on a rock, in the sea or on ground steeper than 25 degrees is ringed red, its row says why, and Move to a clear spot puts it at the nearest clear place, as Eden's paste would. Review lists them too, along with Eden's own sync warnings: an AI Commander faction nothing places, and AI Commanders synced to each other. Terrains get their outlines as each is mapped.
- 2026-10-19
The settings Eden fills from the game itself are pickers now, with the same lists: AA Classes, Drone Types, the CAS, Artillery, Ground and Transport vehicles, HVT and Recruiter classes and HVT Guards, Aircraft Types, Recruitment's units and vehicles, CQB's units and static weapons, roadblock and custom compositions, FOB hubs and garrison groups, the Logistics and Placement vehicle lists per faction, C2ISTAR's six auto-generated task factions and AI Skill's tiers. Each starts on the module's own side, shows pictures where there are any, and still takes a typed class. Object lists (FOB Never and Also Build, IED clutter, Rally Point and Command Point classes, Logistics lists) use the object picker. Opening a module no longer scrolls the page: the panel beside the map scrolls on its own.
- 2026-10-19
Objects have a Choose object button (or click the picture): a list with pictures, pages of 24 and a search by name or class. It shows what suits the object (a Field HQ gets cargo houses, bunkers, tents and shelters; a recruitment point tables, desks and crates) from the mission's own mods first; Show everything and Every mod widen it and are remembered. Hover a picture to see it larger. Typing a class still works.
- 2026-10-19
Access Item Categories on C2ISTAR, Combat Support and Player Resupply are tick boxes for all seven kinds of equipment, stored exactly as Eden stores them. Before, the setting was a text box holding LaserDesignators.
- 2026-10-19
Settings now match Eden's own pickers: Who Can Dismantle, Air Tasking types, Commander Intel and COP sides, task types, Installation Types, the four installation interiors lists, Objective Objects (246, searchable), Animal Classes and Humanitarian Items are tick boxes stored exactly as Eden stores them; IED Integration is a list; Proximity Spawn shows locked on, as in Eden. Crowd and Ambient Vehicle factions list civilian factions, Artillery Faction has its (none) row, and faction lists only offer the sides Eden does. Settings Eden keeps hidden are no longer shown as text boxes.
- 2026-10-19
The map's Key is now called Map key and starts open the first time you use the builder, so the legend is easy to find; close it and it stays closed. Under the builder there's a new How to use the advanced features section: short how-tos with pictures for modules, sync lines, areas, markers, objects, pasting a preset, moving round the map, saving, and review and submit. Asked for by A. Ares on Discord.
- 2026-10-19
The Mission Builder is live: build an ALiVE mission on the map from a few plain choices, or every module and setting in advanced mode, then paste it into Eden as a preset. Maps for most terrains, with the rest being added.