Hello ladies and gentlemen! Openage has some interesting updates posted recently by their crew. For those unaware, Openage is a free cross-platform Real Time Strategy game engine that provides the mechanics of Age of Empires, replicating its look and feel, making it more moddable, and allowing multiplayer games with more than 8 players. Here is what you need to know about the progress on Openage:

Quote:
Hello everyone, we are happy to have you here for yet another openage update. For the latter half of the month, we have taken a small break from pathfinding to work on other small internal projects that have been piling up, e.g., some leftover tasks in the renderer. That also means that, unlike last month, this update won't be 100% pathfinding exclusive, so those of you who enjoy more variety have something to look forward to!

Pathfinding in nyan API

Since the pathfinding system in the engine is mostly finished, we have been making efforts to officially use it in the movement systems of the game simulation and build it into our rudimentary map generation. The first major step in this direction is the integration of new pathfinding-related objects into our nyan modding API. This allows game objects to utilize the pathfinding functionality in several ways.



The new API object PathType can be used to define grids in the pathfinder. Usually, there exists more than one pathfinding grid per game. For example, AoE2 has two grids, one for land-based units and one for ships. If you are very generous, you could additionally consider that there is a third "air" grid, as the ambient birds flying all over the map have separate pathfinding rules. A unique air grid is also used for flying units in Star Wars: Galactic Battlegrounds.

PathType objects can be referenced by other API objects to reference a specific grid, e.g., by the Move ability with its new member path_type. This tells the engine which grid to search for pathfinding when the ability is used by a game entity. For dynamically influencing the cost of the grid, there is now a Pathable ability that changes the cost of grid cells for one or multiple grids at its location when it is active. The latter ability may, for example, be used by buildings to make parts of the grid impassable as long as the building exists.

For map generation, the Terrain API object now allows defining the pathing costs associated with each terrain via the path_costs member. This member simply assigns a cost value to each grid defined with PathType. When the map is created, the terrain generator uses these values to initialize the cost fields for the grid in the pathfinder.

Rendering Multi-textured Objects

After adding all the relevant pathfinding types to our API, we are finally able to put all the pieces together and make units move with proper pathfinding. However, there was one minor problem that we wanted to resolve first: While the game state has supported tiling with terrains for a while, the terrain renderer couldn't display them properly yet. In fact, the renderer would only use the texture of the first tile for texturing a whole 10x10 chunk, so all chunks looked like they only contained a single terrain type. Given that this is rather distracting when we want to test whether pathfinding based on specific terrain costs works, we took a slight detour to extend the renderer first. You can see the result in the screenshot below.



Previously, each terrain chunk in the renderer was handled as a single mesh that would be drawn with one texture in the shader. In the new implementation, the chunk is split up so that all tiles with matching terrain textures get their own mesh. For example, if there are six different terrain textures, then there would be six meshes created for the chunk. All of the meshes are drawn individually, but this is practically unnoticeable as the meshes border each other seamlessly. You may have also noticed the lack of terrain blending, which currently makes the tile edges very distinct.

After we updated the terrain renderer, we also applied similar changes to the world renderer (which draws unit sprites). Here, we added support for rendering animations with multiple layers. In the above screenshot, you can see this in action when you look at the castle, which consists of a main layer and a shadow layer.
The main layer is the building sprite, whereas the shadow layer is the semi-transparent grayscale sprite to the left of the building. Previously, the renderer would only draw whatever layer was defined first.

The principle is roughly the same as for the terrain chunks: Every layer gets its own mesh which is drawn individually. Draw order is a bit more important in this context because animations of different units are more likely to overlap each other than tiles in the terrain renderer. Therefore, we added the possibility to insert renderable objects by priority into the rendering pipeline. As a result, all animation parts should now be displayed properly in the game.

What's next?

Now that the terrain renderer actually displays what's happening in the gamestate, we can start working on integrating the pathfinder again. In theory, this is pretty trivial to add, but we'll have to see if we encounter some errors in the implementation.

The next obvious step for the terrain renderer is blending support. This could be much harder as we would have to find a strategy that can handle the blending styles of all the old and new releases (AoE1, Conquerors, and the Definitive Editions all have different approaches). We will probably try to tackle the classic Conquerors blending first and then iterate and adjust gradually for other styles.


You can check more information about Openage by visiting the Official Website, Forums, and YouTube Video Channel. And this is all we can offer for today regarding Openage!

A new playtest version of Shattered Paradise was posted a couple of weeks ago. For those who are not acquainted with it, Shattered Paradise is an RTS game created with OpenRA that is inspired by the Command & Conquer Tiberian Sun universe, featuring 5 factions: GDI, Nod, C.A.B.A.L., Mutants, and Scrin. Here are the updates from Shattered Paradise playtest-20240427:

Quote:
Playtest-III-20240427

Bugs Fixed:

  • Generic:

    • Low-priority alt selection is bugged and did not work for Engineers and Harvesters
    • When capturing the opposing faction's war factories, you could not build their MCVs.

  • Nod:

    • The Hatred Emitter from Lightbringer could affect air units
    • When killing Holograms, your units could gain XP

  • Scrin:

    • Hover Tank could shoot over walls, which they should not


Visuals and Tooltips:

  • GDI:

    • Added new production icon for Amphibious APC
    • Added new production icon for Mammoth Tank

  • Nod:

    • Fixed: Flames on impact have a wrong color palette for Purifying Flames

  • Mutants:

    • Rockets on top of the Lynx Tank are bigger now


Sounds:

  • Generic:

    • Added a crushing sound to Tree
    • Added a sound for entering and exiting transports

  • Mutants:

    • Fixed: Fiend's impact sound is global
    • Fixed: Falcon's attack sound is too loud

  • C.A.B.A.L.:

    • Fixed: Reclaimer's attack sound is global
    • Added a new attack sound for Scrin Husk


Gameplay:

  • Generic:

    • Veterancy:

      • Heroic selfhealing speed buffed from 75 to 50
      • PercentageStep heal from 2% to 3%

    • Tiberium:

      • Lifeforms able to heal on Tiberium now heal up faster
      • Selfheal speed buffed from 100 to 50 ticks

    • Permanent Selfheal:

      • Selfheal speed buffed from 100 to 50 ticks and includes assets like Epics

    • Hospital:

      • Selfheal speed buffed from 100 to 50 ticks
      • PercentageStep heal from 1% to 3%

    • Machineshop:

      • Selfheal speed buffed from 100 to 50 ticks

    • Barracks:

      • Heal radius from 5c0 to 6c0
      • Selfheal speed buffed from 100 to 50 ticks
      • PercentageStep heal from 1% to 3%

    • Engineer:

      • Vision radius from 5 to 6
      • HP from 95 to 100
      • Movement speed from 45 to 60

    • Vehicles:

      • Upon hitting 25% of HP (red HP bar), they will now lose 25% of their movement speed
      • Vision radius of most non-artillery vehicles is from 6 to 8
      • Artillery class vehicles vision radius from 5 to 6

    • Epics:

      • Vision radius from 8 to 10

    • Aircraft:

      • Vision radius of most aircraft assets from 9 to 10
      • Fighter class aircraft vision radius from 10 to 12

    • Construction Yard:

      • Selling it will only grant 1 engineer now

    • Harvester:

      • Vision radius from 5 to 8

    • MCV:

      • Vision radius from 5 to 6
      • Speed from 60 to 75

    • Weapons:

      • RifleWarhead:

        • Damage vs Defense Armor from 5% to 15%
        • Damage vs Concrete Armor from 3% to 5%

      • ArtilleryWarhead:

        • Damage vs Light Armor from 50% to 75%
        • Damage vs Concrete Armor from 35% to 50%

          • Affects units like Juggernauts, Specters, etc.

      • BombWarhead:

        • Damage vs Light Armor from 50% to 75%
        • Damage vs Concrete Armor from 20% to 35%

          • Affects units like Orca Bombers, Demo Bikes, etc.

      • AcidWarhead:

        • Damage vs Concrete Armor from 15% to 35%

          • Affects Corruptors and Ichor Waste Turrets

      • Proned Infantry:

        • Damage dealt from melee weapons from 100% to 70%
        • Sonic Emitter weapons from 50% to 70%
        • Bike explosion from 50% to 70%
        • Mine explosion from 50% to 70%
        • Abductor weapon from 100% to 70%
        • Cyborg Commando weapon from 350% to 70%. No typo, by the way. It actually dealt that much damage vs. prone targets
        • Wasp weapon from 70% to 50%
        • Stormrider weapon from 70% to 50%

  • GDI:

    • Firestorm Generator:

      • Cost from $1000 to $1500
      • Build speed from 20 to 30 seconds

    • Sonic Emitter:

      • Vision radius from 8 to 10

    • Medic:

      • Vision Radius from 5 to 6

    • Disc Thrower:

      • Weapon Type changed from ArtilleryWarhead to BombWarhead
      • Damage vs:

        • Light Armor from 50% to 75%
        • Heavy Armor from 35% to 50%
        • Concrete Armor from 15% to 35%

    • Jump Jet:

      • Weapon Type changed from ArtilleryWarhead to BombWarhead
      • Damage vs:

        • Building Armor from 80% to 100%
        • Light Armor from 50% to 75%

    • Eagle Guard:

      • Buildtime from 25 to 20 seconds
      • Cost from $900 to $700

    • JJ Commando:

      • Damage vs:

        • Buildings from 10% to 100%. This weapon does not attack buildings, but it was adjusted for consistency reasons
        • Defences from 10% to 100%. This weapon does not attack defences, but it was adjusted for consistency reasons
        • Light Armor damage unchanged (100%)
        • Heavy Armor from 80% to 100%
        • Aircraft from 50% to 100%. Can only attack landed aircraft
        • Concrete Armor from 5% to 35%

    • Wolverine:

      • Buildtime from 10 to 15 seconds

    • Titan:

      • Build time from 25 to 20 seconds

    • Amphibious APC:

      • Buildtime from 15 to 20 seconds
      • Attackspeed buffed from 40 to 30
      • Attack range of ground weapon from 5 to 6

    • Mammoth Tank:

      • Selfheal, up to 50% speed, buffed from 100 to 50 ticks

    • Orca Fighter:

      • Cost from $1500 to $1200
      • Buildtime from 35 to 30 seconds

    • Orca Bomber:

      • Damage vs Light Armor from 80% to 75%
      • Damage vs Heavy Armor from 60% to 50%
      • Buildtime from 40 to 45 seconds

  • Nod:

    • Obelisk of Light:

      • Vision radius from 9 to 10

    • Black Hand Trooper:

      • Damage from 24 to 25
      • Hologram Militant speed from 60 to 75
      • Buildtime from 25 to 20 seconds

    • Buggy BHT:

      • Burst from 4 to 5
      • Burst Delay lowered from 5 to 3

    • Attack Bike:

      • Attack speed buff from 70 to 50

    • Demo Bike:

      • Damage vs Heavy Armor from 35% to 50%
      • Damage vs Concrete Armor from 15% to 35%
      • Build time from 25 to 20 seconds

    • Specter:

      • Cost from $1400 to $1200
      • Buildtime from 35 to 30 seconds

    • Harpy:

      • Damage vs Light Armor from 50% to 100%
      • Cost from $1500 to $1200
      • Buildtime from 35 to 30 seconds

    • Banshee:

      • Cost from $1750 to $1500
      • Buildtime from 40 to 35 seconds

    • Paladin Cruiser:

      • Cost from $2500 to $2000
      • HP from 450 to 400

    • Explosive Mixtures have been removed
    • Added new upgrade: Cardinals Emerge

      • Takes 45 seconds to research
      • Costs $1000
      • Ability:

        • Calls in 3 Cardinals via Subterranean APCs
        • Cooldown of 4:00
        • Costs $1500
        • Hooked to the Radar
        • Ability disabled when Radar is destroyed/depowered

    • Cardinals:

      • Cardinals consecrate their fellow brethren, which increases their firepower by 30%
      • Cardinals are only crushable by Epics
      • Value: $400
      • Speed: 75
      • 250 HP
      • They take up one cell on the battlefield

  • Mutants:

    • Skirmisher:

      • Vision radius from 5 to 6

    • Flak Station:

      • HP from 400 to 600

    • Battle Bus:

      • HP from 250 to 400
      • Cost from $700 to $900

    • Tunnel Network:

      • Now works like a superweapon:

        • Tunnel Network is revealed on the map. The tunnels themselves are not revealed
        • Ability has a global cooldown
        • It no longer costs money to cast

      • Increased buildup time of tunnels before they can be used. 5-second delay
      • Cargo size from 15 to 10

    • Tyrant:

      • Vision radius from 7 to 6
      • Damage vs Infantry buffed from 50% to 100%
      • Buildtime from 20 to 15 seconds

    • Carnotaurus:

      • ArmorType changed from Light to Heavy

    • Ravager:

      • Spread from 0c090 to 0c200
      • Ravagers deal splash damage now

    • Weasaurus Lord:

      • Melee weapon Spread from 0c090 to 0c256. Ravagers deal splash damage now. Same with Mini Weasaurus

    • Gargoyle:

      • Cost from $1500 to $1200
      • Buildtime from 35 to 30 seconds

    • Queen:

      • Cost from $1200 to $1100

    • Falcon:

      • Damage vs Light Armor from 50% to 100%
      • Cost from $2500 to $2000

    • Tiberium Infusion:

      • Selfheal speed buffed from 100 to 50 ticks

  • C.A.B.A.L.:

    • Eye of C.A.B.A.L.:

      • HP from 750 to 500

    • Iron Saviour:

      • Vision radius from 8 to 6

    • Cyborg:

      • Buildtime from 8 to 10 seconds

    • Gladiator:

      • Buildtime from 25 to 20 seconds

    • Abductor:

      • Buildtime from 30 to 25 seconds

    • Cyborg Commando:

      • Vision radius from 8 to 10

    • Centurion:

      • Buildtime from 25 to 20 seconds

    • Drone Hosts:

      • Self-repair speed buffed from 150 to 50 ticks
      • Buildtime from 40 to 45 seconds

    • Minotaurs:

      • Self-repair speed buffed from 150 to 50 ticks
      • Buildtime from 45 to 50 seconds

    • Wasp:

      • Cost from $1600 to $1400
      • Buildtime from 40 to 35 seconds

    • Basilisk:

      • Cost from $1750 to $2000
      • Buildtime from 40 to 50 seconds
      • HP from 450 to 500

    • Devourers:

      • Self-repair speed buffed from 150 to 50 ticks
      • Cost from $2000 to $2500
      • Buildtime from 45 to 55 seconds
      • HP from 1500 to 2000

  • Scrin:

    • Scrin Host Station:

      • Speed from 60 to 75

    • Wormhole Generator
    • Can now teleport enemy units onto terrain to kill them. Either sink them into water or teleport them onto cliffs

  • Wrath of Creator:

    • Spread from 300 to 512

  • Shield Generator:

    • HP from 400 to 600

  • Pulsar Tower:

    • Vision radius from 8 to 10

  • Razorshark:

    • Vision radius from 5 to 6
    • Damage vs Light Armor from 30% to 40%

  • Colossus:

    • Buildtime from 25 to 20 seconds

  • Hover Tank:

    • Cost from $800 to $900

  • Guardian:

    • Buildtime from 35 to 30 seconds

  • Stormrider:

    • Cost from $750 to $600

  • Destroyer:

    • Vision radius from 7 to 8

  • Assault Carrier:

    • Cost from $3000 to $2500

  • Battle Cruiser:

    • Vision radius from 11 to 12


Maps Changes:

  • Updated the following maps:

    • Industrial Strength





For further information about Shattered Paradise, visit the Forums at PPM, ModDB Profile, and Discord Channel. Download and test Shattered Paradise playtest-20240427. And that's all for now! Have fun and enjoy Shattered Paradise!

Hi everyone! Open RollerCoaster Tycoon 2 v0.4.11 has been released in these days by the developers of Open RCT2. For those unaware of what is being written here, Open RCT2 is an open-source re-implementation of RollerCoaster Tycoon 2, a construction and management simulation video game that simulates amusement park management. To play it, you must have the original files of RollerCoaster Tycoon 2. Here are the changes and the fun stuff from Open RollerCoaster Tycoon 2 v0.4.11:

Quote:

  • Feature: [#11512] Coloured usernames by group on multiplayer servers.
  • Feature: [#21734] Park admittance price can now be set via text input.
  • Feature: [#21957] [Plugin] Expose whether the game is paused to the plugin API.
  • Improved: [#21728] “Fix all rides” cheat now also works if a mechanic is already fixing the ride.
  • Improved: [#21769] Expose “animation is backwards” wall property in Tile Inspector.
  • Improved: [#21855] Add a separator between “Load Game” and “Save Game”, to avoid accidental overwriting.
  • Change: [#21715] [Plugin] Remove access to the internal owner property. Note: ownership is still accessible.
  • Change: [#21855] Cheats menu dropdown no longer requires dragging.
  • Change: [#21866] Hide the FPS Counter when the top toolbar/widgets have been toggled off.
  • Change: [#21950] Construction and removal buttons can now be held down for repeated placement.
  • Fix: [#866] Boat Hire boats get stuck entering track (original bug).
  • Fix: [#10701] No reason specified when placing door over unsuitable track.
  • Fix: [#18723, #21870] Attempting to demolish a flat ride in pause mode allows you to place multiple copies.
  • Fix: [#19559] Custom rides with long descriptions extend into lower widgets.
  • Fix: [#21696] Fullscreen window option not correctly applied on macOS.
  • Fix: [#21749] Crash when loading park bigger than current limits.
  • Fix: [#21787] Map generator heightmap should respect increased height limits.
  • Fix: [#21829] When creating a new scenario, the default name contains formatting codes.
  • Fix: [#21937] Build errors with the ORIGINAL_RATINGS flag.
  • Fix: [objects#324] Cannot build Colosseum inside a turn or helix.
  • Fix: [objects#325] Sloped castle walls are vertically offset by one pixel (original bug).


You can check more information about Open RCT2 by visiting the Official Website. You can grab the latest version of Open RCT2 by clicking Here. And that's all for now! Have fun and enjoy Open RCT2!

Hello, ladies and gentlemen! A new version of Zero-K has been posted recently. For those unaware, Zero-K is a free and open-source real-time strategy game that uses the Spring game engine. There is only one faction with 100+ varied units with unique abilities. It has physically simulated units and projectiles, and it allows terrain manipulation in battle. It has a single-player campaign, a challenging, non-cheating AI, multiplayer 1v1 - 16v16, FFA, and coop, and a multiplayer online campaign. Here are the changes and the fun stuff from Zero-K v1.12.5.0:

Quote:
This is a small patch that was released to fix the settings deployment bug. A few other things we were working on made it in, too.

  • Fixed a recently introduced issue that caused particular settings to be overridden on launch.
  • Units far from the epicenter of a Shockley impact are now stunned sooner to match the explosion visual. Which units end up stunned is unchanged.
  • Added a cracked ground impact scar for Quake.
  • Fixed inverted track stretching for, e.g., Paladin.
  • Moving a block in a factory production queue no longer re-applies the multiplicative key modifiers.
  • Fixed the commander selector ending up off the edge of the screen on particular scaling settings when shifting from windowed mode.
  • Simplified window resolution switching code to try to make it more reliable.
  • Fixed sun and water settings override being too persistent between maps.
  • Fixed the sun on Tempest.
  • Fix thumbnail and minimap images for maps containing unusual characters.
  • Fixed a bug caused by map searches finding no maps.
  • Fixed the player name tags widget, which was possibly being assigned incorrectly.
  • Tweaked the draw order of name tags, health bars, and overhead icons.


You can learn more about Zero-K by visiting the Official Website, and Forums. Zero-K is downloadable at This Address. And that's all regarding Zero-K for now. Stay tuned at PPM for more news about Zero-K!

Hi everyone! It has been a while since I posted news about the recent releases from Metal Factions. Today, Metal Factions v2.40 has been published by their crew. During the last weeks, they released 2.38 and 2.39. For those unaware, Metal Factions is an open-source game made with the Spring RTS game engine. It's an evolving real-time strategy game with four factions: Aven, Gear, Claw, and Sphere. It features 3D terrain and units, intuitive physics with real-time simulated gravity, collision handling, and projectile trajectories. It has over 400 units, including humanoid robots, tanks, ships, aircraft, buildings, defenses, etc. Here is the changelog from Metal Factions v2.40 and the previous versions that we missed here:

Quote:
2024/05/04 ------------------ NOTES v2.40 ----------------------

--- Balance / Mechanics

  • Auto-remove unsupported map features to improve compatibility with some maps from the BAR community

--- UI / Visual / Sounds

  • Modified chat message and map marker sounds again



2024/04/28 ------------------ NOTES v2.39 ----------------------

--- Balance / Mechanics

  • Fixed error when issuing #AI COMMORPH commands when the commander is already morphing
  • SPHERE red artillery rockets were made slightly less precise within each burst
  • SPHERE "Stout" AOE increased from 64 to 80
  • Increased cost of units with non-L cannon weapons with the "near-miss-explosion-trigger" ability by 2-4%
  • Reduced cost of relatively tough units, especially slow ground ones, by 1-4%
  • Reduced cost of units with non-tracking and non-laser weapons by 1-3%
  • Increased cost of air units, including fast-flying spheres, by 1-2%
  • Air scout costs manually fixed at 70m
  • Increased after-engagement range boost of lasers vs air units from 80 to 90

--- UI / Visual / Sounds

  • Added distinct sound and visual effects for destruction of rocks/wrecks and tree features
  • Modified chat message and map marker sounds
  • Added matching sound effect for when the victory/defeat panel is displayed

--- AI

  • Unit group tracking ignores units under construction
  • Units regroup towards the beacon position and react faster
  • Fixed issue which caused the AI to build too many power nodes too early and very rarely build comsat stations
  • Added "Raider" and "Navy" strategies
  • Removed "classic" AI modes




2024/04/13 ------------------ NOTES v2.38 ----------------------

--- New units

  • GEAR "Wagon" : L1 Assault/Artillery Vehicle
  • CLAW "Rapier" : L2 Medium Infantry Robot

--- Balance / Mechanics

  • AVEN "Lone Trooper" got M armor and slightly increased speed, HP, damage, and regeneration, but the cost was increased by 70%
  • AVEN "HEMG Trooper" got M armor but got reduced speed and added energy cost to fire and +5% cost
  • AVEN "Racer" and "Skimmer" got slightly increased turn rate
  • Fixed issue that could cause AVEN "Dervish" not to display the movement animations
  • GEAR "Might" got cannon range increased from 1300 to 1450, and cost increased by 11%
  • CLAW "Flail" gets HP increased by about 15% and speed increased by 10% but costs about 15% more
  • SPHERE "Quad" got HP increased to 1250, slightly increased turn rate, and cost increased by 13%
  • Improved behavior of drones following fast-moving units

--- UI / Visual / Sounds

  • Slightly modified some AVEN and CLAW infantry bot 3d models to improve consistency
  • Modified group selection and line-move sounds to be fainter and less "clicky"

--- AI

  • AI beacon marker shows a specific message when used to set the AI start position
  • Setting the AI beacon triggers an acknowledgment message indicating whether the associated behavior is "attack/engage" or "retreat/move"
  • Significantly increased radius around the base where beacons trigger "retreat/move" mode and made the AI cluster the units more
  • Slightly adjusted some strategies and early economy management
  • Roaming commanders are less likely to get stuck patrolling in base forever


If you are curious about Metal Factions, visit the Official Website, Forums, and Discord Channel to obtain further information about it. Download Metal Factions Here. And this is all for today! Enjoy Metal Factions and provide your feedback about it so it can get better.

OpenTTD 14.1 is out!
May 04, 2024 - 23:55
Welcome back, visitors! OpenTTD 14.1 has been released in these days by the staff of OpenTTD.

OpenTTD is an open-source re-creation of Transport Tycoon Deluxe, a business simulation game where you control a transport company. OpenTTD extends the experience of Transport Tycoon Deluxe with bigger map sizes, customizable artificial intelligence bots, downloadable customizations, ports for several operating systems, support for many languages, etc.

Before talking about the changes from version 14.1, let's talk about 14.0, which was released around April 13th. It brings better Ship Pathfinding, Unbunching, an improved Player Experience, Survey, Social Platform integrations, etc. If you want to understand more each of these concepts, read their original news post announcement.

If you have been following the news posts here, the changes between the last release candidate and the official release is available below:

Quote:
14.0 (2024-04-13)
------------------------------------------------------------------------

  • Update: New title game for 14.0
  • Fix #12477: Crash when launching OpenTTD from within a Dropbox folder (#12478)
  • Fix #12233: Mini order list overlaps vehicle group name (#12423)
  • Fix #12114: Viewport coords of crashed aircraft not updated when falling (#12424)
  • Fix #12395: Ensure president name widget is tall enough (#12419)
  • Fix #12415: Incorrect payment for aircraft secondary cargo (#12416)
  • Fix #12387: [NewGRF] Wrong tile offset passed to rail station CB 149 (slope check)
  • Fix #12388: Autoreplacing train heads slowly made the unit number grow (#12389)
  • Fix #12368: Incorrect offset for click position within industry chain window (#12370)
  • Fix: Aircraft can float above the ground when crashed (#12425)
  • Fix: Segfault when using -q without providing a . character (#12418)
  • Fix: Wrong scrolling dropdown list position with RTL (#12412)
  • Fix: [Win32] Force font mapper to only use TrueType fonts (#12406)
  • Fix: "-q" displays NewGRF IDs in the wrong byte-order (#12397)
  • Fix: Do not send chat to clients that have not authorized yet (#12377)
  • Fix: [NewGRF] Label for fruit incorrectly changed to `FRUI` from `FRUT` (#12367)
  • Fix: [Script] ScriptSubsidy::GetExpireDate should return an economy-date (#12372)
  • Revert #11603: [Script] AI/GSTimeMode was not the best solution for economy/calendar support (#12362)


Finally, The changes from OpenTTD 14.1, after weeks of feedback from 14.0:

Quote:
In all those hours, you’ve found some bugs, and we’ve done our best to fix them.

The first maintenance release for OpenTTD 14 fixes a multiplayer desync bug and cleans up a few rough edges with the new ship pathfinder and the unbunching feature.

As always, there are plenty of other bug fixes, which you can find in the changelog.


14.1 (2024-05-03)
------------------------------------------------------------------------

  • Add: Check if towns can build roads before generating a map (#12503)
  • Fix #12228: Ships could get lost due to pathfinder not considering reversing in some cases (#12474)
  • Fix #12433: The width of the unit number display was too narrow (#12534)
  • Fix #12502: Desync related to vehicle replacement (#12512)
  • Fix #12506: Desync after the new oil rig is constructed (#12511)
  • Fix #12584: Crash on some tar files during tar scan (#12586)
  • Fix: [SDL2] Keypad numbers did not function (#12596)
  • Fix: Houses and industry tiles could accept incorrect cargo (#12547)
  • Fix: Map generation stage strings were incorrect (#12549)
  • Fix: [Script] Allow only 255 league tables, as 255 itself is the invalid id sentinel (#12545)
  • Fix: Mark vehicle status bars dirty when a vehicle leaves unbunching depot (#12516)
  • Fix: Do not show the train waiting for unbunching as waiting for free path (#12515)
  • Fix: Smooth outliers in unbunching round trip calculations (#12513)


For further information about OpenTTD, visit its Official Website, and Forums. Grab the latest version of OpenTTD by clicking Here. That's all, folks! Stay tuned at Project Perfect Game for more news coverage on OpenTTD!

Are you picking this up? Good! Reinforcements have arrived from patrickwieth, leader of YouMustConstructAdditional.., as YouMustConstructAdditional v0.95.21 has been recently published by their team. For your information, YouMustConstructAdditional.. is a real-time strategy game that uses the OpenRA engine. It forks Combined Arms, and it strives to create massive battles with GDI, Nod, Scrin, Allies, Soviet, and China. Here are the updates from YouMustConstructAdditional v0.95.21:



Quote:
New Features

  • Saboteur has a new model and icon.
  • The selection and production tooltip of units now show a DPS (Damage per Second) value. This has to be improved, though, as it is only accurate for units with only one weapon.
  • The classic Minigunner (Tiberium Dawn) from GDI and Nod has a new model and icon and is separated for Nod (Adept) and GDI (Mercenary).
  • The Rocket Infantry has a new model for GDI and Nod, Rocket Mercenary and Rocket Trooper.
  • With the Pyramid of Nod built, the Adept is replaced by the Stormtrooper, and the Rocket Trooper is replaced by the Rocket Cyborg.

Balancing

  • Tank Destroyer (Germany) now deals more damage.
  • Chrono Tank can now shoot air units.
  • Ivan bufffed (more HP).
  • Obelisk Trooper buffed (more HP).

Bug Fixes

  • Ion Mammoth still had the missiles from the normal Mammoth, these are now replaced.
  • Voxel units now rotate with 32 facings (it was 64) to align with all other sprites, and the camera angle has been reduced in order to align with sprites.
  • Ivan was broken and could not place any Dynamite. This is now fixed.


If you are curious about YouMustConstructAdditional.., visit the Official Website, and Discord Channel to obtain further information about it. YouMustConstructAdditional.. is downloadable at This Address. That's all, folks! Stay tuned at PPM for more news coverage on YouMustConstructAdditional..!

Aloha! Reinforcements have arrived from Zero-K as Zero-K v1.12.4.0 has been recently released by their crew. For those unfamiliar with it, Zero-K is a free and open-source real-time strategy game that uses the Spring game engine. There is only one faction with 100+ varied units with unique abilities. It has physically simulated units and projectiles, and it allows terrain manipulation in battle. It has a single-player campaign, a challenging, non-cheating AI, multiplayer 1v1 - 16v16, FFA, and coop, and a multiplayer online campaign. Here is the official announcement from Zero-K's staff about Zero-K v1.12.4.0:

Quote:


The most experimental change of this patch gives Engineer Commanders the ability to build units out in the field. The goal is to make it more than the base building chassis. A much more normal change accentuates the speed of Strike Commanders by reducing the speed of the competing Recon Commander. Planes have been tweaked slightly, with the most notable change being Sparrow stealing Owl's radar jammer. Disco Rave Party has some ludicrous buffs since the newish spin-up requirement had a greater-than-expected impact on its power relative to Zenith.

For all its weird experiments, this patch is more about tech than balance. The engine has been updated with a new decal rendering system that performs better and will let us do more with explosion scars. Unit selections are drawn much faster, and many of their edge cases have been solved. A new ambient occlusion shader gives everything a bit more sense of depth. This is on top of a bunch of fixes and polish that built up over the last few months.

No Cold Take this week because there was a lot to do for the patch.


Balance


Engineer Commander can now pick a unit to build out in the field.
  • Use the Copy Factory Blueprint command on a friendly functional factory to select a unit.
  • The unit can be switched during the game.
  • A unit is automatically selected from the plopped factory.
  • Set your plop selection under Settings/Unit Behaviour/Default States/Misc/Blueprint.


Recon Commander is slower to let Strike have an identity as the speediest commander.
  • Speed 43.5 -> 40.5 elmos/s
  • Jump reload time 22/22/20/18/18/16 -> 22/22/20/20/18/16 s
  • Jump speed 180 -> 135/135/142.5/150/157.5/165 elmos/s


Lightning Gun is better, particularly against swarms.
  • Reload time 1.83 -> 1.73s


Owl no longer jams, by popular demand.
  • Removed 700 range radar jammer.


Sparrow is now the radar jamming plane.
  • Now has a 540 range radar jammer.
  • Increased maneuverability slightly to make coverage more consistent.


Hacksaw deals more damage to catch up to Phoenix.
  • Damage per volley 1000 -> 1400


Thunderbird has more health to escape Hacksaw.
  • Health 1200 -> 1600


Disco Rave Party spins faster, also by popular demand.
  • Increased spin cap by 50%, increasing its peak rate of fire from 1 to 1.5 shots/s.
  • The spin bar has been rescaled, so 66% is the old maximum.
  • Spin up to 66% is unchanged. It still takes the 90s to reach its old spin.
  • Spin from 66% to 100% takes 40s.
  • Aiming is quite slow, above 66%, so a fixed target is required to exceed the old spin cap.


Disco Rave Party is also deals more direct damage and is more accurate.
  • Accuracy improved by 20%
  • Red Killer damage 3000 -> 3500 (matches Eos)
  • Orange Roaster damage 300 -> 250
  • Orange Roaster duration 15s -> 8s
  • Orange Roaster AoE radius 320 -> 400 (larger than static shields)
  • Yellow Slammer damage 800 -> 1000
  • Green Stamper damage 400 -> 600
  • Green Stamper smooth radius 240 -> 300
  • Green Stamper smooths more per hit
  • Violet Slugger damage 450 -> 500
  • Violet Slugger slow damage 4500 -> 5000


Aircraft can no longer fly so far outside the map.
  • The external map border starts 400 elmos away, down from 800 elmos.
  • The border is softer, so brushing it is less drastic.



Graphics
  • Added new explosion crater scars to use the engine's new decal system. The new scars have better performance, stick to the ground properly, and have new features such as glow and variation by weapon type.
  • Added a screen space ambient occlusion widget. Basically, it adds subtle shading to put shadows in every nook and cranny. The widget is enabled for hardware that supports deferred rendering, which is most hardware.
  • Improved the walk animations of the Engineer and Recon Commanders.
  • Disco Rave Party has firing dust and complains every time it tries to turn.
  • Improved the look of Ogre missile explosions.
  • Fixed jittery Detriment launch smoke.
  • Improved Detriment and Jugglenaut stomp effects.
  • Made a few effects that were simulation-limited run at >30Hz if able.
  • Reaver aims more smoothly.



Interface
  • Updated selection circle rendering (thanks moreginger, and Beherith, for the original shader). Selections look similar but render much faster and resolve a few graphical edge cases suffered by the previous widget. Selection visuals can be configured under Settings/Interface/Selection/Default Selections.
  • Jumpleg units retain jump commands while in midair so they can jump as soon as they find the ground.
  • Hermit auto skirmishes from slightly further away, making it better at dealing with Redback (thanks, Mach565).
  • Improved replay controls (thanks, moreginger).
  • Improved Athena and Newton selection volumes.
  • Control groups now obey selection rank.
  • Added an option for control groups to ignore some ranks.
  • Autogroups can now be used for buildings.
  • Autogroups no longer override manual groups set during production.
  • Added incomplete French and Ukrainian translations.



Maps
  • Added lava to Stronghold because it looks like it wants it.
  • Added boxes for Ravaged Remake v1.2



Awards


Some awards show up in almost every game in nonsensical ways. To address this, the minimum threshold for a few awards has been raised.
  • Spoils of War requires 3.3x more reclaim.
  • Slow King requires 2x more slow damage.
  • Peacemaker requires 4x more disarm damage.



Modding
  • Add customParams.turn_accel_factor to control the angular inertia of units.
  • Add Spring.Utilities.ConcatArrays to concatenate arrays.



Fixes
  • Fixed split switching spectators to players in the split room.
  • Fixed load order of replays so the most recent replays show up first.
  • Fixed Bellicose Islands boxes (edge gap east).
  • Fixed a rare issue with the external map grid (thanks to AntlerForce).
  • Fixed Newton launcher auto-jump, sometimes causing jumps on the launch pad.
  • Fixed Envoy overkill prevention.
  • Fixed command insert not working with line formations.
  • Fixed jumping units sometimes using their walk animation mid-air.
  • Fixed shields sometimes do not activate when rapidly thrown out of the water.
  • Units no longer move to clear the "entrance" of plane factories when a plane is built.
  • Units that start retreating are no longer automatically deselected for spectators.
  • Fixed the select damaged/healthy hotkey presets.
  • Fixed Fire Once leaving Set Target applied.
  • Fixed Restore is not working correctly on random maps and maps with changed water level.
  • Fixed Sparrow's wingtip ribbons.
  • Fixed teleportation sometimes leaves tracks.
  • Fixed slow and Stardust heat rounding.
  • Fixed missing ghosts for some campaign-only structures.
  • Fixed orbital drops of ships trying to land ships on the sea floor.


You can learn more about Zero-K by visiting the Official Website, and Forums. Download Zero-K Here. And that's all regarding Zero-K for now. Stay tuned at PPM for more news about Zero-K!