Posted
19 days
ago
We have released a new version of OpenRA! Head over to the downloads page to grab it.
List of changes since the previous release:
Maps
Added a new RA Map by Nukem: Tainted Peak
Dropped three RA Maps:
... [More]
Daejeon, Mjolnir, and No Fly Zone.
Added a Sound Engine game setting: Sound.Engine=AL.
"AL" uses OpenAL, "Null" gives you no sound.
Warnings are shown to lobbies when a DEV_VERSION client joins.
General gameplay changes:
Buildings now take 10 seconds to capture.
New units now attack-move to the designated rally point.
RA changes:
Spy
Can infiltrate Refinery: Steals 50% of a player's cash, minimum $500.
Can infiltrate Radar Dome: Resets exploration for the enemy team.
Is equipped with a Silenced PPK. Use force-fire to assassinate an enemy unit (careful, your disguise will be dropped).
Gap Generator made available to Allies.
Tanya made available only to Allies.
Pillboxes now include a rifle infantry when built. Pillboxes are garrisonable, so swapping the unit inside changes the weapon fired.
Camo Pillbox was removed (temporarily).
Artilleries have a 75% chance of exploding on death, down from 100%.
Flamethrower received new art for its flame effect, as well as an overall damage increase.
AI: Replaced Normal AI with two new AIs: Rommel and Zhukov.
Zhukov is a turtle, but sends large attacks with Artillery and V2.
Rommel is a modified Hard AI; sends Artillery and V2, but doesn't like light vehicles.
CNC changes:
A10's speed increased, Napalm Drop damage increased.
Chinooks now carry up to 10 passengers.
Sight of all infantry was increased by 1 tile.
Chem Warrior/Flamethrower/Grenadier damage vs certain armor types increased.
Artillery's attack range was doubled.
Guard Tower's attack range increased by 1.
Increased sight of Construction Yards and MCVs.
Construction Yard armor type changed to Heavy (previously Wood).
Harvester armor type changed to Heavy (previously Light).
Reduced the probability of SpawnVisceroid from 10% to 2%.
Reduced the damage and size of Grenadier death explosions.
Units no longer target buildings when attack-moving or when idle. They still target defensive structures (except SAM sites).
AI is now reasonable and playable.
General mod support and bug fixes:
New CloakPaletteEffect trait for adding a shimmer effect to cloaked units.
Cargo trait now allows initial passengers when units are built.
Capture time length is adjustable
Custom starting units can be used for each faction.
General engine tweaks.
Main menu no longer vanished after a lobby disconnect.
Fixed a crash with capturing/selling buildings at the same time.
Fixed a crash in server in StartGame if there were unvalidated connections.
Fixed a crash in the CNC replay viewer.
Fixed a bug in CNC where radar would not be shown if dead/spectating.
Fixed a bug where passengers could shoot from transports.
Improved error messages given with bad MiniYaml indentations. [Less]
Posted
2 months
ago
A new release of OpenRA is available! Head over to the downloads page to check it out.
Here are the changes since the previous release:
8 new community made RA maps
Base under attack notifications ('spacebar' focuses screen to
... [More]
last event)
New unit stance: Defend ('Z' cycles unit stances)
Improved aircraft logic
- Aircraft will assign themselves to empty airfields/helipads when returning to base
- Aircraft can now use ally airfields and helipads
UI Changes:
- New server browser for RA and CNC
- Changed layout of RA's mod chooser
Option to toggle the shellmap on and off
Added executable args:
- Join a server on game start up: Game.ConnectTo=ip:port
- Limit framerate: Graphics.CapFramerate=bool
Improvements to bots
- Bots now maintain aggro with players
- Bots repair their own structures
- Moved some bot configuration into system.yaml
Editor changes
- Menu item to set up default players in map editor
- Added dropdown in editor for choosing owner of new actors
Gameplay balance tweaks
- MiGs fire in bursts of 2 instead of 4, damage increased
- Longbows fire in bursts of 2 instead of 1
- Mammoth regenerates health differently (25hp/second, if 10 seconds since unit was last damaged)
- Tesla tank costs less, armor increased
- Flamethrower tech requirement lowered
- Minelayer (Anti-Tank) holds 3 mines instead of 5
- Submarine, Missile Sub and Stealth Tank have a 'HoldFire' stance by default
Many various tweaks, bug fixes and mod support changes
- Allow units to pass over both types of mines
- Helicopters bob in flight
- Game remembers last map played
- Team color pickers between CNC/RA mods were unified
- SpawnMPUnits initial unit is now configurable
- Added support for negative prerequisites
- Fixed a crash when playing with AI online
- Fixed a crash in the CNC lobby
- Fixed the writing of empty replays
- Fixed a bug with RepairableNear where ships would repair from anywhere
8 new community made RA maps
Base under attack notifications ('spacebar' focuses screen to last event)
New unit stance: Defend ('Z' cycles unit stances)
UI changes
New server browser for RA and CNC
Changed layout of RA's mod chooser to match CNC's
Option to toggle shellmap on and off
Added executable args
Join a server on game start up: Game.ConnectTo=ip:port
Limit framerate: Graphics.CapFramerate=false
Improvements to bots
Bots maintain aggro with players
Bots repair their own structures
Moved some bot configuration into system.yaml
Map Editor tweaks
Added a menu item to set up default players in map editor
Added dropdown in editor for choosing owner of new actors
Gameplay changes
Aircraft assign themselves to empty airfields/helipads when returning to base
Aircraft can now use ally airfields and helipads
MiGs fire in bursts of 2 instead of 4, overall rocket damage increased
Longbows fire in bursts of 2 instead of 1
Mammoth Tanks regenerate health differently - 25hp/second, after 10 seconds since last unit damage
Tesla Tank cost was decreased, armor increased
Flamethrower tech requirement was lowered
Minelayer (Anti-Tank) mine count reduced from 5 to 3
Submarine, Missile Sub and Stealth Tank have a 'HoldFire' stance by default
Many various tweaks, bug fixes and mod support changes
Allow units to pass over both types of land mines
Helicopters now bob up and down when in flight
Game remembers the last map played
Team color pickers between RA and CNC mods were unified
The 'SpawnMPUnits' initial unit is now configurable
Added support for negative prerequisites
Fixed a crash when playing with AI players online
Fixed a crash when joining a CNC lobby
Fixed the writing of empty replays - we only write once a game has started
Semi-fixed a bug with RepairableNear where naval units could repair from anywhere on a map [Less]
Posted
7 months
ago
Holloweye has released new versions of the gamelist gadgets for Windows and Mac. Download the latest versions here:
Windows
Mac
Posted
7 months
ago
Holloweye has spent the last while building a desktop gadget for Windows Vista and Windows 7, which puts the gamelist right on your desktop. Download it, or check out the source at GitHub. Stay tuned for an engine update to allow launching directly
... [More]
into a lobby from an external gamelist like this, and also new versions of the Gadget code for Mac and Linux users. [Less]
Posted
7 months
ago
Just released the October update - 20111013. Highlights of this release:
Lots of new maps
New map chooser UI
Improved modding tools
Added naval transport in RA (!!!)
Repair your ally's buildings
New controls: doubleclick
... [More]
to select all units of the same type; Z to cycle unit stances
Improved AI behavior
Many small bugfixes and balance changes
The full user-friendly changelog can be found on GitHub. [Less]