OpenRA Changelog

What's new in OpenRA 20190314

Jun 21, 2019
  • General Improvements:
  • Added Ctrl modifier to queue units at the front of the production queue instead of the end. [#15764]
  • Added support for asset installation from special-case mountpoints on Linux. [15883]
  • Added target-line display for allied units and for spectators. [#15782]
  • Added an Army Value graph and column to the spectator UI. [#15767, #15957]
  • Added a Developer section to the advanced game options. [#15942]
  • Added support for the AI to rebuild lost harvesters. [#15991]
  • Added new targeting logic that respects the Fog of War. [#15866, #15979, #16051, #16067, #16093, #16101, #16109, #16110, #16119, #16135, #16150, #16152, #16168, #16182, #16194, #16219, #16252, #16271]
  • Added ability of turreted units to acquire and attack targets while moving. [#16112]
  • Fixed download progress display for servers that do not report the total file size. [#15588, #15611, #15614]
  • Fixed deploy orders not being queuable from the command bar. [#15596]
  • Fixed incorrect production tooltip background sizes. [#15890]
  • Fixed volume slider sensitivity (now uses logarithmic scaling). [#14875]
  • Fixed player score not updating while game info screen is visible. [#15915]
  • Fixed target lines showing the wrong location for newly-captured units. [#15742]
  • Fixed a typo in lobby tooltip for the Crates checkbox. [#15953]
  • Fixed infantry animations sometimes remaining in the last shooting frame instead of changing to stand. [#15701]
  • Fixed "game is full" error when joining a server with spectators disabled. [#15927]
  • Fixed AI and factions being partially truncated in their selection lists. [#15678]
  • Fixed trees disappearing completely when destroyed below the Fog of War. [#15579]
  • Fixed incorrect "exploit detected" warnings that occasionally occurred after capturing an enemy unit. [#16081]
  • Fixed actors captured by enemy players remaining in the active selection. [#16084]
  • Fixed husks being visible below Fog of War. [#16011]
  • Fixed aircraft circling endlessly when target is too close. [#16054]
  • Fixed "ready" clients who are made a spectator by the server admin not being able to move back to a player slot. [#16043]
  • Changed "Cancel" buttons in map chooser and replay browser to "Back". [#15410]
  • Changed the Return Fire stance so that attacked units will no longer follow their attackers. [#15567]
  • Changed replay percent completion tooltip to show the game progress than the replay progress. [#15704, #15999]
  • Changed the lobby teamchat selector match the in-game selector. [#15595]
  • Changed "Building"/"Training" notifications to reduce audio overlapping when ordered in quick succession. [#15360, #16083, #16220]
  • Improved performance. [#15413, #15464, #15479, #15593, #15787, #15629, #15503, #15671, #15859, #15974, #16072]
  • Map Editor:
  • Added an actor property editor. [#15551, #15881, #16221]
  • Added multi-category filtering to the tile selector. [#15976]
  • Added multi-category filtering to Copy/Paste. [#15989]
  • Added a hotkey for the Copy/Paste tool. [#16008]
  • Fixed a crash when adding a unit while an invalid owner is selected. [#15628]
  • Removed actors incompatible with direct placement on maps. [#15987]
  • Changed trees and other decoration actors to automatically use the Neutral owner. [#15461, #15861]
  • Red Alert:
  • Added the missing Mechanic repair voice clips. [#16299]
  • Added an audio notification ("Unit lost") when a player's unit gets stolen. [#16268]
  • Fixed repair cursor not working on aircraft. [#15543, #15822]
  • Fixed Mad Tank detonate order not being queueable. [#15893]
  • Fixed Helipad reload animation speed. [#15725]
  • Fixed Refinery not using damaged art when below 50% health. [#15821]
  • Fixed aircraft reloading stopping on the airfield when given a stop order. [#15363]
  • Fixed paradrop/parabomb beacons disappearing if one of the planes is shot down before reaching the target. [#15835]
  • Fixed a rare crash when calculating the bounties of passengers in a killed transport. [#16175]
  • Fixed stolen vehicles displaying wrong stance. [#16156]
  • Fixed camera remaining on the map if paratrooper/parabomb aircraft is destroyed. [#16155, #16304]
  • Fixed an issue that could cause gps symbols to remaining on the map after a unit is destroyed. [#16222]
  • Fixed uneven volumes of music tracks. [#16161]
  • Fixed helicopters ignoring orders after reloading at the helipad. [#16170]
  • Improved faction colors used for GPS indicators and the Hind. [#15659, #15836]
  • Improved the AI unit composition and avoid low power situations better. [#15607]
  • Reduced volume of cash tick sounds. [#16034]
  • Campaign/Mission/Map Changes:
  • Fixed a scripting error in Infiltration. [#16022]
  • Fixed issues with Monster Tank Madness mission. [#16128, #16162]
  • Fixed several other minor mission issues. [#16079, #15584, #15673]
  • Fixed a scripting error in Soviet 05. [#16238]
  • Fixed errors in the dropzone maps. [#16247]
  • Fixed ore mine placement on 'Pitfall'. [#16211]
  • Added Allies 07: Sunken Treasure. [#15542]
  • Added Allies08 (a and b): Protect the Chronosphere. [#15582, #15693, #15583, #15940]
  • Added Soviet08a: Investigate Elba Island. [#14972]
  • Added Soviet Soldier Volkov & Chitzkoi. [#15549]
  • Added It Came From Red Alert 1: Discovery. [#15396]
  • Added Sarin Gas 1: Crackdown. [#15898, #16035]
  • Added Aftermath and Counterstrike categories to the mission selector. [#15694]
  • Changed money crate value to $2000 by default in missions. [#15666, #15730]
  • Improved behaviour in Allies-02 when the soviet base is destroyed. [#16030]
  • Game Mechanic / Balance Changes:
  • Engineers are now consumed when capturing buildings. [#15661, #15696, #15737, #15810, #15986, #16130]
  • Dog attack behaviour overhauled to remove bugs and behave closer to the original game. [#15008, #15998, #16005, #16007, #16080, #16236]
  • Replaced Soviet Hijacker with Thief: improved vehicle capturing behaviour, and can now steal funds from enemy refineries. [#15875, #16130]
  • Mechanics now repair husks owned by allied players instead of capturing them. [#15851, #15935]
  • Infantry in pillboxes no longer gain experience. [#15907]
  • Increased dog attack damage and vision range. [#16247, #16244]
  • Increased Hind cost. [#16244]
  • Increased Camo Pillbox cost. [#16244]
  • Increased the turn speed of naval transports. [#16025]
  • Reduced Artillery effectiveness vs. infantry, improved accuracy. [#16244]
  • Reduced MiG missile inaccuracy. [#16244]
  • Reduced Engineer cost, inreased capture delay. [#16244]
  • Reduced speed of Medic and Mechanic. [#16244]
  • Reduced speed and cost of Radar Jammer. [#16244]
  • Reduced speed of Mobile Gap Generator. [#16244]
  • Reduced Chronosphere effect duration. [#16244]
  • Changed fake structure prices to be consistently 10% of their real equivalent. [#16188]
  • Tiberian Dawn:
  • Fixed the menu/exit fade effect for paused replays. [#15597]
  • Fixed waypoints and removed unused actors outside map bounds from several missions. [#15584]
  • Fixed repair cursor not working with aircraft. [#15543, #15822]
  • Fixed music tracks being hidden/having a wrong name. [#15909]
  • Fixed uneven volumes of music tracks. [#16161]
  • Reduced volume of cash increase tick sound. [#16034]
  • Campaign/Mission Changes:
  • Added Nod 10a: Terminate Doctor Wong. [#15870]
  • Added Nod 10b: Destroy the Mammoth Tank Facility. [#15902]
  • Dune 2000
  • Added concrete damage and destruction. [#15610, #15784, #15924, #15944]
  • Fixed a rare game freeze. [#14838, #15856, #16253]
  • Fixed in-game screenshots displaying shrouded areas as transparent pixels. #15978]
  • Engine/Modding
  • Added support for PNG sprite sheets and PaletteFromPng. [#15336]
  • Added support for horizontally aligning SupportPowersWidget. [#15471]
  • Added plumbing for performing custom activity code on actor disposal. [#15622]
  • Added dynamic LaunchEffect facing support to LaserZap. [#15173]
  • Added support for parsing custom metadata from sprite files. [#15668]
  • Added support for displaying different actor types in the color picker for each faction. [#15735]
  • Added a world-specific random number source to replace the existing CosmeticRandom in the long term. [15788]
  • Added facing support to GravityBomb. [#15848, #15895]
  • Added support for per-track volume modifiers for music files. [#16138]
  • Added VolumeModifier for custom voice/notification sound volumes. [#16034]
  • Fixed a crash when multiple INotifyBlockingMove interfaces were used with the EjectOnDeath property of Cargo. [#15510]
  • Fixed compilation on the Raspberry Pi and other ARM-based systems. [#15755]
  • Fixed glitch when a sequence with Start frame higher than 0 is played backwards. [#15451]
  • Fixed game crashes when no maps are available to load. [#15565]
  • Fixed a crash when mods/maps use invalid SubCell references. [#15770]
  • Fixed VGA palettes not making use of the full color range. [#15745]
  • Fixed remote map status remaining in the "Searching" state when multi-map queries fail. [#15933]
  • Fixed custom looping animations in WithSpriteBody not being played in sync with other animation traits. [#15600]
  • Fixed a crash when an actor with both TakeCover and GrantConditionOnDeploy traits undeploys. [#15806]
  • Fixed mission groups not working for SDK-based mods. [#16041]
  • Fixed a crash when using chat commands in a replay where the first player to join the server left before the game started. [#16085]
  • Changed Health look-ups to use IHealth. [#15378, #15757]
  • Changed placement preview overlay to accept build-valid without tileset suffix. [#15452]
  • Changed hardcoded notification sounds to be configurable and optional. [#15357]
  • Changed UI sounds ClickSound, ClickDisabledSound and ChatLine to be configurable and optional. [#15390]
  • Changed cursors.yaml to use palettes from rules. [#15652, #16269]
  • Removed INotifyBuildComplete. [#15676, #15682, #15884, #16113]
  • Removed the IExplodeModifier interface and replaced its functionality with conditions. [#15825]
  • Removed hardcoded negative-damage check from damage warheads. [#15751]
  • Removed sync report generation by default and added Server.EnableSyncReports option to re-enable in MP. [#15593, #15859]
  • Trait Changes:
  • Aircraft: Replaced TakeoffSound with TakeoffSounds list, LandingSound with LandingSounds list, and added TurnToDock parameter. [#15624, #15724]
  • Aircraft: Fixed issues related to terrain heightmaps. [#15918, #15459]
  • AnnounceOnBuild: Replaced by new VoiceAnnouncement trait. [#15743, #16158]
  • Armament: Changed to call PreparingAttack before calculating Muzzle. [#15656]
  • AttackHeli: Replaced by AttackAircraft. [#15781]
  • AttackLeap: Rewritten to implement classic dog behaviour. Now used with EdibleByLeap, GrantConditionOnAttack, GrantConditionWhileAiming. [#15008]
  • AttackPlane Replaced by AttackAircraft. [#15781]
  • AttackSuicides: Removed in favour of using AttackFrontal with a conditional KillsSelf. [#16101]
  • Cloak: Changed disabled status to reset cloak timeout, and added PauseOnCondition parameter to maintain the previous behaviour. [#15711]
  • CustomTerrainDebugOverlay: Fixed rendered in isometric mods. [#15626]
  • CrateSpawner: Fixed one too may crates being spawned if Maximum equalled Minimum. [#15587]
  • *CrateAction: Added RequiresCondition support for disabling the action, replaced Effect with the more standard Image and Sequence parameters. [#15690, #15747]
  • *CrateAction: changed Notification field to reference a notification name instead of a sound file. [#15699]
  • New trait: CreatesShroudMultiplier. [#15707]
  • Demolition: Added TargetStances and ForceTargetStances parameters. [#15702]
  • EditorTilesetFilter: Renamed to MapEditorData. [#15630]
  • Exit: Added RequiresCondition support for disabling exits. [#15058]
  • New trait: GrantConditionWhileAiming. [#15008]
  • New trait: GrantConditionOnProduction. [#15303]
  • GrantExternalConditionPower: Added ValidStances parameters to support targeting enemy actors. [#15984]
  • HackyAI: Replaced by new ModularBot plus HarvesterBotModule, SupportPowerBotModule, BaseBuilderBotModule and BuildingRepairBotModule, McvManagerModule, SquadManagerBotModule, UnitBuilderBotModule traits. [#15750, #15791, #15802, #15830, #15786, #15855, #15857, #15921, #15942, #15922, #15977, #15980, #15982, #16125, #16149]
  • HitShape: Added ArmorTypes parameter to apply different Armor bonuses to each hitshape (directional armor, etc). [#14991]
  • LeaveSmudgeWarhead: Added Chance parameter. [#15815]
  • LeavesTrails: Fixed trait being disabled when no TerrainTypes are defined. [#15601]
  • Locomotor: Fixed crash when an entry in TerrainSpeeds is set to 0. [#15709]
  • MPSpawnUnits: Added BaseActorOffset parameter. [#15753]
  • New trait: ParallelProductionQueue. [#15018]
  • Production: Now properly supports RequiresCondition, PauseOnCondition, and multiple instances on an actor. [#14795, #15045]
  • ProductionQueue: Replaced LowPowerSlowdown with LowPowerModifier and added InfiniteBuildLimit parameter. [#14664, #15021]
  • RallyPoint: Fixed crash when Palette isn't defined (even though it's unused when Image is disabled). [#15530]
  • New trait: Rearmable manages unit rearming behaviour. [#14357]
  • RenderShroudCircle: Added Color and ContrastColor parameters. [#15419]
  • New trait: RequiresSpecificOwners used to generate warnings when map-placed actors use incorrect owners. [#15461, #15861]
  • New trait: RevealsShroudMultiplier. [#15707]
  • New trait: TerrainRenderer now manages map terrain rendering. [#15669]
  • Turreted: Added RequiresCondition support for disabling the turret and PauseOnCondition support for disabling its movement. [#15811]
  • Valued: Trait is now optional, and can be omitted by mods which do not need it. [#15367]
  • WithMakeAnimation: Condition is now revoked after other traits have ticked to avoid behaviours toggling too early. [#15748]
  • WithRearmAnimation and WithRepairAnimation: Replaced byWithResupplyAnimation. [#15543, #15822]
  • WithResources: Renamed to WithResourceLevelOverlay. [#15906]
  • WithSiloAnimation: Replaced by WithResourceLevelSpriteBody. [#15906]
  • WithSpriteBody: Added ForceToGround parameter. [#15844]
  • WithSpriteTurret: Added Palette and IsPlayerPalette parameters. [#15525]
  • Lua API Changes:
  • Added player.GetActorsByTypes lua function. [#15446]
  • Added a specific lua error for using Actor.Create() with no or invalid owner. [#15679]
  • Fixed a Lua error when attempting to use the Attack API on actors that have multiple Attack* traits. [#15603]
  • Fixed Trigger.OnAllRemovedFromWorld Lua API not accounting for units being removed and then re-entering the world before the condition triggers. [#15680]
  • OpenRA.Utility changes:
  • Added a --utility argument to the Linux AppImages to allow calling the OpenRA Utility. [#15894]
  • Added a --check-yaml test for invalid audio notifications. [#15646]
  • Fixed --png crash on Linux/macOS. [#15892]
  • Fixed --check-yaml crash when encountering an Inherits yaml node with children. [#15763]
  • Removed --fix-classic-tilesets utility command along with its obsolete code. [#15828]
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New in OpenRA 20190302 Playtest (Mar 4, 2019)

  • General Improvements:
  • Fixed attack/enter cursors not working for pre-placed map actors. [#16194]
  • Fixed harvesters moving to empty fields or new field when already full. [#16253]
  • Fixed turreted defense reacting slowly and unit turrets twitching. [#16252]
  • Fixed map editor crashing when editing actor ID of newly placed actor. [#16221]
  • Fixed AI and factions being partially truncated in their selection lists. [#15678]
  • Improved behaviour for the "Building"/"Training" audio changes. [#16220]
  • Red Alert
  • Fixed dogs sometimes getting stuck after friendly force-fire. [#16236]
  • Fixed gps symbol remaining on the map if actor is destroyed under fog. [#16222]
  • Fixed gps breaking targeting of buildings under fog. [#16219]
  • Mission and Map Changes:
  • Fixed a scripting error in Soviet 05. [#16238]
  • Fixed errors in the dropzone maps. [#16247]
  • Fixed ore mine placement on 'Pitfall'. [#16211]
  • Balancing:
  • Increased dog attack damage and vision range. [#16247, #16244]
  • Increased Hind cost. [#16244]
  • Increased Camo Pillbox cost. [#16244]
  • Reduced Artillery effectiveness vs. infantry, improved accuracy. [#16244]
  • Reduced MiG missile inaccuracy. [#16244]
  • Reduced Engineer cost, inreased capture delay. [#16244]
  • Reduced speed of Medic and Mechanic. [#16244]
  • Reduced speed and cost of Radar Jammer. [#16244]
  • Reduced speed of Mobile Gap Generator. [#16244]
  • Reduced Chronosphere effect duration. [#16244]
  • Changed fake structure prices to be consistently 10% of their real equivalent. [#16188]

New in OpenRA 20190209 Playtest (Feb 19, 2019)

  • General Improvements:
  • Fixed a rare crash when targeting buildings under the Fog of War. [#16051]
  • Fixed husks being visible below Fog of War. [#16011]
  • Fixed aircraft circling endlessly when target is too close. [#16054]
  • Fixed trees disappearing completely when destroyed below the Fog of War. [#15579]
  • Fixed "ready" clients who are made a spectator by the server admin not being able to move back to a player slot. [#16043]
  • Fixed incorrect "exploit detected" warnings that occasionally occurred after capturing an enemy unit. [#16081]
  • Fixed actors captured by enemy players remaining in the active selection. [#16084]
  • Fixed several more issues related to targeting. [#16067, #16093, #16101, #16109, #16110, #16119, #16135, #16152, #16168]
  • Fixed a number of issues related to capturing and frozen actors. [#16150]
  • Fixed broken gate animation (regression from #15682). [#16113]
  • Fixed a crash when the calculated maximum range to a target was less than the minimum. [#16182]
  • Fixed a crash when calculating the bounties of passengers in a killed transport. [#16175]
  • Added ability of turreted units to acquire and attack targets while moving. [#16112]
  • Improved behaviour for the "Building"/"Training" audio changes. [#16083]
  • Improved performance. [#16072]
  • Map Editor:
  • Added a hotkey for the Copy/Paste tool. [#16008]
  • Red Alert:
  • Fixed an exploit that allowed dogs to permanently run when moving. [#16080]
  • Fixed crash when C4-ing iron curtain'd buildings. [#16158]
  • Fixed stolen vehicles displaying wrong stance. [#16156]
  • Fixed camera remaining on the map if paratrooper/parabomb aircraft is destroyed. [#16155]
  • Fixed uneven volumes of music tracks. [#16161]
  • Fixed helicopters ignoring orders after reloading at the helipad. [#16170]
  • Reduced volume of cash tick sounds. [#16034]
  • Campaign/Mission Changes:
  • Fixed a scripting error in Infiltration. [#16022]
  • Fixed a scripting error in Sarin Gas 1. [#16035]
  • Improved behaviour in Allies-02 when the soviet base is destroyed. [#16030]
  • Fixed issues with Monster Tank Madness mission. [#16128, #16162]
  • Other minor fixes. [#16079]
  • Game Mechanic / Balance Changes:
  • Increased the turn speed of naval transports. [#16025]
  • Decreased the speed of the Thief. [#16130]
  • Decreased Engineer capture delay. [#16130]
  • Tiberian Dawn:
  • Fixed uneven volumes of music tracks. [#16161]
  • Reduced volume of cash increase tick sound. [#16034]
  • Dune 2000:
  • Fixed AIs wasting money on repairing buildings not placed on concrete tiles. [#16149]
  • Engine/Modding:
  • Added VolumeModifier for custom voice/notification sound volumes. [#16034]
  • Fixed mission groups not working for SDK-based mods. [#16041]
  • Fixed a crash when using chat commands in a replay where the first player to join the server left before the game started. [#16085]
  • Added support for per-track volume modifiers for music files. [#16138]
  • Lua API Changes:
  • Fixed Trigger.OnAllRemovedFromWorld Lua API not accounting for units being removed and then re-entering the world before the condition triggers. [#15680]
  • Trait Changes:
  • AttackSuicides: Removed in favour of using AttackFrontal with a conditional KillsSelf. [#16101]
  • CaptureBotModule: Fixed crash with units that define more than one Captures trait. [#16125]
  • Packaging/Installer:
  • Fixed source package creation choking on too many files. [#16114]

New in OpenRA 20180307 (Jun 30, 2018)

  • General Improvements:
  • Fixed an issue that could cause excessive debug log file sizes. [#14754]
  • Fixed a compatibility issue with mono 5.10 and newer. [#14871, #14886]
  • Increased the minimum required mono version to 4.2. [#14870]
  • Packaging:
  • Fixed Windows build scripts to account for GitHub API changes. [#14855]

New in OpenRA 20171014 (Oct 20, 2017)

  • General Improvements:
  • Fixed an issue that could prevent infantry from moving into range to attack a target. [#13620]
  • Fixed issues with unit pathfinding when moving to a repair depot rally point. [#13093]
  • Fixed issues with Harvester resource claim logic. [#13646]
  • Fixed faction-specific support powers not being enabled by the "Build Everything" cheat. [#12859, #14042]
  • Fixed several issues with queued unit orders. [#13508, #13528, #13714, #13715, #13830]
  • Fixed a visual gitch when using the repair cursor on damaged units. [#13181]
  • Fixed several issues with mouse and hotkey scrolling. [#13096, #13115, #13310, #13812]
  • Fixed duplicated AI names when multiple of the same type are in a game. [#13232]
  • Fixed an issue that could prevent the "quick install" assets from being extracted on non-english locales. [#13573]
  • Fixed multiplayer games starting automatically with only one player when the game admin switches to a spectator slot. [#13271]
  • Fixed an issue that could reset a player's color when switching slots in the lobby. [#13201]
  • Fixed the screenshot hotkey not working in menus. [#13186]
  • Fixed "Connection Failed" errors when connecting to a server hosting a map with invalid custom rules. [#12976]
  • Fixed several issues with the global chat UI and behaviour. [#12971, #13185, #14072]
  • Fixed inconsistent message prefixes for system messages in the game chat. [#12974]
  • Fixed several visual glitches related to tooltips. [#13005, #13365, #13409, #13541, #13602]
  • Fixed not being able to launch a mod after installing the required content. [#13665]
  • Fixed a crash in the lobby if a player quits while the client tooltip is active. [#13757]
  • Fixed display of non-english audio device names in the settings menu. [#13621]
  • Fixed mousewheel scrolling issues with dropdowns. [#13921]
  • Added character limit of 2500 to chat. [#14166]
  • Added detection of LAN games to the multiplayer server list. [#13132, #13351, #13824]
  • Added support for game admins changing the Team and Spawn of other players. [#13002]
  • Added a new 'Scroll-zoom Modifier' option None for simpler/faster zooming. [#13066]
  • Added new tooltips to the spectator production statistics. [#13007]
  • Added the ability to install maps from the replay browser. [#13233]
  • Added a ViewportEdgeScrollMargin settings entry to improve use on touch screens. [#13815]
  • Improved the ordering of games in the multiplayer server list. [#12973, #13413]
  • Improved in-game performance and memory usage. [#13461, #13485, #13502, #13521, #13527, #13535, #14017]
  • Changed default observer/replay setting to 'All players' if shroud is disabled. [#13927]
  • Replaced the in-game mod chooser with OS-level shortcuts for each game. [#13049, #13133, #13172, #13380]
  • Gameplay Improvements:
  • Added a unit command bar with buttons to issue common commands and change unit stances. [#13263, #13488, #13548, #13552, #13593, #13700, #13782, #13807, #13834, #14007, #14074]
  • Improved unit targeting and damage calculations to account for the physical size of buildings. [#13196, #13314, #13340, #13448, #13460, #13495, #13497, #13529, #13553, #13561, #13563, #13672, #13693, #13738, #13758, #13961, #13990, #14058]
  • Units will now fire at multiple locations on most structures.
  • Units that enter structures (commandos, spies, etc) no longer have to run to the middle of large structures.
  • Added "Assault Move" modifier (Ctrl) to attack move. [#14010, #14070]
  • Changed the "Defend" stance to no longer automatically target non-combat structures. [#13520, #13542, #14119]
  • Red Alert:
  • Fixed Rush AI building too many airfields and helipads. [#13500]
  • Fixed bots being enabled on Poland Raid (they were supposed to be disabled for performance reasons). [#13696]
  • Fixed ship wakes not animating. [#13627]
  • Fixed some pixels on Longbow and Chinook sprites not being remapped. [#13640]
  • Fixed helicopters not travelling to the closes helipad to reload. [#13178]
  • Fixed the repair cursor not working for ships. [#13104]
  • Fixed some code workarounds in allies05a. [#12896]
  • Fixed black tile on template 438 of the desert tileset in the map editor. [#13622]
  • Fixed supply trucks being selected by the "Select all combat units" hotkey. [#13668]
  • Fixed the Aftermath expansion disc detection on Linux. [#13760]
  • Fixed incorrect SAM Site firing offset. [#13808]
  • Fixed incorrect APC and Jeep muzzle offsets. [#13957]
  • Fixed editor category of interior tile 384 (wall corner). [#13792]
  • Fixed map glitches on Dual Cold Front and Opposite Force. [#13887, #13958]
  • Fixed incorrect pathability on a specific beach tile. [#13786]
  • Added win/loss videos to "Monster Tank Madness" mission. [#13819]
  • Added combat stances to the MiG and Yak. [#13695]
  • Added MiG fly-bys to the shellmap. [#13909]
  • Added Forward Command and Communications Center tech structures. [#13790]
  • Added 2-player map 'Agenda' and updated 'Great Sahara 2'. [#13828, #13972]
  • Added "set primary building" modifier (ctrl) to rally points. [#12977]
  • Reorganized the templates for desert beaches. [#13644]
  • Tweaked performance by reducing harvester ore scan radius from order/last mined position. [#13640]
  • Increased distance of how far helicopters move from helipad after reloading. [#13640]
  • Balance changes: [#13640, #13643, #13653, #13680, #13712, #13790, #13877, #13878, #13930]
  • Silo - Stores 3k
  • Service Depot - 30% faster repair speed, add traversable cells
  • Unified anti-ground defense cloak detection range to 6 cells
  • Removed cloak detection from anti-air defenses and powered-down Radar domes
  • Added cloak detection to Mammoth Tank and Tanya
  • Removed experience bonuses from killing walls
  • Adjusted health, armor types, and damage vs buildings to account for new hit shape mechanics.
  • Adjusted vision ranges of most structures and units
  • Increased Medium/Heavy/Mammoth tank damage vs infantry and heavy armor
  • Reduced build time of Phase Tank, Chrono Tank, Tesla Tank, MiG, Longbow, Cruiser, Missile Sub
  • Increased health of Heavy Tank, Chrono Tank, Tesla Tank, Chinook, Soviet Tech Center, Dog
  • Reduced health of Medic, Shock Trooper, Camo. Pillbox
  • Increased Radar Jammer, Mobile Gap Generator, Chinook movement speed
  • Reduced MCV movement speed
  • Reduced Chinook land/take off speed
  • Reduced Shock Trooper cost and damage vs heavy armor
  • Increased Grenadier damage vs infantry
  • Doubled War Factory production speed bonus. Four structures will now halve vehicle production time
  • Reduced charge time for Paradrop, Parabomb, Spy Plane
  • Tiberian Dawn:
  • Fixed helicopters not repairing on their helipad. [#13388]
  • Fixed production prerequisites not being displayed for some units. [#13789]
  • Added Supply Truck vehicle to allow transferring funds between players. [#13795]
  • Balance changes: [#13056, #13139, #13231, #13556, #13636, #13764, #13776]
  • Commando will now identify targets at its maximum weapon range.
  • Increased the Flamethrower infantry attack spread.
  • Adjusted Airstrike damage versus non-defense structures to account for larger hit zones.
  • Orca damage increased by 10%.
  • Apache reloading changed to reload individual shots instead of full clips.
  • SAM Site range and damage increased.
  • Humvee damage vs light armor increased by 10%.
  • Added "bad" crate effects: Spawn Visceroid and Atomic explosion.
  • Adjusted Veterancy crate effect to grant elite status.
  • Engineer movement speed reduced to 48 from 56.
  • Helicopter crash damage increased to 100 from 40.
  • Rocket infantry damage against no armor reduced to 20 from 30.
  • Orca damage against no armor reduced to 30 from 50.
  • Increased HP and added heavy armor type to bridges.
  • Dune 2000:
  • Fixed concrete slabs being visible on radar. [#13537]
  • Fixed and improved several tileset issues in the map importer and map editor. [#12784, #13297]
  • Fixed harvester husks rendering beneath the refinery. [#13875]
  • Added new higher resolution mod logo. [#13211]
  • Added campaign missions Ordos 2a, 2b, 3a, 3b and 4, Atreides 5, Harkonnen 3a, 3b and 4. [#12785, #12880, #13047, #13063, #13118, #13156, #13259, #13324, #13377]
  • Added new maps from the original game: [#12900, #12901, #12902, #12903, #12904, #13395, #13396, #13397, #13398]
  • Updated Habbanya Erg and Imperial Basin maps. [#13399]
  • Balancing:
  • Changed airstrike damage to account for hit-shape changes. [#13465]
  • Units now reveal shroud for a short amount of time after they are killed. [#12999]
  • Changed sonic tank damage to more accurately match the original game. [#13870]
  • Engine / Modding (Game logic):
  • Fixed contrails getting rendered between loading in and loading out position. [#12882]
  • Fixed GrantConditionOnPrerequisite not refreshing when the actor's owner changes. [#12981]
  • Fixed VeteranProductionIcons overlay not being removed when the prerequisite is removed. [#13117]
  • Fixed several issues with subterranean unit and tunnel logic. [#12924, #13149, #13159, #13160, #13511]
  • Fixed a visual glitch with duplicated muzzle rendering. [#13088]
  • Fixed armaments blocking the use of other armaments in AttackGarrisoned. [#13110]
  • Fixed RangeMultiplier not working as expected. [#13219]
  • Fixed PNGLoader crash with palette containing less than 256 colors. [#13391]
  • Fixed a crash in SpreadDamageWarhead if Range or Spread is equal to or greater than 32c0. [#13645]
  • Fixed a rare game hang related to Aircraft with minimum weapon range of zero. [#13608]
  • Fixed that starting any mod resulted in a bogus exception in debug.log. [#13367]
  • Fixed units uncloaking when selfhealing or receiving 0 (rounded down) damage. [#12969]
  • Fixed unknown setting values being erased from settings.yaml. [#13226]
  • Fixed EjectOnDeath ejecting pilots at ground level when EjectOnGround is false. [#13892, #14021]
  • Fixed LaunchSound and LaunchSpeechNotification not functioning on SpawnActorPower. [#13740]
  • Fixed buildings spawned from SpawnActorOnDeath not properly occupying = footprint cells. [#13796]
  • Fixed actors attempting to target actors that can only be hit by disabled armaments. [#13856]
  • Fixed line-damage projectiles not damaging units along the cardinal directions. [#13894
  • Added support for mod-defined mod package formats. [#13223, #13344, #13345, #13347, #13559, #13613, #13666]
  • Added WithTurretedAttackAnimation trait. [#13143]
  • Added an Offset property to SpawnActorOnDeath. [#13106]
  • Added ChangesTerrain trait to allow map overlay actors to change the terrain type. [#11774]
  • Added TimeStep and index properties to LightPaletteRotator. [#13161]
  • Added a RangeCircleMode property to RenderRangeCircle. [#13431]
  • Added RevealOnDeath trait for revealing shroud after an actor dies. [#12999]
  • Added RevealDisguiseOn field to the Disguise trait. [#13214]
  • Added LocalOrientation field to the WithVoxelBarrel trait. [#13293]
  • Added KillCargo and FlashScreen properties to PortableChrono. [#13354]
  • Added support for granting conditions on different actor stances. [#13389]
  • Added EnergyWall trait for temporary barriers that cause damage when activated. [#13025]
  • Added support for granting a condition while the make animation plays. [#13025]
  • Added Reject field to RejectsOrders for blacklisting orders. [#13202]
  • Added multiple sprite body support to animation traits. [#13294, #13350]
  • Added AutoTargetPriority trait to enable smarter AutoTarget logic. [#13383]
  • Added ForceDisplayAtGroundLevel boolean to CreateEffectWarhead. [#13456]
  • Added GrantConditionOnBotOwner trait to enable logic for AI-owned actors. [#13382]
  • Added support for untargetable building cells. [#13553]
  • Added weapon strafing support. [#13522]
  • Added airburst support to Bullet. [#12634]
  • Added TerrainHeightAware toggle to Missile for performance on non-heightmap-aware mods. [#13628]
  • Added TrackTarget and DamageDuration properties to TeslaZap. [#13475]
  • Added forward movement support to GravityBomb. [#12606]
  • Added StartBurstReport, AfterFireSound and AfterFireSoundDelay to weapons. [#13204, #13292]
  • Added condition support to SpawnActorOnDeath. [#13576]
  • Added condition support to Explodes. [#13342]
  • Added ReloadArmamentsBar trait to display armament reload progress. [#13432]
  • Added SkipMakeAnimation flag to GrantConditionOnDeploy and Sellable traits. [#13822]
  • Added 64/32 bit OpenRA process check to sysinfo. [#13859]
  • Improved logging of yaml ruleset exceptions. [#13372]
  • Improved error messages when creating invalid frozen actors. [#13155]
  • Improved line build logic with condition granting and segment features (see LineBuild, GrantConditionOnLineBuildDirection, LineBuildSegmentExternalCondition). [#13025]
  • Improved the exception message when a Bridge's DemolishWeapon cannot be found. [#13691]
  • Changed RectangularIsometric coordinates to measure 1024 world units along the cell axes instead of the screen axis. [#13253]
  • Changed projectile/warhead victim scan radius auto-calculation to trigger on negative values, to allow disabling them with 0. [#13544]
  • Changed default Scale of RenderVoxels from 10 to 12 to give Westwood voxels their correct size. [#13210]
  • Changed the GrantConditionOnDeploy.IsValidTerrain method to be more flexible. [#13519]
  • Changed condition statement parser to require whitespace between variable names and tokens. [#13134]
  • Changed SupplyTruck and AcceptsSupplies traits to DeliversCash and AcceptsDeliveredCash, respectively, while adding stance and type support. [#13000]
  • Changed and partially refactored Bib to WithBuildingBib. [#13561, #14006]
  • Removed obsolete TargetWhenIdle and TargetWhenDamaged from AutoTarget (use stances instead). [#13695]
  • Refactored some logic to remove IDisable in favor of condition-based solutions (work in progress). [#12955, #12996]
  • Refactored CreateEffectWarheads ImpactTypes. [#13543]
  • Map Editor:
  • Fixed incorrect reporting of the total resource display. [#13318]
  • Added error dialogue when saving a map fails. [#13150]
  • Added support for multiple terrain categories per template. [#13339]
  • Added Actor Categories and Categories dropdown filter. [#13353]
  • Added search fields to the template and actor lists. [#13596, #13965]
  • Packaging / Utilities / Mod Support:
  • Fixed unit tests failing in some development environments. [#13517]
  • Fixed a crash when using a local/portable Support directory. [#13525]
  • Fixed lint crash when a sprite image is null. [#13466]
  • Added a VERSION file to explicitly declare the engine version of the game. [#13443]
  • Added a utility command pre-register mod metadata during Windows / .deb installation. [#13539, #14075, #14152]
  • Added lint check and exception for when no player owns the world of a map. [#13270]
  • Added mod selection to the Windows game launcher script. [#13033]
  • Added support for mods to customize the URLs used for ingame news, master server and map repository access. [#13141]
  • Added ability to run Dune 2000, Tiberian Dawn, and Tiberian Sun from MonoDevelop / Xamarin Studio as alternate run configurations with Red Alert as the default run configuration. [#12906]
  • Added support for generating weapon documentation. [#11913, #13933]
  • Changed packaging and launch scripts to support OS-level mod launchers and the mod SDK. [#12828, #12966, #12992, #13116, #13215, #13612, #13914]
  • Changed the minimum required Mono version on macOS to 4.6. [#13838]
  • Changed dependency fetching to use curl instead of wget. [#13897]
  • Moved code style checking to its own executable. [#13611]
  • Improved the windows make and launcher scripts. [#13359, #13833]
  • Improved compatibility with 3rd-party mod dlls on Windows. [#13190]
  • Improved robustness of dependency fetching. [#14005]
  • Removed support for loading .oramod files, and loading mods from the support directory. [#13049]
  • Removed .oramod and .orarep file type handlers from Windows and Linux. [#12909]

New in OpenRA 20170923 Playtest (Sep 25, 2017)

  • General Improvements:
  • Added "Assault Move" modifier (Ctrl) to attack move. [#14010]
  • Fixed mouse pointer not being centered on buildings during placement. [#14006]
  • Fixed music randomly stopping. [#14017]
  • Fixed cheats re-enabling OneShot support powers. [#14042]
  • Red Alert:
  • Fixed water splashes appearing on bridges. [#13990]
  • Fixed surface weapons damaging submerged submarines. [#14058]
  • Fixed vehicles spawning infantry when killed. [#14021]
  • Changed owner of all actors on Agenda from Creep to Neutral. [#13972]
  • Dune 2000:
  • Removed dummy support overlay (which caused pixel errors). [#14007]
  • Packaging / Utilities:
  • Always use noget to fetch dependencies. [#14005]

New in OpenRA 20170902 Playtest (Sep 5, 2017)

  • General Improvements:
  • Fixed a crash in the lobby if a player quits while the client tooltip is active. [#13757]
  • Fixed some movement stuttering issues. [#13830]
  • Fixed harvester docking activities getting lost under certain circumstances. [#13714]
  • Fixed the UI getting stuck when hovering over it using middle mouse scrolling. [#13812]
  • Fixed the map editor search fields never yielding focus, blocking Esc. [#13965]
  • Fixed that dropdowns allowed scrolling the containing menu via mousewheel. [#13921]
  • Fixed incorrect handling of move orders that are issued outside the map. [#13715]
  • Fixed audio device names not being shown correctly. [#13621]
  • Fixed aircraft leaving their ordered location in some situations. [#13814]
  • Added a ViewportEdgeScrollMargin settings entry to improve use on touch screens. [#13815]
  • Added 64/32 bit OpenRA process check to sysinfo. [#13859]
  • Changed command bar buttons to not play the click sound when activated using a hotkey. [#13782]
  • Changed default observer/replay setting to 'All players' if shroud is disabled. [#13927]
  • Changed Attack-move and Guard command bar buttons to remove toggling and allow holding to reactivate. [#13807]
  • Red Alert:
  • Fixed bots being enabled on Poland Raid (they were supposed to be disabled for performance reasons). [#13696]
  • Fixed MAD Tanks and Demo Trucks not deploying using the command bar button. [#13700]
  • Fixed ammo boxes causing errors (because of duplicate Targetable values). [#13758]
  • Fixed the Aftermath expansion installer metadata for Linux. [#13760]
  • Fixed explosion effects on trees and other map actors. [#13693, #13961]
  • Fixed the SAM Site hitshape. [#13738]
  • Fixed the SAM Site firing offset. [#13808]
  • Fixed ground units being able to stay on a water tile (tile 409). [#13786]
  • Fixed editor category of interior tile 384 (wall corner). [#13792]
  • Fixed issues with mission scripts. [#13819]
  • Fixed stances not being available on MiG and Yak. [#13695]
  • Improved APC and Jeep muzzle offsets. [#13957]
  • Changed landed aircraft to explode directly (instead of spawning a husk which then explodes). [#13891]
  • Removed misplaced ore on Dual Cold Front. [#13887]
  • Removed a misplaced ore mine on Opposite Force. [#13958]
  • Added back MiGs on shellmap. [#13909]
  • Added 2-player map 'Agenda' and updated 'Great Sahara 2'. [#13828]
  • Balance:
  • Changed Silo and Kennel build Adjacency back to 2 cells. [#13680]
  • Fine-tuned some vision ranges, particularly versus generated gap. [#13712, #13878]
  • Slightly re-increased Artillery damage versus infantry and buildings. [#13877]
  • Several more balance adjustments (head here for details). [#13790, #13930]
  • Tiberian Dawn:
  • Fixed the SAM Site hitshape. [#13738]
  • Fixed some prerequisites not being displayed. [#13789]
  • Added husk to Supply Truck. [#13795]
  • Balance changes:
  • Engineer movement speed reduced to 48 from 56.
  • Helicopter crash damage increased to 100 from 40.
  • Rocket infantry damage against no armor reduced to 20 from 30.
  • Orca damage against no armor reduced to 30 from 50.
  • Increased HP and added heavy armor type to bridges. [#13776]
  • Dune 2000
  • Fixed minor UI artwork glitch. [#13834]
  • Fixed that harvester husks were drawn under the refinery. [#13875]
  • Fixed incorrect sonic tank damage. [#13870]
  • Engine / Modding (Game logic):
  • Fixed EjectOnDeath ejecting pilots at ground level when EjectOnGround is false.[#13892]
  • Fixed LaunchSound and LaunchSpeechNotification not functioning on SpawnActorPower. [#13740]
  • Fixed buildings spawned from SpawnActorOnDeath not properly occupying = footprint cells. [#13796]
  • Fixed actors not ignoring disabled armaments. [#13856]
  • Fixed line-damage projectiles not damaging units along the cardinal directions. [#13894
  • Added SkipMakeAnimation flag to GrantConditionOnDeploy and Sellable traits. [#13822]
  • Removed obsolete TargetWhenIdle and TargetWhenDamaged from AutoTarget (use stances instead). [#13695]
  • Improved the exception message when a Bridge's DemolishWeapon cannot be found. [#13691]
  • Packaging / Utilities:
  • Fixed the windows installer not being .NET 4.5 compatible. [#13833]
  • Fixed Linux appdata metadata not matching split mod launchers. [#13914]
  • Added support for generating weapon documentation. [#11913, #13933]
  • Changed the minimum required Mono version on macOS to 4.6. [#13838]
  • Changed dependency fetching to use curl instead of wget. [#13897]
  • Updated BeaconLib to version 1.0.1. [#13824]

New in OpenRA 20170722 Playtest (Jul 24, 2017)

  • General Improvements:
  • Fixed an issue that could prevent infantry from moving into range to attack a target. [#13620]
  • Fixed issues with unit pathfinding when moving to a repair depot rally point. [#13093]
  • Fixed issues with Harvester resource claim logic. [#13646]
  • Fixed faction-specific support powers not being enabled by the "Build Everything" cheat. [#12859]
  • Fixed several issues with queued unit orders. [#13508, #13528]
  • Fixed a visual gitch when using the repair cursor on damaged units. [#13181]
  • Fixed several issues with mouse and hotkey scrolling. [#13096, #13115, #13310]
  • Fixed duplicated AI names when multiple of the same type are in a game. [#13232]
  • Fixed an issue that could prevent the "quick install" assets from being extracted on non-english locales. [#13573]
  • Fixed multiplayer games starting automatically with only one player when the game admin switches to a spectator slot. [#13271]
  • Fixed an issue that could reset a player's color when switching slots in the lobby. [#13201]
  • Fixed the screenshot hotkey not working in menus. [#13186]
  • Fixed "Connection Failed" errors when connecting to a server hosting a map with invalid custom rules. [#12976]
  • Fixed several issues with the global chat UI and behaviour. [#12971, #13185]
  • Fixed inconsistent message prefixes for system messages in the game chat. [#12974]
  • Fixed several visual glitches related to tooltips. [#13005, #13365, #13409, #13541, #13602] #13535, #13521]
  • Fixed not being able to launch a mod after installing the required content. [#13665]
  • Added detection of LAN games to the multiplayer server list. [#13132, #13351]
  • Added support for game admins changing the Team and Spawn of other players. [#13002]
  • Added a new 'Scroll-zoom Modifier' option None for simpler/faster zooming. [#13066]
  • Added new tooltips to the spectator production statistics. [#13007]
  • Added the ability to install maps from the replay browser. [#13233]
  • Improved the ordering of games in the multiplayer server list. [#12973, #13413]
  • Improved in-game performance and memory usage. [#13502, #13461, #13485, #13527,
  • Replaced the in-game mod chooser with OS-level shortcuts for each game. [#13049, #13172, #13133, #13380]
  • Gameplay Improvements:
  • Added a unit command bar with buttons to issue common commands and change unit stances. [#13263, #13488, #13548, #13552, #13593]
  • Improved unit targeting and damage calculations to account for the physical size of buildings. [#13196, #13314, #13340, #13448, #13460, #13495, #13497, #13529, #13553, #13561, #13563, #13672]
  • Units will now fire at multiple locations on most structures.
  • Units that enter structures (commandos, spies, etc) no longer have to run to the middle of large structures.
  • Changed the "Defend" stance to no longer automatically target non-combat structures. [#13520, #13542]
  • Red Alert:
  • Fixed Rush AI building too many airfields and helipads. [#13500]
  • Fixed ship wakes not animating. [#13627]
  • Fixed some pixels on Longbow and Chinook sprites not being remapped. [#13640]
  • Fixed helicopters not travelling to the closes helipad to reload. [#13178]
  • Fixed the repair cursor not working for ships. [#13104]
  • Fixed some code workarounds in allies05a. [#12896]
  • Fixed black tile on template 438 of the desert tileset in the map editor. [#13622]
  • Fixed supply trucks being selected by the "Select all combat units" hotkey. [#13668]
  • Changed also setting the primary building when setting a rallypoint while holding the CTRL key. [#12977]
  • Reorganized the templates for desert beaches. [#13644]
  • Tweaked performance by reducing harvester ore scan radius from order/last mined position. [#13640]
  • Increased distance of how far helicopters move from helipad after reloading. [#13640]
  • Balance changes: [#13640, #13643, #13653]
  • Silo - Stores 3k - Build Adjacency: 4c0, up from 2c0
  • Kennel - Build adjacency: 4c0, up from 2c0
  • Service Depot - 30% faster repair speed, add traversable cells
  • War Factory, Soviet Tech Center, Sub Pen, Naval Yard - vision range: 5c0, up from 4c0
  • Unified cloak detection range on all defenses - range: 6c0 (Turret -1, Tesla Coil -2)
  • Dog - HP: 18, up from 12
  • +1c0 vision range for Medium, Heavy and Mammoth Tank
  • Increased vision range while powered from 5c0 to 6c0 on Missile Silo
  • Reduced vision range down to 6c0 from 10c0 on Iron Curtain and Chronosphere
  • Power-down/low-power reduces vision range down to 5c0 from 10c0 on Radar Dome, Iron Curtain and Chronosphere
  • Camo. Pillbox – cost $700, down from $800 - HP 400, down from 450
  • Walls/Sandbag/Fence - No longer gives experience
  • Hospital – vision range 4, up from 3 - HP 800, down from 1000
  • Oil Derrick - vision range 4, up from 3 - HP 800, down from 1000
  • Civilian/Technician – vision range 3, up from 2
  • Adjusted Artillery, Parabomb, Cruiser, Missile Sub, ABomb and Nuke Truck damage vs Wood to account for larger building hit-shapes
  • Swapped Sub Pen and Naval Yard armor type from Light to Wood
  • Swapped Gap Generator 1000 HP Wood armor to 500 HP Heavy armor
  • Tiberian Dawn:
  • Fixed helicopters not repairing on their helipad. [#13388]
  • Balance changes: [#13056, #13139, #13556, #13636, #13231]
  • Added Supply Truck vehicle for transferring funds between players.
  • Commando will now identify targets at its maximum weapon range.
  • Increased the Flamethrower infantry attack spread.
  • Adjusted Airstrike damage versus non-defense structures to account for larger hit zones.
  • Orca damage increased by 10%.
  • Apache reloading changed to reload individual shots instead of full clips.
  • SAM Site range and damage increased.
  • Humvee damage vs light armor increased by 10%.
  • Added "bad" crate effects: Spawn Visceroid and Atomic explosion.
  • Adjusted Veterancy crate effect to grant elite status.
  • Dune 2000
  • Fixed concrete slabs being visible on radar. [#13537]
  • Fixed and improved several tileset issues in the map importer and map editor. [#12784, #13297]
  • Added new higher resolution mod logo. [#13211]
  • Added campaign missions Ordos 2a, 2b, 3a, 3b and 4, Atreides 5, Harkonnen 3a, 3b and 4. [#12880, #13047, #13063, #12785, #13118, #13156, #13259, #13324, #13377]
  • Added new maps from the original game: [#12900, #12904, #12903, #12901, #12902, #13395, #13396, #13397, #13398]
  • Updated Habbanya Erg and Imperial Basin maps. [#13399]
  • Balancing:
  • Changed airstrike damage to account for hit-shape changes. [#13465]
  • Units now reveal shroud for a short amount of time after they are killed. [#12999]
  • Engine / Modding (Game logic):
  • Fixed contrails getting rendered between loading in and loading out position. [#12882]
  • Fixed GrantConditionOnPrerequisite not refreshing when the actor's owner changes. [#12981]
  • Fixed VeteranProductionIcons overlay not being removed when the prerequisite is removed. [#13117]
  • Fixed several issues with subterranean unit and tunnel logic. [#12924, #13149, #13159, [#13160](https://github.com/OpenRA/OpenRA/pull/13160, #13511]
  • Fixed a visual glitch with duplicated muzzle rendering. [#13088]
  • Fixed armaments blocking the use of other armaments in AttackGarrisoned. [#13110]
  • Fixed RangeMultiplier not working as expected. [#13219]
  • Fixed PNGLoader crash with palette containing less than 256 colors. [#13391]
  • Fixed a crash in SpreadDamageWarhead if Range or Spread is equal to or greater than 32c0. [#13645]
  • Fixed a rare game hang related to Aircraft with minimum weapon range of zero. [#13608]
  • Fixed that starting any mod resulted in a bogus exception in debug.log. [#13367]
  • Fixed units uncloaking when selfhealing or receiving 0 (rounded down) damage. [#12969]
  • Fixed unknown setting values being erased from settings.yaml. [#13226]
  • Added support for mod-defined mod package formats. [#13223, #13344, #13345, #13347, #13559, #13613, #13666]
  • Added WithTurretedAttackAnimation trait. [#13143]
  • Added an Offset property to SpawnActorOnDeath. [#13106]
  • Added ChangesTerrain trait to allow map overlay actors to change the terrain type. [#11774]
  • Added TimeStep and index properties to LightPaletteRotator. [#13161]
  • Added a RangeCircleMode property to RenderRangeCircle. [#13431]
  • Added RevealOnDeath trait for revealing shroud after an actor dies. [#12999]
  • Added RevealDisguiseOn field to the Disguise trait. [#13214]
  • Added LocalOrientation field to the WithVoxelBarrel trait. [#13293]
  • Added KillCargo and FlashScreen properties to PortableChrono. [#13354]
  • Added support for granting conditions on different actor stances. [#13389]
  • Added EnergyWall trait for temporary barriers that cause damage when activated. [#13025]
  • Added support for granting a condition while the make animation plays. [#13025]
  • Added Reject field to RejectsOrders for blacklisting orders. [#13202]
  • Added multiple sprite body support to animation traits. [#13294, #13350]
  • Added AutoTargetPriority trait to enable smarter AutoTarget logic. [#13383]
  • Added ForceDisplayAtGroundLevel boolean to CreateEffectWarhead. [#13456]
  • Added GrantConditionOnBotOwner trait to enable logic for AI-owned actors. [#13382]
  • Added support for untargetable building cells. [#13553]
  • Added weapon strafing support. [#13522]
  • Added airburst support to Bullet. [#12634]
  • Added TerrainHeightAware toggle to Missile for performance on non-heightmap-aware mods. [#13628]
  • Added TrackTarget and DamageDuration properties to TeslaZap. [#13475]
  • Added forward movement support to GravityBomb. [#12606]
  • Added StartBurstReport, AfterFireSound and AfterFireSoundDelay to weapons. [#13204, #13292]
  • Added condition support to SpawnActorOnDeath. [#13576]
  • Added condition support to Explodes. [#13342]
  • Added ReloadArmamentsBar trait to display armament reload progress. [#13432]
  • Improved logging of yaml ruleset exceptions. [#13372]
  • Improved error messages when creating invalid frozen actors. [#13155]
  • Improved line build logic with condition granting and segment features (see LineBuild, GrantConditionOnLineBuildDirection, LineBuildSegmentExternalCondition). [#13025]
  • Changed RectangularIsometric coordinates to measure 1024 world units along the cell axes instead of the screen axis. [#13253]
  • Changed projectile/warhead victim scan radius auto-calculation to trigger on negative values, to allow disabling them with 0. [#13544]
  • Changed aircraft flying in circles to be considered idle. [#13021]
  • Changed default Scale of RenderVoxels from 10 to 12 to give Westwood voxels their correct size. [#13210]
  • Changed the GrantConditionOnDeploy.IsValidTerrain method to be more flexible. [#13519]
  • Changed condition statement parser to require whitespace between variable names and tokens. [#13134]
  • Changed SupplyTruck and AcceptsSupplies traits to DeliversCash and AcceptsDeliveredCash, respectively, while adding stance and type support. [#13000]
  • Changed and partially refactored Bib to WithBuildingBib. [#13561]
  • Refactored some logic to remove IDisable in favor of condition-based solutions (work in progress). [#12955, #12996]
  • Refactored CreateEffectWarheads ImpactTypes. [#13543]
  • Map Editor:
  • Fixed incorrect reporting of the total resource display. [#13318]
  • Added error dialogue when saving a map fails. [#13150]
  • Added support for multiple terrain categories per template. [#13339]
  • Added Actor Categories and Categories dropdown filter. [#13353]
  • Added search fields to the template and actor lists. [#13596]
  • Packaging / Utilities / Mod Support:
  • Fixed unit tests failing in some development environments. [#13517]
  • Fixed a crash when using a local/portable Support directory. [#13525]
  • Fixed lint crash when a sprite image is null. [#13466]
  • Added a VERSION file to explicitly declare the engine version of the game. [#13443]
  • Added a utility command pre-register mod metadata during Windows / .deb installation. [#13539]
  • Added lint check and exception for when no player owns the world of a map. [#13270]
  • Added mod selection to the Windows game launcher script. [#13033]
  • Added support for mods to customize the URLs used for ingame news, master server and map repository access. [#13141]
  • Added ability to run Dune 2000, Tiberian Dawn, and Tiberian Sun from MonoDevelop / Xamarin Studio as alternate run configurations with Red Alert as the default run configuration. [#12906]
  • Changed packaging and launch scripts to support OS-level mod launchers and the mod SDK. [#12828, #12992, #12966, #13116, #13215, #13612]
  • Moved code style checking to its own executable. [#13611]
  • Improved the windows make and launcher scripts. [#13359]
  • Improved compatibility with 3rd-party mod dlls on Windows. [#13190]
  • Removed support for loading .oramod files, and loading mods from the support directory. [#13049]
  • Removed .oramod and .orarep file type handlers from Windows and Linux. [#12909]

New in OpenRA 20170527 (May 29, 2017)

  • General Improvements:
  • Fixed an issue with cursors not working on the Mono 5.0 runtime. [#13317]
  • Fixed a potential crash while loading map previews. [#13362]
  • Fixed defeated players being able to pause the game. [#13050]
  • Fixed a performance issue caused by repeatedly toggling the observer view selector. [#13248]
  • Fixed a graphical issue when switching maps in the lobby with an empty first slot and an AI. [#13290]
  • Fixed cloaked actors (including submarines) announcing themselves to the battlefield when first built. [#13338]
  • Fixed a bug that allowed units to be repaired remotely under certain circumstances. [#13358]
  • Fixed a graphical issue with pre-damaged bridges. [#13089]
  • Fixed an issue that significantly reduced the randomness of AI between games. [#13273]
  • Fixed/worked around resolution issues in (legacy) Fullscreen mode on OSX. [#13282]
  • Changed DPI scaling on Windows to be disabled by default. [#13278]
  • Added a "Fast" game speed to all mods. [#12987]
  • Improved error messages when the master server rejects advertised games. [#13205, #13366]
  • Improved debug logging when downloaded content extraction fails. [#13119]
  • Red Alert:
  • Fixed 'Real tough guy' difficulty not fitting in the mission browser UI. [#12982]
  • Updated maps 'Behind the Veil', 'Tandem' and 'Winterstorm'. [#13083, #13085, #13086]
  • Changed Turkish Flag outline to blue. [#12887]
  • Tiberian Dawn:
  • Fixed an issue that caused spurious messages to be written to debug.log. [#13176]
  • Dune 2000:
  • Removed Sonic Tanks' immunity to other friendly Sonic Tanks. [#13024]
  • Engine / Modding:
  • Fixed stack traces not resolving debug symbols. [#12888]

New in OpenRA 20170421 (Apr 24, 2017)

  • Fixed an exploit that allowed players to make servers unusable. [#12459]
  • Fixed an exploit that allowed any passenger type to enter any transport. [#12275]
  • Fixed an exploit that allowed MCVs to be deployed in invalid locations. [#12558]
  • Fixed graphical issues when starting MP games with with explored map enabled. [#12148]
  • Fixed graphical issues with passengers inside a captured transport. [#12292]
  • Fixed a graphical issue when infantry are ordered to move via a building placement order. [#12712]
  • Fixed a crash when loading invalid replays. They are now ignored by the replay browser. [#12357]
  • Fixed a rare crash when disconnecting from a server. [#12694]
  • Fixed a rare crash when starting a game while connected to the global chat. [#12318]
  • Fixed engineers continuing to repair a now-enemy building after it has been captured. [#12535]
  • Fixed team messages not being displayed in replays. [#12457]
  • Fixed aircraft not being targetable at the north edge of the map. [#12458]
  • Fixed air bursts leaving smudges on the ground. [#12553]
  • Fixed stored resources being lost when a refinery is sold. [#12624]
  • Fixed weather particle positions when scrolling while paused. [#12713]
  • Fixed a game stall when a player disconnects while another player is experiencing connection issues. [#12677]
  • Fixed an issue that prevented the AI from placing refineries near resource fields. [#12941]
  • Fixed crash when master server query returns unexpected data. [#12946]
  • Fixed a potential crash when aircraft try to return to an airfield/helipad. [#13148]
  • Added tooltips to map resources. [#12103]
  • Added support for HiDPI displays, along with a hidden DisableWindowsDPIScaling graphics option to disable it on Windows. [#12501, #13127]
  • Added checks for 64 bit OS, window size and window scale to optional system information collection. [#12610, #12649]
  • Changed replay percentage to show as a tooltip. [#12096]
  • Changed in-game sounds to be muted when the menu is opened. [#12465]
  • Changed "Debug" prefix to "Battlefield Control" for gameplay notifications. [#12643]
  • Changed server list to sort servers with spectators above empty servers. [#12710]
  • Changed sounds originating from the shellmap menu background to be silenced, and removed option to hide the shellmap. [#12465]
  • Removed the filename from error messages in the asset browser. [#12646]
  • Improved in-game performance and memory usage. [#12499, #12599]
  • Tiberian Dawn:
  • Fixed tech level on several missions. [#12818]
  • Fixed obelisks not dropping targets when they move out of range. [#12947]
  • Added shadows to visible projectiles. [#12801]
  • Added 1-cell-wide cliff pieces to all tilesets. [#12945]
  • Changed sprite of Mobile SAM missile back to regular SAM missile. [#12801]
  • Changed the shellmap to a static background. [#12465]
  • Overhauled map pool with many new and improved maps. [#12052, #12798, #12908, #12935, #13019, #13166]
  • Balance changes [#12536, #12562, #12217, #12697, #12432, #12838]:
  • Added stealth detection to Temple of Nod.
  • Destroyed vehicles take longer to disappear.
  • Starting unit composition has been adjusted.
  • Base building HP increased.
  • Airstrip/Weapon Factory power usage increased.
  • Communication Center power usage increased.
  • Refinery power usage reduced by 10 units.
  • Refinery capacity significantly reduced, silo capacity significantly increased.
  • Advanced Guard Tower HP reduced slightly.
  • SAM site range and damage increased significantly, sight radius reduced.
  • Grenadier accuracy reduced.
  • Engineer HP increased slightly.
  • Flamethrower infantry damage vs armor halved, damage vs infantry increased.
  • Chemical warrior damage against infantry reduced, damage against armor increased.
  • Halved probability of infantry mutatating into a visceroid when killed by tiberium or chem troopers.
  • Commando range increased, price increased.
  • Harvester HP increased, build time increased.
  • Bike damage slightly increased, HP slightly reduced.
  • Light Tank price reduced.
  • Mobile SAM HP increase.
  • MCV build time reduced.
  • APC HP increased slightly, cost reduced slightly, damage vs light units reduced slightly.
  • Artillery minimum range increased.
  • Mammoth tank HP increased.
  • APC movement speed increased slightly.
  • MRLS range reduced, damage vs infantry reduced.
  • Obelisk power usage reduced, improved targeting logic.
  • Chinook speed increased, fixed sight radius of crashing wreck.
  • Apache mobile speed reduced slightly, turn speed increased.
  • Orca turn speed increased.
  • Helicopter sight is now centered on the ground directly below them.
  • Ion cannon recharge time increased from 3:00 to 4:30.
  • Nuke recharge timer increased from 5:00 to 6:00 and increased damage radius.
  • Airstrike timer increased from 3:30 to 4:00.
  • Lowered vision range for the MLRS and artillery from 8 cells to 5. [#13042]
  • Red Alert:
  • Fixed asset installation not working from the original RA CDs or on 32 bit Windows. [#12484]
  • Fixed a rare crash when using minelayers. [#12486]
  • Fixed mines being visible through the fog of war when first placed. [#12171]
  • Fixed Mechanic and Medic unintentionally healing enemy units. [#12339]
  • Fixed 120mm bullets not harming infantry. [#12348]
  • Fixed tank trap map props not showing in the map editor sidebar. [#12675]
  • Fixed the armament offsets of the Chrono Tank and the Phase Transport. [#12737]
  • Fixed missing power up/down sound effects for Gap Generator and SAM Site. [#12778]
  • Fixed missing shadows on weapon projectiles. [#12737]
  • Fixed Spies having no attack sequence. [#12920]
  • Added 1-cell-wide cliff pieces to all tilesets. [#12945]
  • Improved AI build orders. [#12216, #12552]
  • Changed names of Shipyard to Naval Yard and Transport Helicopter to Chinook. [#12469]
  • Changed civilian buildings to spawn civilians when destroyed. [#12352]
  • Map / Mission changes:
  • Fixed issues with mission scripts. [#12511, #12842, #13069, #13102]
  • Added campaign mission "Cripple Iron Curtain Research" (allies06a). [#12322]
  • Changed Tanya to be uncrushable in missions. [#12691]
  • Changed the Lonestar AI to really sell the walls instead of pretending to. [#12234]
  • Overhauled multiplayer map pool. [#12745, #12767, [#12285, #12745, #12767, #12218, #12767, #12867, #12933, #12942, #12997, #13123, #12933, #12942, #12968, #12191, #12249, #12291, #12331, #12332]
  • Balance changes [#12376, #12739, #12470]:
  • Increased cost for allied static defenses (except the AA gun).
  • Increased HP of the Allied Tech Center.
  • Increased Flame Tower projectile speed.
  • Increased Light Tank damage and reload time.
  • Increased Mobile Radar Jammer sight, jamming range, cost, and build time.
  • Increased Yak and Mig vision range.
  • Increased MCV build time.
  • Reduced Mobile Gap Generator build time.
  • Reduced Destroyer Missile range.
  • Reduced Barracks health.
  • Paratroopers now drops infantry with one veteran rank.
  • Rocket soldier minimum range increased, and follow enemies less aggressively.
  • Merged the two mine-layer variants. [#12540]
  • Fixed reveal range of chinook husks. [#12217]
  • Fixed Spys not detecting other spies. [#12565]
  • Gap Generators now actively reduce enemy sight ranges. [#12690, #12951, #13031]
  • Nuclear explosions burn down trees in a larger radius. [#12467]
  • Civilians that appear when selling a structure replaced with Technicians. [#12174]
  • Aircraft sight is now centered on the ground directly below them. [#12432]
  • Doubled the price and production duration of sandbags, fences and walls. [#12970]
  • Dune 2000:
  • Fixed a crash when maps used actors owned by the mercenary faction. [#12647]
  • Fixed artwork issues. [#12548, #12746, #12751, #12461, #12848, #12841]
  • Fixed misaligned UI symbols. [#12172]
  • Fixed Carryalls not being able to land on concrete. [#12607]
  • Fixed Carryalls picking up units that were captured by other players. [#12826]
  • Fixed the AIs not using the Fremen super weapon. [#12618]
  • Fixed the AIs not building all intended structures. [#12622]
  • Fixed incorrect Thumper voice set. [#12655]
  • Fixed several issues with spice blooms. [#12350, #12593, #12709]
  • Fixed crates not spawning on spice, or concrete. [#12608]
  • Fixed a crash when a harvester died at the same moment it was being picked up by a carryall. [#13079]
  • Improved building explosion effects. [#12621, #12770]
  • Improved drop position and other aspects of Ornithopter strikes. [#12816]
  • Improved and extended several unit tooltips. [#12547, #12644]
  • Improved and extended faction descriptions. [#12658, #12660]
  • Changed unit spawn crates to spawn a wider selection of actors and fixed some prerequisites. [#12581]
  • Changed building build menu icon order to be more logical. [#12534]
  • Map / Mission changes:
  • Fixed several terrain tile passability types to match the original game. [#12593, #12653, #12688, #12781, #12783]
  • Added missions Ordos 1a and 1b, Harkonnen 1a, 1b, 2a and 2b, and Atreides 4. [#12664, #12755, #12779, #12811, #12832, #12743]
  • Added new Shellmap. [#12001]
  • Added new maps from the original game, Habbanya Ridge, Habbanya Erg, Sietch Tabr and Tsimpo. [#12588, #12589, #12590, #12591]
  • Added some previously disabled terrain tiles. [#12749]
  • Improved the AI on Atreides mission 2a and 2b. [#12750]
  • Improved order of actors in the map editor. [#12623]
  • Balancing:
  • Fixed machine guns being blocked by walls. [#12758]
  • Changed Saboteurs, Fremen and Stealth Raiders to uncloak when receiving damage. [#12290]
  • Changed Sardaukar tech level to medium. [#12583]
  • Changed building repair and terrain damage to resemble the original. [#12598]
  • Changed Starport so it doesn't require power and cannot be powered down. [#12568]
  • Added shroud/fog reveal when an enemy unit shoots at a player. [#12808]
  • Added cloak detection to defenses. [#12953]
  • Increased the cloak detection range of infantry. [#12953]
  • Turrets can no longer be captured by engineers. [#12561]
  • Engine / Modding:
  • Fixed AI being unable to activate support powers with AllowMultiple: true. [#12452]
  • Fixed AI support power targeting on RectangularIsometric maps. [#12452]
  • Fixed cloaked units uncloaking on damage instead of only on DamageState change. [#12161]
  • Fixed crashing on bogus projectile angles (modders are still advised to use values between -255 and 255). [#11821]
  • Fixed the asset browser crashing instead of displaying an error. [#12098]
  • Fixed sprite barrels ignoring turret/actor orientation in previews. [#12155]
  • Fixed some aspects of the carryall logic. [#12396]
  • Fixed another bug in the yaml merger. [#12615]
  • Fixed various issues with the AmbientSound trait. [#12672]
  • Fixed misleading exception message when an asset package cannot be loaded. [#12790]
  • Fixed misleading crash messages when explicitly referenced files are missing. [#12693]
  • Added support for switching to mods from other engine installations. [#12600, #12765, #12795]
  • Fixed inconsistent DisguiseToolTip trait name (now DisguiseTooltip). [#12875]
  • Added support for loading .mix files from .oramod archives. [#12007]
  • Added support for customizing the initial facing of starting units. [12434]
  • Added a new InstantHit projectile. [#12548]
  • Added additional configuration options to LaserZap projectile. [#11912, #12068, #12158]
  • Added support for target tracking to the AreaBeam projectile. [#12158]
  • Added support for bouncing to the Bullet projectile. [#12571, #12684]
  • Added an AllowSnapping property to missile projectiles. [#12377]
  • Added a TargetDamageWarhead. [#12605]
  • Added support for disabling shadows to the WithVoxel* traits. [#12062]
  • Added support for multiple fire animations in WithInfantryBody. [#11974]
  • Added a new RevealOnFire trait to reveal actors that fire on another player. [#12557]
  • Added a new GrantConditionOnMovement trait. [#11886]
  • Added condition support to AutoTargetIgnore, CashTrickler, Infiltrates, and Tooltip. [#11984, #12358, #12863, #12681]
  • Added experience multipliers. [#12572]
  • Added MaxUnloadQueue and UnloadQueueCostModifier to Harvester. [#12645]
  • Added support for multiple cloak types on cargo-carrying actors. [#12711]
  • Added support for tunnels, elevated bridges, jumpjet and subterranean units. [#12577]
  • Added support for aircraft spawning from give-unit crates. [#12730]
  • Added additional logging to improve debugging of out-of-memory crashes. [#12014]
  • Moved the production icon and tooltip description from Tooltip to Buildable. [#12141, #12258]
  • Changed the actor vision system to improve support for several mod specific features. [#12307, #12308, #12354, #12355, #12398, #12411]
  • Changed the "upgrades" system to a more comprehensive and flexible "conditions" system. [#12381, #12396, #12406, #12448, #12449, #12451, #12462, #12477, #12497, #12625, #12657, #12671, #12796, #12719, #12837]
  • Changed the locations of shared mod yaml/code/dlls in preparation for seperate mod runtimes in a future release. [#11975, #12268, #12762, #12175, #12284, #12287, #12678, #12757]
  • Changed several aspects of the underlying activity code in preparation for future fixes. [#12315, #12461]
  • Changed SupportPower target designation sequences' defaults to 'null'. [#12751, #12782]
  • Changed Bullet.Angle field to LaunchAngle. [#12004]
  • Changed Cloak to not force-disable itself when the actor is critically damaged. Use GrantConditionOnDamageState if you want to reenable this behaviour. [#12759, #12885]
  • Replaced an exception with a debug log message when the game is unable to place a starting unit on a map. [#12179]
  • Replaced WithBuildingExplosion with footprint support on Explodes. Be aware that there is no automatic update rule for this change and it will require manual intervention. [#12338]
  • Replaced the CaptureAmount setting from CashTrickler with a new GivesCashOnCapture trait. [#12358]
  • Replaced the JamsRadar trait with support for conditions on ProvidesRadar. Please be aware that the upgrade rule cannot fully do the migration itself, some manual intervention is required. [#12503]
  • Removed the non-functional AllowPortForward and Server.Timeout parameters from the dedicated server. [#12323, #12460]
  • Removed deprecated upgrade rules. [#12804]
  • Lua API:
  • Fixed helicopters ignoring the specified helipad when ordered to return to base via Lua. [#12162]
  • Fixed aircraft not being able to perform the Hunt activity. [#13020]
  • Added support for subtraction of two CPos in Lua. [#12156]
  • Added support for applying a target flash to actors through lua. [#12112]
  • Added support for querying the terrain type of a cell. [#12769]
  • Removed deprecated Lua APIs. [#12804]
  • Packaging & Utility:
  • Fixed the Dune 2000 map importer generating the wrong spicebloom actors. [#12584]
  • Fixed various quality issues with the .deb packaging. [#12524#]
  • Fixed the Windows installer allowing installation when .NET 4.5 is not available. [#12491]
  • Fixed unnecessary dependencies on the Maxmind.GeoIP and Newtonsoft.Json libraries. [#12702]
  • Added Open Age Ratings Service metadata to Linux packages. [#12044]
  • Added support for liblua installations in /opt/local/ and /usr/lib/mipsel-linux-gnu. [#12631, #12441]
  • Added Lint checks for invalid map rules and projectile launch angles. [#12136, #12004]
  • Added new utility commands --resolved-rules, --resolved-sequences, and --resolved-weapons. [#12377].
  • Added a Lua API and auto-complete description generator for ZeroBrane Studio. [#11686]
  • Changed fixheader.exe to set the LargeAddressAware on binaries built using the Makefile. [#12138]
  • Updated the bundled SharpFont library to version 4.0.1. [#11932]
  • Updated the bundled SDL2 library to version 2.0.5 on Windows and OSX. [#12546, #12501]

New in OpenRA 20170408 Playtest (Apr 10, 2017)

  • General Improvements:
  • Fixed an issue that prevented the AI from placing refineries near resource fields. [#12941]
  • Fixed crash when master server query returns unexpected data. [#12946]
  • Tiberian Dawn:
  • Fixed obelisks not dropping targets when they move out of range. [#12947]
  • Added 1-cell-wide cliff pieces to all tilesets. [#12945]
  • Added a lot of maps. [#13019]
  • Changed balance:
  • Lowered vision range for the MLRS and artillery from 8 cells to 5. [#13042]
  • Overhauled map pool. [#12908, #12935]
  • Red Alert:
  • Fixed Spies having no attack sequence. [#12920]
  • Fixed vision range of aircraft husks versus gap generation. [#13031]
  • Added 1-cell-wide cliff pieces to all tilesets. [#12945]
  • Balance changes:
  • Increased vision range of Yak and MiG versus gap generation. [#12951]
  • Reverted: Changed units to be aware of and avoid friendly mines. [#12967]
  • Doubled the price and production duration of sandbags, fences and walls. [#12970]
  • Map / Mission changes:
  • Fixed issues with mission scripts. [#12842, #13069]
  • Fixed tile errors on Minor Pressure, Vihaan Lunta and Ensio Kaivo. [#12997]
  • Added new MP maps Opposite Force, Polar Disorder, Siberian Pass, Six Below Zero. [#12933, #12942]
  • Removed MP maps Arctic Triangle Affair, Barren Land, Chokepoint, Snowy Island. [#12933, #12942]
  • Reverted: Alteration of map Dual Cold Front. [#12968]
  • Dune 2000:
  • Fixed a crash when a harvester died at the same moment it was being picked up by a carryall. [#13079]
  • Balancing:
  • Added cloak detection to defenses. [#12953]
  • Increased the cloak detection range of infantry. [#12953]
  • Lua API:
  • Fixed aircraft not being able to perform the Hunt activity. [#13020]

New in OpenRA 20161019 (Oct 27, 2016)

  • Fixed the game speed option not working correctly in multiplayer. [#12261]
  • Fixed a desync caused by GPS in Red Alert. [#12260]

New in OpenRA 20161015 (Oct 27, 2016)

  • GENERAL IMPROVEMENTS:
  • Fixed a persistent crash-on-start after selecting the "Output disabled" audio device option. [11757, #11878]
  • Fixed a crash when opening the in-game menu (hitting ESC very often). [#11404]
  • Fixed a crash when opening the settings menu on systems that have audio devices containing special characters. [#11183, #12167]
  • Fixed a crash in the replay browser when a player manually installs replays from a different mod. [#11241]
  • Fixed a crash when hovering over a players name in the score screen after the player has disconnected. [#11447]
  • Fixed the screen border and other UI disappearing prematurely when starting a mission or replay. [#11370]
  • Fixed an exploit that allowed C4 demolition to be cancelled by undeploying a construction yard. [#11257]
  • Fixed an issue that could make active service depots unsellable and uncapturable. [#11619]
  • Fixed aircraft remaining on the ground after their airfield has been sold. [#11620]
  • Fixed civilian actors triggering give-unit crates. [#11574]
  • Fixed incorrect production timer display in replays. [#11905]
  • Fixed overlapping unit command audio. [#11781]
  • Fixed screen-grab scrolling with the right mouse button ordering units or deleting actors in the map editor. [#11879, #11941]
  • Fixed the "Silos needed" warning triggering too often. [#11923]
  • Fixed repaired MCV husks losing their faction history. [#11918]
  • Fixed being able to write in the non-functional text input field when viewing replays [#11957]
  • Fixed being able to activate the Attack-move and Guard cursors when no selected units accept these commands. [#11637]
  • Fixed external capturing being able to cancel production queues. [#11951]
  • Fixed transformed MCVs being unable to undeploy in situations with multiple construction yards. [#11951]
  • Fixed an issue with the income graph display in the observer stats window. [#11970]
  • Fixed hotkeys for closing the chat window in replays. [#12036]
  • Fixed an issue that could make helipads and service depots un-sellable. [#12051]
  • Fixed an issue that could cause music tracks to stop/skip. [#12041]
  • Fixed a number of issues affecting game servers. [#12026, #12066, #12074, #12075, #12076]
  • Fixed crash when attempting to load a replay with incorrect permissions. [#12038]
  • Fixed being able to repair stuck units from long distance. [#12085]
  • Fixed an integer overflow during 3D coordinate calculations. [#12107]
  • Fixed a crash when the client receives an unknown order. [#12116]
  • Added a new game content installer, with support for FMVs, expansion disks, and the Origin digital installs. [#11375, #11458, #11461, #11462, #11467, #11475, #11522, #11536, #11545, #11623, #11654, #11745, #11771, #11842, #11890, #11961, #12219, #12029, #12027]
  • Added hotkeys for the music player, map-position bookmarks, moving to map edges, and queuing five units at once. [#11118, #11136, #11130, #11298, #11604, #12030]
  • Added support for configuring the scroll behavior for middle- and right-mouse buttons. [#11148]
  • Added timestamps to exception logs. [#11589]
  • Added a ready checkbox for spectating admins in the lobby. [#11559]
  • Added support for player experience ("score" based on more than just kills/deaths) tracking. [#11627, #11723, #11902, #12037, #11990]
  • Added spectators to the player list. [#11952]
  • Added a chat notification reporting (co-op) mission briefings to the multiplayer lobby. [#11993]
  • Added timestamps to the filenames of exception and syncreport logfiles. [#11985, #12056, #12077]
  • Improved behaviour of the lobby options: improved notifications and customizations persist between map changes. [#11152, #11176, #11364, #11451, #11556, #11705, #11838]
  • Improved behaviour of the server password dialog. [#11533]
  • Improved unit pathfinding and movement behaviour. [#11470, #11776, #11788, #11889]
  • Improved behaviour of civilians and other wandering units. [#11515]
  • Improved aircraft reloading behaviour. [#11393, #11956, #11982, #12102]
  • Improved AI behaviour of MCVs and production. [#11463, #11807, #12214]
  • Improved UPnP support for hosting local servers. [#11286, #11535, #11580, #11602, #11694, #11783, #11832]
  • Improved shading around player-colored text to improve contrast. [#11693]
  • Changed smudges/craters to not spawn under structures or vehicles. [#11592, #11207, #11721, #11924, #12094]
  • Changed tactical overlays (beacons, rallypoints etc.) to draw above the fog and shroud when spawned on a revealed cell. [#11862, #11888, #11901, #12144, #12169, #12168, #12070, #12071]
  • Changed the hide map crate to not be available when explored map is enabled. [#11473]
  • Changed Basic and Combat observer stats to include Assets Destroyed/Lost instead of the K/D ratio. [#11645]
  • Changed screenshot filenames to include milliseconds. [#11790]
  • Changed the names of the two fullscreen modes to clarify their purpose. [#12050]
  • TIBERIAN DAWN:
  • Fixed the AI not building repair pads, preventing it from building replacement MCVs. [#11059]
  • Fixed incorrect player color in the guard tower make animation. [#11245]
  • Fixed a collection of mission script and polish issues. [#11302, #11303, #11328, #11329, #11399, #11634, #11680]
  • Fixed Nod delivery aircraft circling at the edge of the map. [#11871]
  • Fixed the artillery explosion sound. [#11592]
  • Fixed incorrect position of the "sound muted" label in the music player. [#11906]
  • Fixed "Jump to last radar event" hotkey not working for spectators. [#12021]
  • Added missions GDI 7 and Nod 7a, 7b, 7c, 8a, 8b and 9 [#11090, #11094, #11235, #11368 #11281, #11280, #11283, #11306, #11347, #11471, #11994, #12084]
  • Added support for flame weapons igniting trees. [#11180]
  • Added civilian actors Moebius, Chan and Delphi for use in missions. [#11397]
  • Changed infantry death animations to match the original game. [#11328]
  • Changed civilians to slowly wander around the map. [#11520]
  • Changed footprints of several tall structures. [#11373]
  • Removed unused Paradrop trait from the C17 cargo plane. [#11992]
  • Changed balancing. [#11550, #11758]:
  • APC AA Gun projectile speed increase from 1c6 to 2c0.
  • Flame Tank damage vs light increase from 67 to 100.
  • Flame Tank explosion damage increase from 100 to 115.
  • Flame Tank damage spread increase from 341 to 400.
  • Repair Pad HP increase from 600 to 700.
  • Artillery Turn Speed increased from 2 to 4.
  • MCV HP increase from 950 to 1200.
  • Concrete Wall price increase from 100 to 150.
  • Concrete Wall build time increase from 3 to 8 seconds.
  • Hummvee/Buggy damage vs wood reduced from 20 to 10.
  • Hummvee/Buggy damage vs armor reduced from 15 to 10.
  • SAM site cost reduced from 700 to 650.
  • SAM site construction time reduced from 32 to 28.
  • Oil Derrick HP increased from 500 to 1000.
  • Hospital HP increased from 1000 to 2500.
  • Bio Lab HP Increased from 1000 to 2500.
  • RED ALERT:
  • Fixed a crash when loading/unloading pillboxes while they force fire. [#11577]
  • Fixed the prerequisite of the supply truck being displayed. [#11231]
  • Fixed minelayer reloading sound being heard by everyone. [#11236]
  • Fixed sound of exploding V2 rocket launchers. [#11292]
  • Fixed giant ants and zombies being able to be trained from kennel. [#11944]
  • Fixed dogs being able to instantly kill giant ants. [#11945]
  • Fixed footprints of several tall structures. [#11373]
  • Fixed a collection of mission script and polish issues. [#11361, #11666, #11800, #11930, #11636, #11704]
  • Fixed incorrect GPS icon positions for units inside transports. [#11867]
  • Fixed incorrectly displayed bounty values for units inside transports. [#11868]
  • Added support for flame weapons igniting trees. [#11377, #11408, #11696]
  • Added a "Lonestar AI" to Fort Lonestar. [#10946]
  • Added gate actors for mappers. [#10613, #11369]
  • Added the co-op missions "Evacuation", "Exodus" and "Infiltration" (ported to Lua). [#11316, #11679, #11702, #1298, #12046, #12160, #12220]
  • Added new singleplayer mission Allies 04. [#11658]
  • Added group order support to mine layers. [#11801]
  • Added new GPS icons for the oil derrick, hospital and biolab tech buildings. [#11883]
  • Added showing the accumulated bounty for transports carrying passengers. [#11868]
  • Improved smoothness of keyboard and screen-edge scrolling. [#11605]
  • Changed shroud to get explored on first GPS launch, ignoring power/radar. [#11968]
  • Changed the order of fake buildings in the build palette to match their real counterparts. [#11379]
  • Changed RA grenadier UI ordering. [#11330]
  • Changed the 'Training' sound to 'Building' for all queues except Infantry. [#11635]
  • Changed the flak truck's weapon to use the flak explosion animation against ground targets. [#11411]
  • Changed civilians to slowly wander around the map. [#11520]
  • Improved visibility of support power timers for dark player colors. [#11647]
  • Removed some unused sprite sequence definitions. [#11680]
  • Changed maps:
  • Fixed tiling errors and resource placement on Cold Front. [#11272]
  • Changed spawn point ordering and other aesthentic and balance changes on several maps. [#11876]
  • Added 4 player map Operation: Goldmine by Madness. [#11372]
  • Added Barren Land, Desert Rats, Tandem, Crossfire, Pie of Animosity, Hypothermia, Nine Lives and Imminent Destruction. [#11893, #11931]
  • Replaced Snowy Ridge with Icy Ridge. [#11893]
  • Replaced Calm before the storm with X-Lake. [#11893]
  • Replaced Great Sahara with Great Sahara 2. [#11893]
  • Removed Equal Opportunity, First come, First served, Marooned II and Suffrage. [#11893]
  • Changed balancing:
  • Reduced the range of the Artillery from 14 to 12 cells. [#11249]
  • Added slow self-healing to the harvester. [#11254]
  • Added a fake service depot to France. [#11379]
  • Reduced effectiveness of demo truck against air targets. [#11253, #11734]
  • Reduced flamethrower and flame tower damage effectiveness against concrete walls and bridges from 50% down to 20%. [#11910]
  • Increased rocket soldier damage effectiveness against concrete walls and bridges from 20% up to 50%. [#11910]
  • Increased range limit and effectiveness of MiG missiles. [#11337]
  • Increased range, range limit, effectiveness and salvo size of Longbow ground missiles. [#11337]
  • Increased effectiveness of grenadiers against heavy armor from 5 to 25%. [#11549]
  • Increased range and range limit of Longbow air missiles. [#11337]
  • Ants are now uncrushable. [#11542]
  • Landing Craft can now travel on beach tiles for improved loading and unloading. [#11594]
  • GPS power is now disabled when the Tech Center is powered down. [#11018]
  • Reduced Camo pillbox health from 600 to 450. [#12040]
  • Increased mammoth tank speed from 42 to 50. [#12040]
  • Reduced Missile Sub price from 2400 to 2000. [#12106]
  • Reduced Missile Sub ground missile damage from 30 to 25. [#12106]
  • Increased Missile Sub ground missile speed and lowered angle. [#12106]
  • Added AA missile to Missile Sub. [#12106]
  • Added ability for spies to infiltrate and reveal fake buildings. [#12086]
  • DUNE 2000:
  • Fixed the grenadier's attack and stand animations. [#11965]
  • Fixed the creeps base on the Dune 2000 shellmap being in low power mode. [#11342]
  • Fixed a crash when loading the shellmap in the map editor. [#11290]
  • Fixed craters not appearing on top of concrete slabs. [#11207]
  • Fixed tiling errors in the map "Desert Twister". [#11780]
  • Fixed Starport dropship circling at the edge of the map. [#11871]
  • Fixed errors in the infantry sprite sequences. [#11949]
  • Fixed the admin indicator in the lobby being cut off. [#12080]
  • Added the new maps "Lynch Pass" and "Cliffmaze". [#11390, #11511]
  • Added support for using a Gruntmods installation as a source for asset installation on Windows. [#11587]
  • Added new mission Atreides 03b. [#11706]
  • Improved the "Primary Building" tag rendering. [#11565]
  • Changed assets to require data from the v1.06 patch. [#11587, #11872]
  • Changed the trajectory of large missiles to be more ballistic. [#11293]
  • Changed balancing:
  • Increased elite unit healing rate [#11586]
  • Fixed the Sardaukar's prerequisites. [#12003]
  • ENGINE / MODDING:
  • Fixed a crash when a single-turreted actor with multiple SpawnActorOnDeath traits is killed. [#11578]
  • Fixed a crash in FrozenUnderFog in when a building has no unpathable tiles. [#11270]
  • Fixed a crash when support powers were granted by actors that don't occupy space. [#11514]
  • Fixed a crash when flipped sprites are added to the world. [#11206]
  • Fixed an infinite loop in the d2k sandworm code. [#11670]
  • Fixed incorrect filenames and line numbers reported in some yaml errors. [#11395, #11464]
  • Fixed sound.log warnings about non-existent sound notifications in the mod chooser. [#11182]
  • Fixed a collection of code issues discovered by Coverity. [#11137, #11138, #11139, #11140, #11141, #11223]
  • Fixed barrel recoil ignoring fire delays. [#11120]
  • Fixed incorrect direct hit checks in CreateEffectWarhead. [#11192]
  • Fixed OpenAL sound devices not being closed when exiting the game. [#11744]
  • Fixed the asset browser rendering when the shellmap is disabled. [#11630]
  • Fixed WithParachute shadow rendering in heightmap-enabled mods. [#11291, #11356]
  • Fixed crate parachuting behaviour in heightmap-enabled mods [#11899]
  • Fixed ProvidesPrerequisite not refreshing the tech tree on owner change. [#11194, #11374]
  • Fixed an off-by-one error in Utils.NormalizeFacing. [#11948]
  • Fix LaserZap effects not being removed if HitAnim is not defined. [#12110]
  • Moved the resource tick logic from PlayerResources to IngameCashCounterLogic. [#11907]
  • Added support for per-pixel depth metadata and rendering. [#11058, #11091, #11124, #11791, #11862, #11864]
  • Added support for customizing TeslaZap effect duration. [#11422]
  • Added support for custom vertical HitShape offsets. [#11168]
  • Added support for overriding chat commands. #11543]
  • Added support for random sequences to the Missile and GravityBomb projectiles. [#11382]
  • Added support for attack animations and overlays to start playing before a weapon fires. [#11428]
  • Added support for randomized death animations. [#11772]
  • Added a flag allowing to display empty selection bars to the ISelectionBar interface, to be used in custom classes in third-party mods. [#11881]
  • Improved error message when mod loading failed. [#11563]
  • Improved in-game performance and memory usage. [#11179, #11376, #11396]
  • Improved weapon min/max range and validity checks. [#11459]
  • Improved exception message when loading an invalid map file. [#11354]
  • Improved customization options for the beacon effect. [#11216]
  • Improved customization options for support power speech notifications. [#11483, #11560, #11989]
  • Removed update rules for versions older than release-20160508. [#11381]
  • Trait changes (use OpenRA.Utility to automatically update your mod rules):
  • Split WithSpriteControlGroup from SelectionDecorations and added a new WithTextControlGroup trait. [#11621, #12079]
  • Added a WithTextDecoration trait. [#11565, #11583]
  • Added stance customizability to SupportPowerChargeBar and SupportPowerTimer. [#11177, #11946]
  • Added RestrictMCVDeploymentFallbackToBase property to HackyAI to give some control over where MCVs deploy. [#11463]
  • Added squad exclusion to HackyAI. [#11512]
  • Added a CustomTerrainDebugOverlay. [#11211]
  • Added UpgradeOnDamageState trait for granting upgrades at specified DamageStates. [#11299, #11802, #11816]
  • Added a maximum limit to InfiltrateForCash. [#11423]
  • Added a CanUndeploy property to DeployToUpgrade. [#11014]
  • Added a DummyAI for Lua scripted skirmish bots. [#10946]
  • Added a DeathTypes filter to GivesBounty and made showing the cash ticks optional. [#11497]
  • Added a PlayerExperience trait that works in conjunction with PlayerExperienceModifier from GivesExperience for player scoring. [#11474, #11629]
  • Added a WaterTerrainTypes field to the HackyAI, Parachutable and WithCrateBody traits, in preparation of deprecating the IsWater flag on TerrainType. [#11638, #11960]
  • Added an UpgradeOnTerrain trait for granting upgrades on specified terrain. [#11380]
  • Added an ExitsDebugOverlay and accompanying ExitsDebugOverlayManager trait to help visualize the exits used by structures. [#11544]
  • Added an AttackOrderPower support power. [#11445]
  • Added support for TargetTypes and InvalidTargets to the LeaveSmudge warhead. [#11592]
  • Added support for customizing the cursors used by Captures and ExternalCaptures. [#11699]
  • Added support for customizing the cursors used by PortableChrono. [#11558]
  • Added support for upgradeable / multiple Attack* traits using AutoTarget. [#11276]
  • Added support for playing a LoseNotification to old or new owner through CaptureNotification [#11142]
  • Added support for custom offsets in WithShadow and made the trait upgradeable. [#11479]
  • Added support for customizable vertical range in UpgradeActorsNear. [#10630]
  • Added support for custom facings to LeavesTrails. [#11112, #11596]
  • Added upgrade support to RejectsOrders. [#11497]
  • Changed Missile.RangeLimit from duration (ticks) to distance (WDist). [#11205]
  • Changed the ParticleDensityFactor property of the WeatherOverlay trait from a floating-point number to an integer. [#11641]
  • Changed AttackBomber to be heightmap-aware. [#11916]
  • Renamed C4Demolition to Demolition and made the cursor configurable. [#11294]
  • Renamed WithSmoke to WithDamageOverlay and made the sequence not play in reverse. [#11180]
  • Renamed FriendlyFire on GivesExperience and Stances on GivesBounty to ValidStances [#11561]
  • Replaced PoisonedByTiberium and DamagedWithoutFoundations with a more general DamagedByTerrain trait. [#11499, #11653, #11634]
  • Replaced the CustomBuildTimeValue trait with BuildDuration and BuildDurationModifier fields on the Buildable trait. [#11311]
  • Replaced the AlliedMissiles boolean on JamsMissiles by a Stances field (DeflectionStances). [#11900, #11983]
  • Removed the WithSpriteRotorOverlay trait. WithIdleOverlay in conjunction with upgrades can be used to do the same thing. There is no full upgrade rule, please have a look at the PR to see the necessary changes. [#11435]
  • Removed the legacy PathfinderDebugOverlay trait. [#11882]
  • Generalized the Carryall-related traits and moved from d2k to the common dll. [#11426, #11498, #11501]
  • Improved the Lua API:
  • Fixed cooperative victory conditions triggering defeat instead of victory when an enemy team is defeated. [#11316]
  • Fixed sometimes returning wrong values for the Player.Team and Player.Faction properties. [#11809, #11903]
  • Added Map.ActorsInWorld. Use it instead of Map.ActorsInBox(Map.TopLeft, Map.BottomRight). [#11065]
  • Added Utils.Where for filtering collections. [#11065]
  • Added Utils.Shuffle to randomize a collection. [#11316]
  • Added methods to retrieve player stats. [#11316, #11474]
  • Added functions for aircraft and ammo pools. [#11361]
  • Added support for using the HealthInit in Lua scripts. [#11651]
  • Added a method to get the cost of actor types. [#11819]
  • Added Player.GetActors to query all actors owned by a player. [#11095]
  • Added a CanTarget method to actors. [#12160]
  • PACKAGING & UTILITY:
  • Fixed issues with the legacy map importer. [#11186, #11519]
  • Fixed issues with zip file / map updating. [#11482, #11564, #11603, #11622]
  • Added libmono-i18n4.0-all to the list of Debian package dependencies. [#11275]
  • Added a lint check for mpspawn ownership. [#11336]
  • Added documentation and lint testing to control group sprites. [#11567]
  • Added a Lint error message when setting up upgrades without UpgradeManager. [#11406]
  • Added a lint check for invalid building footprint definitions. [#11180]
  • Added lint checks to PlaceBeacon. [#10918]
  • Added sequence reference checks to WithDeliveryAnimation, WithRoof and IonCannonPower. [#11639]
  • Added an --actor-yaml utility command that shows the merged yaml tree of a single actor. [#11031]
  • Added an --settings-docs utility command to generate a markdown file with the settings' documentation. [#11571]
  • Add .oramod file association for Windows, Linux, and OSX. [#11870]
  • Changed the legacy map importer to be smarter for single-player missions. [#11402]
  • Updated OpenRA to require .NET version 4.5. [#11284]
  • Updated the MaxMind GeoIP2 library to 2.6.0 and its DB component to 2.0.0. [#11285]
  • DEDICATED SERVER:
  • Fixed the Windows example launch script pointing to the wrong executable. [#11450]
  • Fixed the default map not being randomly selected. [#11469]
  • Changed the "disable single player" flag to be enabled enabled by default. [#11456, #11854]

New in OpenRA Playtest 20161001 (Oct 3, 2016)

  • General Improvements:
  • Fixed an issue with the income graph display in the observer stats window. [#11970]
  • Fixed missing support power speech notifications. [#11989]
  • Fixed spacing on the score screen player list across all mods. [#11990]
  • Fixed TFD disc not being detected on OS X. [#12030]
  • Fixed hotkeys for closing the chat window in replays. [#12036]
  • Fixed an issue that could make helipads and service depots un-sellable. [#12051]
  • Fixed some issues related to aircraft reloading. [#11982, #12102]
  • Fixed an issue that could cause music tracks to stop/skip. [#12041]
  • Fixed a number of issues affecting game servers. [#12026, #12066, #12074, #12075, #12076]
  • Fixed crash when launching from a different directory than the game binary. [#12027]
  • Fixed crash when attempting to load a replay with incorrect permissions. [#12038]
  • Fixed not being able to cancel the beacon placement mode. [#12071]
  • Fixed sprite control group decoration position. [#12079]
  • Fixed being able to repair stuck units from long distance. [#12085]
  • Fixed a desync related to smudges. [#12094]
  • Fixed an integer overflow during 3D coordinate calculations. [#12107]
  • Fixed a crash when the client receives an unknown order. [#12116]
  • Added timestamps to the filenames of exception and syncreport logfiles. [#11985, #12056, #12077]
  • Added a chat notification reporting (co-op) mission briefings to the multiplayer lobby. [#11993]
  • Changed the names of the two fullscreen modes to clarify their purpose. [#12050]
  • Tiberian Dawn:
  • Fixed some sandbag and chainlink walls being owned by the neutral player in GDI07. [#11994]
  • Fixed "Jump to last radar event" hotkey not working for spectators. [#12021]
  • Fixed AI to not produce units with captured factories in Nod missions. [#12084]
  • Removed unused Paradrop trait from the C17 cargo plane. [#11992]
  • Red Alert:
  • Fixed a crash when spies are evacuated in the "Exodus" mission. [#12046]
  • Fixed enemy missiles not being deflected by Mobile Radar Jammers. [#11983]
  • Changed Balancing:
  • Reduced Camo pillbox health from 600 to 450. [#12040]
  • Increased mammoth tank speed from 42 to 50. [#12040]
  • Reduced Missile Sub price from 2400 to 2000. [#12106]
  • Reduced Missile Sub turn speed from 3 to 2. [#12106]
  • Reduced Missile Sub ground missile damage from 300 to 250. [#12106]
  • Increased Missile Sub ground missile speed and lowered angle. [#12106]
  • Added AA missile to Missile Sub for basic AA capability. [#12106]
  • Added ability for spies to infiltrate and reveal fake buildings. [#12086]
  • Dune 2000:
  • Changed Balancing:
  • Fixed the Sardaukar's prerequisites. [#12003]
  • Fixed the admin indicator in the lobby being cut off. [#12080]
  • Engine / Modding:
  • Fixed chevrons being invisible in mods with heightmap terrain. [#12070]
  • Changed AttackBomber to be heightmap-aware. [#11916]
  • Renamed the campaign-disable-experience.yaml files to disable-player-experience.yaml. [#12037]
  • Packaging & Utility:
  • Fixed --check-yaml failing for packaged maps. [#12029]

New in OpenRA Playtest 20160904 (Sep 5, 2016)

  • General Improvements:
  • Fixed a persistent crash-on-start after selecting the "Output disabled" audio device option. [11757, #11878]
  • Fixed a crash when opening the in-game menu (hitting ESC very often). [#11404]
  • Fixed a crash when opening the settings menu on systems that have audio devices containing special characters. [#11183]
  • Fixed a crash in the replay browser when a player manually installs replays from a different mod. [#11241]
  • Fixed a crash when hovering over a players name in the score screen after the player has disconnected. [#11447]
  • Fixed the screen border and other UI disappearing prematurely when starting a mission or replay. [#11370]
  • Fixed an exploit that allowed C4 demolition to be cancelled by packup a construction yard. [#11257]
  • Fixed an issue that could make active service depots unsellable and uncapturable. [#11619]
  • Fixed aircraft remaining on the ground after their airfield has been sold. [#11620]
  • Fixed civilian actors triggering give-unit crates. [#11574]
  • Fixed incorrect production timer display in replays. [#11905]
  • Fixed overlapping unit command audio. [#11781]
  • Fixed screen-grab scrolling with the right mouse button ordering units or deleting actors in the map editor. [#11879, #11941]
  • Fixed the "Silos needed" warning triggering too often. [#11923]
  • Fixed repaired MCV husks losing their faction history. [#11918]
  • Fixed being able to write in the non-functional text input field when viewing replays [#11957]
  • Fixed being able to activate the Attack-move and Guard cursors when no selected units accept these commands. [#11637]
  • Fixed external capturing being able to cancel production queues. [#11951]
  • Fixed transformed MCVs being unable to undeploy in situations with multiple construction yards. [#11951]
  • Added a new game content installer, with support for FMVs, expansion disks, and the Origin digital installs. [#11375, #11458, #11461, #11462, #11467, #11475, #11522, #11536, #11545, #11623, #11654, #11745, #11771, #11842, #11890, #11961]
  • Added hotkeys for the music player, map-position bookmarks, moving to map edges, and queuing five units at once. [#11118, #11136, #11130, #11298, #11604]
  • Added support for configuring the scroll behavior for middle- and right-mouse buttons. [#11148]
  • Added timestamps to exception logs. [#11589]
  • Added a ready checkbox for spectating admins in the lobby. [#11559]
  • Added support for player experience ("score" based on more than just kills/deaths) tracking. [#11627, #11723, #11902]
  • Added spectators to the player list. [#11952] /pull/11605)]
  • Improved behaviour of the lobby options: improved notifications and customizations persist between map changes. [#11152, #11176, #11364, #11451, #11556, #11705, #11838]
  • Improved behaviour of the server password dialog. [#11533]
  • Improved unit pathfinding and movement behaviour. [#11470, #11776, #11788, #11889]
  • Improved behaviour of civilians and other wandering units. [#11515]
  • Improved aircraft reloading behaviour. [#11393, #11956]
  • Improved AI behaviour of MCVs and production. [#11463, #11807]
  • Improved UPnP support for hosting local servers. [#11286, #11535, #11580, #11602, #11694, #11783, #11832]
  • Improved shading around player-colored text to improve contrast. [#11693]
  • Changed smudges/craters to not spawn under structures or vehicles. [#11592, #11207, #11721, #11924]
  • Changed tactical overlays (beacons, rallypoints etc.) to draw above the fog and shroud when spawned on a revealed cell. [#11862, #11888, #11901]
  • Changed the hide map crate to not be available when explored map is enabled. [#11473]
  • Changed Basic and Combat observer stats to include Assets Destroyed/Lost instead of the K/D ratio. [#11645]
  • Changed screenshot filenames to include milliseconds. [#11790]
  • Tiberian Dawn:
  • Fixed the AI not building repair pads, preventing it from building replacement MCVs. [#11059]
  • Fixed incorrect player color in the guard tower make animation. [#11245]
  • Fixed a collection of mission script and polish issues. [#11302, #11303, #11328, #11329, #11399, #11634, #11680]
  • Fixed Nod delivery aircraft circling at the edge of the map. [#11871]
  • Fixed the artillery explosion sound. [#11592]
  • Fixed incorrect position of the "sound muted" label in the music player. [#11906]
  • Added missions GDI 7 and Nod 7a, 7b, 7c, 8a, 8b and 9 [#11090, #11094, #11235, #11368 #11281, #11280, #11283, #11306, #11347, #11471]
  • Added support for flame weapons igniting trees. [#11180]
  • Added civilian actors Moebius, Chan and Delphi for use in missions. [#11397]
  • Added ability to capture buildings to the "Cabal" AI. [#11417, #11812, #11814]
  • Changed infantry death animations to match the original game. [#11328]
  • Changed civilians to slowly wander around the map. [#11520]
  • Changed footprints of several tall structures. [#11373]
  • Changed balancing. [#11550, #11758]
  • APC AA Gun projectile speed increase from 1c6 to 2c0.
  • Flame Tank damage vs light increase from 67 to 100.
  • Flame Tank explosion damage increase from 100 to 115.
  • Flame Tank damage spread increase from 341 to 400.
  • Repair Pad HP increase from 600 to 700.
  • Artillery Turn Speed increased from 2 to 4.
  • MCV HP increase from 950 to 1200.
  • Concrete Wall price increase from 100 to 150.
  • Concrete Wall build time increase from 3 to 8 seconds.
  • Hummvee/Buggy damage vs wood reduced from 20 to 10.
  • Hummvee/Buggy damage vs armor reduced from 15 to 10.
  • SAM site cost reduced from 700 to 650.
  • SAM site construction time reduced from 32 to 28.
  • Oil Derrick HP increased from 500 to 1000.
  • Hospital HP increased from 1000 to 2500.
  • Bio Lab HP Increased from 1000 to 2500.
  • Red Alert:
  • Fixed a crash when loading/unloading pillboxes while they force fire. [#11577]
  • Fixed the prerequisite of the supply truck being displayed. [#11231]
  • Fixed minelayer reloading sound being heard by everyone. [#11236]
  • Fixed sound of exploding V2 rocket launchers. [#11292]
  • Fixed giant ants and zombies being able to be trained from kennel. [#11944]
  • Fixed dogs being able to instantly kill giant ants. [#11945]
  • Fixed footprints of several tall structures. [#11373]
  • Fixed a collection of mission script and polish issues. [#11361, #11666, #11800, #11930, #11636]
  • Fixed incorrect GPS icon positions for units inside transports. [#11867]
  • Fixed incorrectly displayed bounty values for units inside transports. [#11868]
  • Added support for flame weapons igniting trees. [#11377, #11408, #11696]
  • Added a "Lonestar AI" to Fort Lonestar. [#10946]
  • Added gate actors for mappers. [#10613, #11369]
  • Added the co-op missions "Evacuation", "Exodus" and "Infiltration" (ported to Lua). [#11316, #11679, #11702]
  • Added a fake service depot to France. [#11379]
  • Added ability to capture buildings to the "Rush" AI. [#11417, #11812, #11814]
  • Added group order support to mine layers. [#11801]
  • Added new singleplayer mission Allies 04. [#11658]
  • Added new GPS icons for the oil derrick, hospital and biolab tech buildings. [#11883]
  • Added showing the accumulated bounty for transports carrying passengers. [#11868]
  • Improved smoothness of keyboard and screen-edge scrolling. [#11605]
  • Changed shroud to get explored on first GPS launch, ignoring power/radar. [#11968]
  • Changed the order of fake buildings in the build palette to match their real counterparts. [#11379]
  • Changed RA grenadier UI ordering. [#11330]
  • Changed the 'Training' sound to 'Building' for all queues except Infantry. [#11635]
  • Changed the flak truck's weapon to use the flak explosion animation against ground targets. [#11411]
  • Changed civilians to slowly wander around the map. [#11520]
  • Improved visibility of support power times for dark player colors. [#11647]
  • Removed some unused sprite sequence definitions. [#11680]
  • Removed some unused actors from a couple of missions. [#11704]
  • Changed maps:
  • Fixed tiling errors and resource placement on Cold Front. [#11272]
  • Changed spawn point ordering and other aesthentic and balance changes on several maps. [#11876]
  • Added 4 player map Operation: Goldmine by Madness. [#11372]
  • Added Barren Land, Desert Rats, Tandem, Crossfire, Pie of Animosity, Hypothermia, Nine Lives and Imminent Destruction. [#11893, #11931]
  • Replaced Snowy Ridge with Icy Ridge. [#11893]
  • Replaced Calm before the storm with X-Lake. [#11893]
  • Replaced Great Sahara with Great Sahara 2. [#11893]
  • Removed Equal Opportunity, First come, First served, Marooned II and Suffrage. [#11893]
  • Changed balancing:
  • Reduced the range of the Artillery from 14 to 12 cells. [#11249]
  • Added slow self-healing to the harvester. [#11254]
  • Reduced effectiveness of demo truck against air targets. [#11253, #11734]
  • Reduced flamethrower and flame tower damage effectiveness against concrete walls and bridges from 50% down to 20%. [#11910]
  • Increased rocket soldier damage effectiveness against concrete walls and bridges from 20% up to 50%. [#11910]
  • Increased range limit and effectiveness of MiG missiles. [#11337]
  • Increased range, range limit, effectiveness and salvo size of Longbow ground missiles. [#11337]
  • Increased effectiveness of grenadiers against heavy armor from 5 to 25%. [#11549]
  • Increased range and range limit of Longbow air missiles. [#11337]
  • Ants are now uncrushable. [#11542]
  • Landing Craft can now travel on beach tiles for improved loading and unloading. [#11594]
  • GPS power is now disabled when the Tech Center is powered down. [#11018]
  • Dune 2000:
  • Fixed the grenadier's attack and stand animations. [#11965]
  • Fixed the creeps base on the Dune 2000 shellmap being in low power mode. [#11342]
  • Fixed a crash when loading the shellmap in the map editor. [#11290]
  • Fixed craters not appearing on top of concrete slabs. [#11207]
  • Fixed tiling errors in the map "Desert Twister". [#11780]
  • Fixed Starport dropship circling at the edge of the map. [#11871]
  • Fixed errors in the infantry sprite sequences. [#11949]
  • Added the new maps "Lynch Pass" and "Cliffmaze". [#11390, #11511]
  • Added support for using a Gruntmods installation as a source for asset installation on Windows. [#11587]
  • Added new mission Atreides 03b. [#11706]
  • Improved the "Primary Building" tag rendering. [#11565]
  • Changed assets to require data from the v1.06 patch. [#11587, #11872]
  • Changed the trajectory of large missiles to be more ballistic. [#11293]
  • Changed balancing:
  • Increased elite unit healing rate [#11586]
  • Engine / Modding:
  • Fixed a crash when a single-turreted actor with multiple SpawnActorOnDeath traits is killed. [[#11578]
  • Fixed a crash in FrozenUnderFog in when a building has no unpathable tiles. [#11270]
  • Fixed a crash when support powers were granted by actors that don't occupy space. [#11514]
  • Fixed a crash when flipped sprites are added to the world. [#11206]
  • Fixed an infinite loop in the d2k sandworm code. [#11670]
  • Fixed incorrect filenames and line numbers reported in some yaml errors. [#11395, #11464]
  • Fixed sound.log warnings about non-existent sound notifications in the mod chooser. [#11182]
  • Fixed a collection of code issues discovered by Coverity. [#11137, #11138, #11139, #11140, #11141, #11223]
  • Fixed barrel recoil ignoring fire delays. [#11120]
  • Fixed incorrect direct hit checks in CreateEffectWarhead. [#11192]
  • Fixed OpenAL sound devices not being closed when exiting the game. [#11744]
  • Fixed the asset browser rendering when the shellmap is disabled. [#11630]
  • Fixed WithParachute shadow rendering in heightmap-enabled mods. [#11291, #11356]
  • Fixed crate parachuting behaviour in heightmap-enabled mods [#11899]
  • Fixed ProvidesPrerequisite not refreshing the tech tree on owner change. [#11194, #11374]
  • Fixed an off-by-one error in Utils.NormalizeFacing. [#11948]
  • Moved the resource tick logic from PlayerResources to IngameCashCounterLogic. [#11907]
  • Added support for per-pixel depth metadata and rendering. [#11058, #11091, #11124, #11791, #11862, #11864]
  • Added support for customizing TeslaZap effect duration. [#11422]
  • Added support for custom vertical HitShape offsets. [#11168]
  • Added support for overriding chat commands. #11543]
  • Added support for random sequences to the Missile and GravityBomb projectiles. [#11382]
  • Added support for attack animations and overlays to start playing before a weapon fires. [#11428]
  • Added support for randomized death animations. [#11772]
  • Added a flag allowing to display empty selection bars to the ISelectionBar interface, to be used in custom classes in third-party mods. [#11881]
  • Improved error message when mod loading failed. [#11563]
  • Improved in-game performance and memory usage. [#11179, #11376, #11396]
  • Improved weapon min/max range and validity checks. [#11459]
  • Improved exception message when loading an invalid map file. [#11354]
  • Improved customization options for the beacon effect. [#11216]
  • Improved customization options for support power speech notifications. [#11483, #11560]
  • Removed update rules for versions older than release-20160508. [#11381]
  • Trait changes (use OpenRA.Utility to automatically update your mod rules):
  • Split WithSpriteControlGroup from SelectionDecorations and added a new WithTextControlGroup trait. [#11621]
  • Added a WithTextDecoration trait. [#11565, #11583]
  • Renamed C4Demolition to Demolition and made the cursor configurable. [#11294]
  • Renamed WithSmoke to WithDamageOverlay and made the sequence not play in reverse. [#11180]
  • Renamed FriendlyFire on GivesExperience and Stances on GivesBounty to ValidStances [#11561]
  • Replaced PoisonedByTiberium and DamagedWithoutFoundations with a more general DamagedByTerrain trait. [#11499, #11653, #11634]
  • Replaced the CustomBuildTimeValue trait with BuildDuration and BuildDurationModifier fields on the Buildable trait. [#11311]
  • Replaced the AlliedMissiles boolean on JamsMissiles by a Stances field (DeflectionStances). [#11900]
  • Changed Missile.RangeLimit from duration (ticks) to distance (WDist). [#11205]
  • Changed the ParticleDensityFactor property of the WeatherOverlay trait from a floating-point number to an integer. [#11641]
  • Removed the WithSpriteRotorOverlay trait. WithIdleOverlay in conjunction with upgrades can be used to do the same thing. There is no full upgrade rule, please have a look at the PR to see the necessary changes. [#11435]
  • Removed the legacy PathfinderDebugOverlay trait. [#11882]
  • Added stance customizability to SupportPowerChargeBar and SupportPowerTimer. [#11177, #11946]
  • Added RestrictMCVDeploymentFallbackToBase property to HackyAI to give some control over where MCVs deploy. [#11463]
  • Added squad exclusion to HackyAI. [#11512]
  • Added a CustomTerrainDebugOverlay. [#11211]
  • Added UpgradeOnDamageState trait for granting upgrades at specified DamageStates. [#11299, #11802, #11816]
  • Added a maximum limit to InfiltrateForCash. [#11423]
  • Added a CanUndeploy property to DeployToUpgrade. [#11014]
  • Added a DummyAI for Lua scripted skirmish bots. [#10946]
  • Added a DeathTypes filter to GivesBounty and made showing the cash ticks optional. [#11497]
  • Added a PlayerExperience trait that works in conjunction with PlayerExperienceModifier from GivesExperience for player scoring. [#11474, #11629]
  • Added a WaterTerrainTypes field to the HackyAI, Parachutable and WithCrateBody traits, in preparation of deprecating the IsWater flag on TerrainType. [#11638, #11960]
  • Added an UpgradeOnTerrain trait for granting upgrades on specified terrain. [#11380]
  • Added an ExitsDebugOverlay and accompanying ExitsDebugOverlayManager trait to help visualize the exits used by structures. [#11544]
  • Added an AttackOrderPower support power. [#11445]
  • Added support for TargetTypes and InvalidTargets to the LeaveSmudge warhead. [#11592]
  • Added support for customizing the cursors used by Captures and ExternalCaptures. [#11699]
  • Added support for customizing the cursors used by PortableChrono. [#11558]
  • Added support for upgradeable / multiple Attack* traits using AutoTarget. [#11276]
  • Added support for playing a LoseNotification to old or new owner through CaptureNotification [#11142]
  • Added support for custom offsets in WithShadow and made the trait upgradeable. [#11479]
  • Added support for customizable vertical range in UpgradeActorsNear. [#10630]
  • Added support for custom facings to LeavesTrails. [#11112, #11596]
  • Added upgrade support to RejectsOrders. [#11497]
  • Generalized the Carryall-related traits and moved from d2k to the common dll. [#11426, #11498, #11501]
  • Improved the Lua API:
  • Fixed cooperative victory conditions triggering defeat instead of victory when an enemy team is defeated. [#11316]
  • Fixed sometimes returning wrong values for the Player.Team and Player.Faction properties. [#11809, #11903]
  • Added Map.ActorsInWorld. Use it instead of Map.ActorsInBox(Map.TopLeft, Map.BottomRight). [#11065]
  • Added Utils.Where for filtering collections. [#11065]
  • Added Utils.Shuffle to randomize a collection. [#11316]
  • Added methods to retrieve player stats. [#11316, #11474]
  • Added functions for aircraft and ammo pools. [#11361]
  • Added support for using the HealthInit in Lua scripts. [#11651]
  • Added a method to get the cost of actor types. [#11819]
  • Added Player.GetActors to query all actors owned by a player. [#11095]
  • Packaging & Utility:
  • Fixed issues with the legacy map importer. [#11186, #11519]
  • Fixed issues with zip file / map updating. [#11482, #11564, #11603, #11622]
  • Added libmono-i18n4.0-all to the list of Debian package dependencies. [#11275]
  • Added a lint check for mpspawn ownership. [#11336]
  • Added documentation and lint testing to control group sprites. [#11567]
  • Added a Lint error message when setting up upgrades without UpgradeManager. [#11406]
  • Added a lint check for invalid building footprint definitions. [#11180]
  • Added lint checks to PlaceBeacon. [#10918]
  • Added sequence reference checks to WithDeliveryAnimation, WithRoof and IonCannonPower. [#11639]
  • Added an --actor-yaml utility command that shows the merged yaml tree of a single actor. [#11031]
  • Added an --settings-docs utility command to generate a markdown file with the settings' documentation. [#11571]
  • Add .oramod file association for Windows, Linux, and OSX. [#11870]
  • Changed the legacy map importer to be smarter for single-player missions. [#11402]
  • Updated OpenRA to require .NET version 4.5. [#11284]
  • Updated the MaxMind GeoIP2 library to 2.6.0 and its DB component to 2.0.0. [#11285]
  • Dedicated Server:
  • Fixed the Windows example launch script pointing to the wrong executable. [#11450]
  • Fixed the default map not being randomly selected. [#11469]
  • Changed the "disable single player" flag to be enabled enabled by default. [#11456, #11854]

New in OpenRA 20160508 (May 9, 2016)

  • GENERAL IMPROVEMENTS:
  • Fixed color validator issues and increased color picker palette size. [#10507, #10624]
  • Fixed the "select all units" hotkey not working properly. [#9585]
  • Fixed units attacking buildings in progress of being captured by allied units. [#9854]
  • Fixed minimap orders not adhering to the left click control scheme option. [#9970]
  • Fixed crashes when hovering over the player latency indicator. [#10068]
  • Fixed collision detection for missiles and bullets. [#10243]
  • Fixed a crash in the aircraft reservation code. [#9786]
  • Fixed aircraft repulsing even when not being repulsable. [#9619]
  • Fixed units sometimes not being able to properly move out of minimum weapon range when attacking targets. [#9802]
  • Fixed some actors not entering the idle mode visually. [#10141, #10211, #10234]
  • Fixed shaders not loading when starting the game with a different working directory. [#10269]
  • Fixed sprite turrets showing up before the build animation finished. [#10225]
  • Fixed selection priorities for overlapping actors. [#10011]
  • Fixed counting IRC notifications as unread messages [#10334]
  • Fixed corpses being drawn on top of crushing actors. [#10119]
  • Fixed content download failing on some locales. [#10375]
  • Fixed missiles not triggering splashes reliably when hitting water. [#10365]
  • Fixed crashes caused by the global chat. [#10409]
  • Fixed a rare crash when entering the multiplayer lobby. [#10457]
  • Fixed range circles being drawn off-center when placing defense buildings. [#10447]
  • Fixed rank chevrons being cloaked along with cloaked units. [#10480]
  • Fixed showing an empty slot dropdown in a lobby without any players. [#10511]
  • Fixed showing the building placement cursor when the menu is open. [#10509, #10523]
  • Fixed some overflowing labels in the UI. [#10476, #10491]
  • Fixed the place-building cursor staying after the conyard / prerequisites were destroyed. [#10510]
  • Fixed button mouse-over when switching main menus. [#10493]
  • Fixed shroud not being updated properly when the visibility debug option was in effect. [#10468]
  • Fixed in-game tooltip staying on screen when opening the menu. [#10508]
  • Fixed installation from original CDs if the content folder wasn't already existing. [#10555]
  • Fixed timer displays showing the wrong time when using the replay speed controls. [#10478, #11161]
  • Fixed turreted units being unable to target buildings under the fog of war. [#10420]
  • Fixed pre-placed crates not showing water animations. [#10568]
  • Fixed global chat nickname defaults not acknowledging player settings. [#10610]
  • Fixed a bug that could cause units to get stuck on bridges. [#10728]
  • Fixed not dropping targets that are out of range if the attacker cannot move. [#10750, #11029]
  • Fixed planes doing an unnecessary loop when returning to their base. [#10695]
  • Fixed issues related to repairing units. [#10891, #10893, #11232]
  • Fixed AI stopping production after losing its last refinery and construction yard. [#10940]
  • Fixed servers kicking players who just downloaded a new map. [#10939]
  • Fixed units not moving their turrets in advance before being able to fire again. [#10910, #11033]
  • Fixed potential floating point math induced desyncs. [#10972, #10973, #11053]
  • Fixed issues with left-click orders. [#11008, #11081]
  • Fixed some console output of dedicated servers not having timestamps. [#11025]
  • Fixed missiles sometimes crashing for no reason when flying straight north. [#11165, #11170]
  • Fixed walls not being visible when Explored Map was enabled. [#11144]
  • Fixed a seldom crash when joining the global IRC chat. [#11238]
  • Added standard hotkeys for manipulating text in input fields. [#9582]
  • Added optional target lines for rally points visible to team mates. [#9994]
  • Added team chat for spectators. [#9639, #11084]
  • Added support for canceling the entire queue with ctrl + cancel. [#9595]
  • Added a Show on Damage option for health bars. [#9650]
  • Added an actor name overlay debug option. [#10078]
  • Added tooltips to the player names in the score screen, showing their location and IP addresses. [10067, #11079]
  • Added a Mute Audio checkbox to the audio settings and a corresponding hotkey (m by default) for in-game use. [#10003]
  • Added support for disabling line-building of walls by holding the Shift key while placing the structure. [#10512]
  • Added a notification (blinking button) in the lobby when the selected map is not installed. [#10514]
  • Added a warning when bots have been disabled. [#10536]
  • Added a restart button for missions, single-player skirmishes and replays. [#10264, #10543, #10733, #11013]
  • Added an option to show team colors on radar map. [#10649]
  • Added an "All Packages" selection to the drop down in the asset viewer. [#10716].
  • Added mousewheel zooming using a customizable modifier key (CTRL by default). [#10559, #10821, #11135]
  • Added hotkeys for the replay speed selection as well as pausing the replay (bound to F5-F8 and the Pause key by default). [#10933]
  • Added the in-game menu score screen to observer views and replays. [#10934]
  • Added ability to order empty harvesters to refineries. [#10995]
  • Added persistent filter options in the multiplayer server browser. [#11006]
  • Improved UI behaviour when issuing orders to units. [#10118]
  • Improved in-game performance and memory usage. [#9627, #9734, #9759, #9763, #9977, #10089, #10126, #10189, #10271, #10256, #10272, #10352, #10376, #10388, #10462, #10557, #10461, #10594, #10657, #10731, #10751, #10795, #10836]
  • Improved Lua scripting API performance. [#9978]
  • Improved game load and startup speed. [#10765, #10768]
  • Improved the load time of the mission browser. [#10901]
  • Improved the map load time in occasions where not the full map needs to be parsed. [#10942]
  • Changed the order of options in the observer shroud selector drop down. [#10297]
  • Changed the title of the "Connection Failed" dialog when a wrong password was entered. [#10551]
  • Changed the title of the game lobby's chat tab button from "Lobby" to "Game". [#10873]
  • Changed started games to be shown before empty games in the multiplayer server browser. [#11006]
  • Removed some unneeded performance sampling. [#10270]
  • Removed fragile diplomacy. [#10650]
  • TIBERIAN DAWN:
  • Fixed bad bridge art for TD snow template. [#10971]
  • Fixed a number of mission issues. [#10061, #10947, #11145]
  • Fixed inconsistencies in the naming of music tracks. [#10161]
  • Fixed Nod units in campaign missions having the wrong color. [#10255]
  • Fixed the build palette ordering to match tech tree requirements. [#10443]
  • Fixed aircraft being visible beneath the fog of war. [#10602]
  • Fixed inconsistent [X] symbols in the lobby when kicking spectators. [#10600]
  • Fixed inconsistent button positions in the connection failed dialog. [#10601]
  • Fixed selection box height for a number of structures. [#10820]
  • Fixed cosmetic issues with flares. [#11036, #11038]
  • Fixed Visceroids not being aggressive in certain maps. [#11163]
  • Fixed tooltips of map props showing an owner row. [#11174, #11225]
  • Fixed infantry not self-healing when being veteran or when the player has a hospital captured. [#11217]
  • Added more variation to building explosions. [#10099]
  • Added giving Tiberium immunity to infantry when the Biolab tech building is captured. [#10616]
  • Added tooltips for civilian buildings. [#10372]
  • Added artwork for the hospital healing power-up. [#10680]
  • Enabled classic facing fudge for actors with 32 facings. [#10562]
  • Removed bogus reveal ranges from The Hot Box minigame map. [#10460]
  • Changed balancing:
  • Increased reload speed of MSAM from 100 to 45. [#10552]
  • Increased APC damage vs light targets from 100 to 105. [#10552]
  • Increased MLRS attack speed from 140 to 100. [#10552]
  • Increased Rocket infantry damage from 30 to 35. [#10552]
  • Increased MCV cost from 2000 to 4000. [#10552]
  • Increased MCV build time from 0:48 to 1:36. [#10552]
  • Increased MCV HP from 750 to 950. [#10552]
  • Changed MCV's armor type from Light to Heavy. [#10552]
  • MCV now requires both Command Center and Repair Pad to produce. [#10552]
  • Increased Construction yard HP from 1400 to 2000. [#10552]
  • Increased Repair pad HP from 400 to 600. [#10552]
  • Increased AGT's power usage from 40 to 50. [#10552]
  • Decreased MSAM trajectory from 341 to 300. [#10553]
  • Increased Grenadier damage versus light armor from 75 to 80. [#10770]
  • Increased APC HP from 200 to 210. [#10770]
  • Increased SAM damage from 30 to 35. [#10770]
  • Increased Light Tank cost from 600 to 700 (Build time increase from 15 to 17 seconds). [#10770]
  • Decreased Guard Tower damage versus heavy armor from 35 to 30. [#10770]
  • Decreased Light Tank movement speed from 113 to 110. [#10770]
  • Decreased Light Tank HP from 350 to 340. [#10770]
  • Decreased Rocket Infantry damage versus no armor from 50 to 30. [#10770]
  • RED ALERT:
  • Fixed Giant Ants and Zombies not being able to attack diagonally. [#9809]
  • Fixed vehicle husks not chronoshifting back to their original location. [#9415]
  • Fixed location of second exit on both allied and soviet barracks. [#9967]
  • Fixed the tooltips of some actor types. [#10045, #11131, #9985]
  • Fixed inconsistencies in the naming of music tracks. [#10161]
  • Fixed a collection of mission issues. [#10072, #10439, #10440, #10441, #10442, #10561, #11035, #11226]
  • Fixed captured frozen actors not showing the correct owner when GPS is available. [#10324]
  • Fixed target type of Mad Tanks. [#10546]
  • Fixed Pillbox and Camo Pillbox having a blind spot. [#11002]
  • Fixed Tanya's idle sequence being a frame too long. [#11151]
  • Fixed GPS tooltips revealing type of enemy structure. [#11166]
  • Fixed tooltips of map props showing an owner row. [#11174]
  • Fixed GPS satellite rocket not using the player's color. [#11167]
  • Fixed infantry not self-healing when being veteran or when the player has a hospital captured. [#11217]
  • Fixed destroyer missiles not doing any damage at maximum range. [#11196]
  • Fixed Chinooks not being able to land on gems. [#11222]
  • Fixed a crash when a supply truck is killed as it enters an allied structure. [#11234]
  • Enabled classic facing fudge for actors with 32 facings. [#10562]
  • Added a "no superweapons" tech level. [#10580, #10608]
  • Added difficulty levels to the missions Soviet 6a and 6b. [#9745]
  • Added more variation to building explosions. [#9943]
  • Added the scientist to the list of units emerging from certain high-tech structures when they are sold. [#10048]
  • Added Tabula Rasa, Behind The Veil, Sidestep, Dual Cold Front, Northwest Passage, Warwind, Winter Storm, Sunstroke, Sudden Death and Pool Party to the map pool. [#11119, #10320]
  • Added the 'Insufficient funds' warning when running out of money. [#10570, #11076]
  • Changed a couple of dirt patch tiles to allow constructing buildings on them to match the original game. [#9868]
  • Changed the selection priority of engineers for easier handling of infantry groups. [#10519, #10767]
  • Changed the Asymetric Battle, Chokepoint, Doubles, East vs West, Encounter, Forest Path, High and Low, Keep off the Grass 2, Man to man, Mass Confliction, North by Northwest, Singles, Snowy Ridge Temperal and Fort Lonestar multi-player maps to be more balanced. [#10205, #10301, #10303, #10312, #10347, #10986, #11119]
  • Changed position of the kennel in the build palette. [#10577]
  • Changed GPS icons to be more visible. [#10623]
  • Changed the (visual) selection bounds of the Windmill and the Lighthouse. [#10819]
  • Changed ambient light level in Fort Lonestar. [#11145]
  • Removed unnecessary ProximityCaptor definitions from some actor types. [#10178]
  • Removed bogus reveal ranges from minigame maps. [#10460]
  • Removed Caffeinated, Burlesca, Styrian Mountains, Contact, Island Hoppers, Pearly Wastelands, Breaking Point, Central Conflict, Raraku, Ring of Fire and High & Low Extended from the map pool. [#10712, #11119]
  • Changed balancing:
  • Increased vision and rate of turn (from 4 to 5 and 5 to 7, respectively) of the light tank. [#10328]
  • Increased minelayer hit points from 100 to 150. [#10412]
  • The British Spy now refunds only a minimum of 250 credits. [#10488]
  • Mammoth tanks gained the ability to crush concrete walls. [#10895]
  • Nukes now damage submerged submarines. [#10920]
  • Added fake power plants to the French faction. [#10968]
  • DUNE 2000:
  • Fixed inconsistencies in the naming of music tracks. [#10161]
  • Fixed AI bots not building any Carryalls [#10392]
  • Fixed the power-up and power-down sounds being reversed. [#10316]
  • Fixed the map importer not importing some actors properly. [#10471]
  • Fixed the move order acknowledgement flash being affected by global lighting changes. [#10479]
  • Fixed worm trails being visible beneath the fog of war. [#10759]
  • Fixed Deviator missiles not taking effect. [#10957]
  • Fixed walls spawning too many pieces of debris when being destroyed. [#11157]
  • Fixed infantry not self-healing when being veteran or when the player has a hospital captured. [#11217]
  • Added the 7000 credits starting cash option to the lobby options. [#9913]
  • Added new single-player mission Atreides 03a. [#9659, #10047]
  • Added more variation to building explosions. [#10099]
  • Added line damage to the sonic tank beam. [#9357]
  • Added sound effects and movement animations to the Sandworm. [#10385]
  • Added missing speech notifications. [#10596]
  • Added the Smuggler and Mercenary factions. [#10517]
  • Added the 'Insufficient funds' warning when running out of money during production. [#10570]
  • Removed dependency on UI artwork from the Red Alert mod. [#9743]
  • ENGINE / MODDING:
  • Fixed AUD files with sample rates other than 22050 Hz being rejected. [#10289]
  • Fixed issues with rendering of voxel units. [#9882, #10203, #10520]
  • Fixed a potential integer overflow in StoresResources. [#9862]
  • Fixed DeathSounds not working without DeathTypes defined. [#10156]
  • Fixed off-by-one error that prevented the last frame in a resource sprite from being used. [#10066]
  • Fixed logging not being thread safe. [#10417]
  • Fixed Guard not explicitly requiring a movement trait. [#10472]
  • Fixed AI bots not deploying air-based construction vehicles. [#10506]
  • Fixed the AI using armed harvesters for combat. [#10584]
  • Fixed missing UpgradeGrantedReference lint tag on the GrantUpgrades property of the Passenger trait. [#10567]
  • Fixed units warping from an exit subcell to cellcenter when produced. [#10620]
  • Fixed upgrades being granted and immediately revoked to newly built units while the upgrade source is disabled. [#10628]
  • Fixed wrong check for altitude in the Mobile trait. [#10641]
  • Fixed YAML merging and trait removals. [#9710, #10648, #10804, #11154]
  • Fixed FlipX/FlipY sequence flags not changing offsets as well. [#10611]
  • Fixed a crash where the AI could place buildings outside the boundaries of isometric maps. [#10702]
  • Fixed OpenRA.exe ignoring quotes in arguments. [#10639]
  • Fixed a potential crash in FallsToEarth when the Aircraft trait is missing. [#10744]
  • Fixed a crash when missiles do not have an image. [#10740]
  • Fixed an off-by-one error in Map.FindTilesInAnnulus. [#10742]
  • Fixed locked spawns being selectable by other players. [#10885]
  • Fixed GravityBomb crashing when Image is null. [#10886]
  • Fixed ProductionFromMapEdge to work properly with ground units. [#10851]
  • Fixed searching for a sprite in an empty collection causing spam in debug.log. [#10989]
  • Fixed WithSpriteBody being rendered even if it is disabled. [#11016]
  • Fixed not all required trait dependencies being loaded. [#10965]
  • Fixed missiles not moving to their cruise altitude if launched above it. [#10777]
  • Fixed a potential crash in the Parachutable trait. [#11199]
  • Fixed a crash when a unit with more than one turret leaves a transport. [#11172]
  • Fixed actors being imported from legacy maps with the wrong facing. [#11227]
  • Added the ability to display debug messages to map Lua scripts. [#9599]
  • Added terrain height support to WithShadow, FallToEarth, Parachute, AttackPlane and ReturnOnIdle. [#10151, #10168, #10785, #11015]
  • Added support for classic facing fudge for actors with 32 facings. [#10562]
  • Added an ActorInit called TurretFacings to set the facing of multiple turrets on actors. [#9414]
  • Added support for inter-mod dependencies. [#9463, #9853]
  • Added support for mod-defined sound loaders. [#10069, #10482]
  • Added support for flipping (mirroring) sprite sequences. [#9770]
  • Added a Tiberian Sun style radar update line option with configurable color to RenderDetectionCircle. [#9956]
  • Added support for speech variants to CanPowerDown. [#9605]
  • Added target type support for CreateEffectWarhead as well as TargetTerrain and TargetHit impact types. [#9890]
  • Added a setting to make the return to origin behavior optional in Chronoshiftable. [#9982]
  • Added support for YAML defined properties in chrome logic modules. [#9980]
  • Added a DeployStateInit for pre-deployment. [#9501]
  • Added LineImpactProjectile. [#9357]
  • Added per-warhead WarheadDebugOverlay colors. [#9838]
  • Added Z-sorting for effects. [#10119]
  • Added the property Shape to AreaBeam and LaserZap which can be Cylindrical or Flat. [#10148]
  • Added a configurable beam Width to LaserZap. [#10148]
  • Added a Voice field to RepairableNear. [10153]
  • Added a new dedicated ResourceStorageWarning trait for the 'Silos needed' notifications, which was removed from PlayerResources. [#10260]
  • Added lint checking for required traits on actors referenced in trait infos. [#10302]
  • Added CruisingUpgrades to the Aircraft trait, which are granted when the cruising altitude is reached. [#10163]
  • Added a benchmark mode. [#10133]
  • Added support for rectangular hitboxes. [#9800]
  • Added support for discarding resources when the silo capacity is reached. [#10201]
  • Added configurable enter behavior (Exit, Suicide, Dispose) to Infiltrates, EngineerRepair and RepairsBridges. [#10210]
  • Added a configurable free fall gravity to Missile. [#10365]
  • Added support for the Dune II .VOC sound file format. [#10032]
  • Added PowerTooltip to display energy consumption. [#10112]
  • Added EjectOnDeath to Cargo. [#10041]
  • Added support for loading mods from the support directory. [#10232, #10486]
  • Added support for per-template palettes in tileset definitions. [#10246]
  • Added an IsPlayerPalette trait property to WithParachute to allow for player-remapped parachutes. [#10505]
  • Added support for changing the palettes, sequences and cursors used by ChronoshiftPower. [#10541, #10558]
  • Added support for customizing ProximityCapturable. [#10526]
  • Added support for customizing InfiltrateForCash even more. [#10488]
  • Added Gate and WithGateSpriteBody. [#9981]
  • Added support for playing a notification when an ally's base is being attacked. [#10564]
  • Added support for playing a BridgeRepaired notification. [#10576]
  • Added support for playing a random sound and explosion effect to CreateEffectWarhead. [#10381]
  • Added versioned user map folders to avoid clashes. [#10701]
  • Added a more descriptive crash message when an non-existent weapon name was encountered in the YAML rules. [#10746]
  • Added missing documentation to the NukePower trait and made the sequence and palette used for the nuke missile configurable. [#10723, #10778, #10923]
  • Added support for a FallbackSequence in WithDeathAnimation. [#10191]
  • Added support for multiple Attack* traits per actor. [#9509]
  • Added support for loading mods from ".oramod" packages. [#10841]
  • Added facings and custom sequences support to smoke trails. [#10856, #10911]
  • Added an optional and anonymous system profiling mechanism. [#10803, #11197]
  • Added support for defining a custom ShadowPalette on GravityBomb. [#10886]
  • Added support for map-defined bot types. [#10916]
  • Added the previously hard-coded MaximumTileSearchRange (default: 50) to the MapGrid configuration in mod.yaml. [#10943]
  • Added support for customizing the name of the image used for explosion effects (previously hard-coded to explosion). [#10938]
  • Added support for uncloaking harvesters while docking. [#11001]
  • Added Trigger.OnPassengerExited/Entered functions to the Lua API. [#10959]
  • Added methods to find a map's closest edge cell to the Lua API. [#10917]
  • Added support for ScriptTags. [#10975]
  • Added support for "Paradrop Production". [#11004]
  • Added support for a custom EffectSequence on SpawnActorPower. [#11019]
  • Added support for actors with multiple Cloak traits to Targetable. [#11162]
  • Added HiddenUnderFogInit. [#11144]
  • Improved validation of server configuration commands. [#10800]
  • Improved documentation of the Explodes trait. [#9942]
  • Improved customization for LeavesTrails. [#10380]
  • Improved low-level filesystem, map, and initialization code. [#10239, #10530, #10525, #10538, #10555, #10687, #10697, #10704, #10705, #10706, #10713, #10719, #10721, #10703, #10774, #10786, #10788, #10838, #10839, #10875, #10897, #10902, #10909, #10901 #10922, #10963, #11082, #11104]
  • Improved the parsing of sound files. [#10912]
  • Improved error message when calling SendParatroopers with an invalid unit. [#10960]
  • Changed low-level OpenGL bindings. [#10288, #10299, #10310]
  • Changed voxel turrets to hide while an actor is deploying or undeploying. #10222]
  • Changed the ordering of the singleplayer missions to automatically reflect their order in missions.yaml. [#10492]
  • Changed the default values of MinimumLaunchSpeed and MaximumLaunchSpeed of missiles. [#10636]
  • Renamed the DeathType property of the Explodes trait to DeathTypes. [#9942]
  • Changed the map format to support splitting out rules, weapons, sequences, sounds and music into separate YAML files and added support for different map categories on the same map. [#10839, #10902, #10898]
  • Changed SubCellDefaultIndex on the MapGrid entry in mod.yaml to DefaultSubCell. [#10915]
  • Renamed WithTurret, WithBarrel and WithReloadingTurret to include Sprite in the trait name. [#9541]
  • Renamed WithDockingOverlay to WithDockedOverlay. [#10364]
  • Renamed DemoTruck to AttackSuicides, moved it to the Common namespace and changed it to work with aircraft. [#10371]
  • Renamed MaximumSpeed to Speed on missiles. [#10636]
  • Renamed ROT to TurnSpeed. [#10863]
  • Renamed a few trait properties that measure ticks to use either Delay or Duration in their name, for consistency. [#10711]
  • Renamed EffectSequence to EffectImage on SpawnActorPower. [#11019]
  • Replaced RGBA and HSL colour definitions in YAML files with HTML-style hex notation. [#9324, #9961, #10337]
  • Replaced the tags from the Fake and PrimaryBuilding traits with WithDecoration. [#10216]
  • Refactored the Cloak trait to use UncloakTypes. [#9808, #11105]
  • Refactored the hardcoded map options and videos into different traits. [#10857]
  • Removed the Fake trait. [#10216]
  • Removed DisableMovementOnUpgrade. Disable Mobile instead. [#9438]
  • Removed the default values of the RepairBuildings and RearmBuildings properties of the Airplane trait. If your mod depends on the previous defaults, be sure to update your YAML rules manually since there is no upgrade rule for this change. [#10233]
  • Removed deprecated OpenGL rendering features. [#10249]
  • Removed TransformOnPassenger. Use actor upgrades instead. [#10252, #10386]
  • Removed the Folders node in mod.yaml. List directory paths in Packages instead. [#10554]
  • Removed package contents being prioritized over files in folders. Resort the Packages list to compensate. [#10554]
  • Removed the Player.SetStance function from the Lua API. Use a standby player and owner assignment instead. [#10650]
  • Removed automatic map format upgrades. Use OpenRA.Utility.exe --upgrade-map instead. [#10701]
  • Removed legacy mod upgrade rules. Use release 20151224 to upgrade if your mod is older. [#10797]
  • Removed the StartsRevealed property from the FrozenUnderFog trait. [#11144]
  • MAP EDITOR:
  • Fixed crash when saving into a folder containing a . char. [#10344, #10362]
  • Fixed not being able to select actors hiding behind larger actors. [#9927]
  • Fixed tooltip margins in the map editor. [#10913]
  • Fixed randomly re-ordering the actors with every save of a map. [#11146]
  • Added tooltips for helper actors. [#10015]
  • Added Shift + click flood fill for terrain tiles. [#10642]
  • Changed the grid color to darker red. [#10929]
  • DEDICATED SERVER:
  • Fixed settings.yaml conflicting when running multiple instances. [#11005]
  • Added OpenRA.Server.exe while removing Server.Dedicated=True and Server.DedicatedLoop=True from OpenRA.Game.exe. [#11005]
  • Added dedicated servers being able to query map info from the Resource Center. [#10992, #11005]
  • Replaced the Server.AllowBots flag with Server.DisableSinglePlayer, which allows bots on servers, but prevents people from hogging dedicated servers by themselves. [#10670]
  • PACKAGING & UTILITY:
  • Fixed OpenRA.Utility.exe --shp complaining about the next PNG file when errors in the previous image occurred. [#10877]
  • Fixed issues with the Linux appdata metadata file. [#10931, #11228]
  • Added make nunit to the Unix Makefile to run unit tests on the command line. [#8861, #10110, #10326]
  • Added a utility command to check for explicit interface implementation violations. [#10143]
  • Added a utility command to resize existing maps. [#10353]
  • Added a utility command to print all custom rules of a specified map. [#10948]
  • Changed map import commands to include the name of the mod. [#10404]
  • Changed the preferred NUnit version to 3.0.1 (from 2.6.4). [#10309, #10333]
  • Updated the Eluant library to version 20160124. [#10588]
  • Updated the SharpFont library to version 3.1.0. [#10666]
  • Updated the Mono.NAT library to version 1.2.24. [#10666]
  • Updated the SDL library to version 2.0.4 on Windows. [#10599, #10847]
  • Recompressed a number of SHP files. [#10516]

New in OpenRA 20160424 Playtest (Apr 25, 2016)

  • General Improvements:
  • Fixed missiles sometimes crashing for no reason when flying straight north. [#11165, #11170]
  • Fixed units somtimes targeting stealthed units. [#11154]
  • Fixed spawning too many infantry units when selling buildings. [#11053]
  • Fixed several crashes related to client tooltips. [#11079]
  • Fixed erroneously warning about custom rules on maps that don't have any. [#11082]
  • Fixed unit actions with left-click orders. [#11081]
  • Fixed the lobby "ready" checkbox being unselectable after installing a map. [#11104]
  • Fixed game time counter not scaling with the selected replay speed. [#11161]
  • Fixed PixelDoubling not working properly after zooming with the mousewheel. [#11135]
  • Fixed walls not being visible when Explored Map was enabled. [#11144]
  • Added "Insufficient Funds" audio feedback when repairing. [#11076]
  • Changed the "building" audio feedback to its original behaviour. [#11076]
  • Changed spectator and team chat labels to be better distinguishable. [#11084]
  • Red Alert:
  • Fixed submarines not being attackable when surfaced. [#11105]
  • Fixed tooltips for the spy plane. [#11131]
  • Fixed Tanya's idle sequence being a frame too long. [#11151]
  • Fixed GPS tooltips revealing type of enemy structure. [#11166]
  • Fixed tooltips of map props showing an owner row. [#11174]
  • Fixed GPS satellite rocket not using the player's color. [#11167]
  • Added Dual Cold Front, Northwest Passage, Warwind, Winter Storm, Sunstroke, Sudden Death and Pool Party to the map pool. [#11119]
  • Changed ambient light level in Fort Lonestar. [#11145]
  • Changed the Keep off the Grass 2 and Behind the Veil multi-player maps to be more balanced. [#11119]
  • Removed Burlesca, Styrian Mountains, Contact, Island Hoppers, Pearly Wastelands, Breaking Point, Central Conflict, Raraku, Ring of Fire and High & Low Extended from the map pool. [#11119]
  • Tiberian Dawn:
  • Fixed Visceroids not being aggressive in certain maps. [#11163]
  • Fixed tooltips of map props showing an owner row. [#11174]
  • Changed ambient light level in GDI mission 6. [#11145]
  • Removed custom engineer selection priority again. [#11111]
  • Dune 2000:
  • Fixed walls spawning too many pieces of debris when being destroyed. [#11157]
  • Removed custom engineer selection priority again. [#11111]
  • Engine / Modding:
  • Fixed missiles not moving to their cruise altitude if launched above it. [#10777]
  • Added support for actors with multiple Cloak traits to Targetable. [#11162]
  • Added HiddenUnderFogInit. [#11144]
  • Removed the StartsRevealed property from the FrozenUnderFog trait. [#11144]
  • Map Editor:
  • Fixed randomly re-ordering the actors with every save of a map. [#11146]

New in OpenRA 20160403 Playtest (Apr 11, 2016)

  • General Improvements:
  • Fixed color validator issues and increased color picker palette size. [#10507, #10624]
  • Fixed the "select all units" hotkey not working properly. [#9585]
  • Fixed units attacking buildings in progress of being captured by allied units. [#9854]
  • Fixed minimap orders not adhering to the left click control scheme option. [#9970]
  • Fixed crashes when hovering over the player latency indicator. [#10068]
  • Fixed collision detection for missiles and bullets. [#10243]
  • Fixed a crash in the aircraft reservation code. [#9786]
  • Fixed aircraft repulsing even when not being repulsable. [#9619]
  • Fixed units sometimes not being able to properly move out of minimum weapon range when attacking targets. [#9802]
  • Fixed some actors not entering the idle mode visually. [#10141, #10211, #10234]
  • Fixed shaders not loading when starting the game with a different working directory. [#10269]
  • Fixed sprite turrets showing up before the build animation finished. [#10225]
  • Fixed selection priorities for overlapping actors. [#10011]
  • Fixed counting IRC notifications as unread messages [#10334]
  • Fixed CPU utilisation when the shellmap is disabled. [#10089]
  • Fixed corpses being drawn on top of crushing actors. [#10119]
  • Fixed content download failing on some locales. [#10375]
  • Fixed missiles not triggering splashes reliably when hitting water. [#10365]
  • Fixed crashes caused by the global chat. [#10409]
  • Fixed a rare crash when entering the multiplayer lobby. [#10457]
  • Fixed range circles being drawn off-center when placing defense buildings. [#10447]
  • Fixed rank chevrons being cloaked along with cloaked units. [#10480]
  • Fixed showing an empty slot dropdown in a lobby without any players. [#10511]
  • Fixed showing the building placement cursor when the menu is open. [#10509, #10523]
  • Fixed some overflowing labels in the UI. [#10476, #10491]
  • Fixed the place-building cursor staying after the conyard / prerequisites were destroyed. [#10510]
  • Fixed button mouse-over when switching main menus. [#10493]
  • Fixed shroud not being updated properly when the visibility debug option was in effect. [#10468]
  • Fixed in-game tooltip staying on screen when opening the menu. [#10508]
  • Fixed installation from original CDs if the content folder wasn't already existing. [#10555]
  • Fixed support power timers showing the wrong time when using the replay speed controls. [#10478]
  • Fixed turreted units being unable to target buildings under the fog of war. [#10420]
  • Fixed pre-placed crates not showing water animations. [#10568]
  • Fixed global chat nickname defaults not acknowledging player settings. [#10610]
  • Fixed a bug that could cause units to get stuck on bridges. [#10728]
  • Fixed not dropping targets that are out of range if the attacker cannot move. [#10750, #11029]
  • Fixed planes doing an unnecessary loop when returning to their base. [#10695]
  • Fixed issues with using the repair cursor on other players' vehicles. [#10891]
  • Fixed an exploit that allowed players to repair at enemy service depots. [#10893]
  • Fixed AI stopping production after losing its last refinery and construction yard. [#10940]
  • Fixed servers kicking players who just downloaded a new map. [#10939]
  • Fixed units not moving their turrets in advance before being able to fire again. [#10910, #11033]
  • Fixed potential floating point math induced desyncs. [#10972, #10973]
  • Fixed guard mode in combination with left-click orders. [#11008]
  • Fixed some console output of dedicated servers not having timestamps. [#11025]
  • Added standard hotkeys for manipulating text in input fields. [#9582]
  • Added optional target lines for rally points visible to team mates. [#9994]
  • Added team chat for spectators. [#9639]
  • Added support for canceling the entire queue with ctrl + cancel. [#9595]
  • Added a Show on Damage option for health bars. [#9650]
  • Added an actor name overlay debug option. [#10078]
  • Added tooltips to the player names in the score screen, showing their location and IP addresses. [10067]
  • Added a Mute Audio checkbox to the audio settings and a corresponding hotkey (m by default) for in-game use. [#10003]
  • Added support for disabling line-building of walls by holding the Shift key while placing the structure. [#10512]
  • Added a notification (blinking button) in the lobby when the selected map is not installed. [#10514]
  • Added a warning when bots have been disabled. [#10536]
  • Added a restart button for missions, single-player skirmishes and replays. [#10264, #10543, #10733, #11013]
  • Added an option to show team colors on radar map. [#10649]
  • Added an "All Packages" selection to the drop down in the asset viewer. [#10716].
  • Added mousewheel zooming using a customizable modifier key (CTRL by default). [#10559, #10821]
  • Added hotkeys for the replay speed selection as well as pausing the replay (bound to F5-F8 and the Pause key by default). [#10933]
  • Added the in-game menu score screen to observer views and replays. [#10934]
  • Added ability to order empty harvesters to refineries. [#10995]
  • Added persistent filter options in the multiplayer server browser. [#11006]
  • Improved UI behaviour when issuing orders to units. [#10118]
  • Improved in-game performance and memory usage. [#9627, #9734, #9759, #9763, #9977, #10126, #10189, #10271, #10256, #10272, #10352, #10376, #10388, #10462, #10557, #10461, #10594, #10657, #10731, #10795, #10836]
  • Improved Lua scripting API performance. [#9978]
  • Improved game load and startup speed. [#10765, #10768]
  • Improved the load time of the mission browser. [#10901]
  • Improved the map load time in occasions where not the full map needs to be parsed. [#10942]
  • Changed the order of options in the observer shroud selector drop down. [#10297]
  • Changed the title of the "Connection Failed" dialog when a wrong password was entered. [#10551]
  • Changed the title of the game lobby's chat tab button from "Lobby" to "Game". [#10873]
  • Changed started games to be shown before empty games in the multiplayer server browser. [#11006]
  • Removed some unneeded performance sampling. [#10270]
  • Removed fragile diplomacy. [#10650]
  • Tiberian Dawn:
  • Fixed bad bridge art for TD snow template. [#10971]
  • Fixed a number of mission issues. [#10061, #10947]
  • Fixed inconsistencies in the naming of music tracks. [#10161]
  • Fixed Nod units in campaign missions having the wrong color. [#10255]
  • Fixed the build palette ordering to match tech tree requirements. [#10443]
  • Fixed aircraft being visible beneath the fog of war. [#10602]
  • Fixed inconsistent [X] symbols in the lobby when kicking spectators. [#10600]
  • Fixed inconsistent button positions in the connection failed dialog. [#10601]
  • Fixed selection box height for a number of structures. [#10820]
  • Fixed cosmetic issues with flares. [#11036, #11038]
  • Added more variation to building explosions. [#10099]
  • Added giving Tiberium immunity to infantry when the Biolab tech building is captured. [#10616]
  • Added tooltips for civilian buildings. [#10372]
  • Added artwork for the hospital healing power-up. [#10680]
  • Enabled classic facing fudge for actors with 32 facings. [#10562]
  • Changed the selection priority of engineers for easier handling of infantry groups. [#10519]
  • Changed balancing:
  • Increased reload speed of MSAM from 100 to 45. [#10552]
  • Increased APC damage vs light targets from 100 to 105. [#10552]
  • Increased MLRS attack speed from 140 to 100. [#10552]
  • Increased Rocket infantry damage from 30 to 35. [#10552]
  • Increased MCV cost from 2000 to 4000. [#10552]
  • Increased MCV build time from 0:48 to 1:36. [#10552]
  • Increased MCV HP from 750 to 950. [#10552]
  • Changed MCV's armor type from Light to Heavy. [#10552]
  • MCV now requires both Command Center and Repair Pad to produce. [#10552]
  • Increased Construction yard HP from 1400 to 2000. [#10552]
  • Increased Repair pad HP from 400 to 600. [#10552]
  • Increased AGT's power usage from 40 to 50. [#10552]
  • Decreased MSAM trajectory from 341 to 300. [#10553]
  • Increased Grenadier damage versus light armor from 75 to 80. [#10770]
  • Increased APC HP from 200 to 210. [#10770]
  • Increased SAM damage from 30 to 35. [#10770]
  • Increased Light Tank cost from 600 to 700 (Build time increase from 15 to 17 seconds). [#10770]
  • Decreased Guard Tower damage versus heavy armor from 35 to 30. [#10770]
  • Decreased Light Tank movement speed from 113 to 110. [#10770]
  • Decreased Light Tank HP from 350 to 340. [#10770]
  • Decreased Rocket Infantry damage versus no armor from 50 to 30. [#10770]
  • Removed bogus reveal ranges from The Hot Box minigame map. [#10460]
  • Red Alert:
  • Fixed Giant Ants and Zombies not being able to attack diagonally. [#9809]
  • Fixed vehicle husks not chronoshifting back to their original location. [#9415]
  • Fixed location of second exit on both allied and soviet barracks. [#9967]
  • Fixed the tooltip of scientists. [#10045]
  • Fixed inconsistencies in the naming of music tracks. [#10161]
  • Fixed a collection of mission issues. [#10072, #10439, #10440, #10441, #10442, #10561, #11035]
  • Fixed captured frozen actors not showing the correct owner when GPS is available. [#10324]
  • Fixed target type of Mad Tanks. [#10546]
  • Fixed Pillbox and Camo Pillbox having a blind spot. [#11002]
  • Enabled classic facing fudge for actors with 32 facings. [#10562]
  • Added a "no superweapons" tech level to RA. [#10580, #10608]
  • Added difficulty levels to the missions Soviet 6a and 6b. [#9745]
  • Added more variation to building explosions. [#9943]
  • Added the scientist to the list of units emerging from certain high-tech structures when they are sold. [#10048]
  • Added three new maps: Tabula Rasa, Behind The Veil and Sidestep. [#10320]
  • Added the 'Insufficient funds' warning when running out of money during production. [#10570]
  • Changed a couple of dirt patch tiles to allow constructing buildings on them to match the original game. [#9868]
  • Changed some husk tooltips to be match the names of their corresponding units. [#9985]
  • Changed the selection priority of engineers for easier handling of infantry groups. [#10519, #10767]
  • Changed balancing:
  • Increased vision and rate of turn (from 4 to 5 and 5 to 7, respectively) of the light tank. [#10328]
  • Increased minelayer hit points from 100 to 150. [#10412]
  • The British Spy now refunds only a minimum of 250 credits. [#10488]
  • Mammoth tanks gained the ability to crush concrete walls. [#10895]
  • Nukes now damage submerged submarines. [#10920]
  • Added fake power plants to the French faction. [#10968]
  • Changed the 'Asymetric Battle', 'Chokepoint', 'Doubles', 'East vs West', 'Encounter', 'Forest Path', 'High and Low', 'Keep off the Grass 2', 'Man to man', 'Mass Confliction', 'North by Northwest', 'Sidestep', 'Singles', 'Snowy Ridge' 'Temperal' and 'Fort Lonestar' multi-player maps to be more balanced. [#10205, #10301, #10303, #10312, #10347, #10986]
  • Changed position of the kennel in the build palette. [#10577]
  • Changed GPS icons to be more visible. [#10623]
  • Changed the (visual) selection bounds of the Windmill and the Lighthouse. [#10819]
  • Removed unnecessary ProximityCaptor definitions from some actor types. [#10178]
  • Removed bogus reveal ranges from minigame maps. [#10460]
  • Remove the map Caffeinated from the official map pool. [#10712]
  • Dune 2000:
  • Fixed inconsistencies in the naming of music tracks. [#10161]
  • Fixed AI bots not building any Carryalls [#10392]
  • Fixed the power-up and power-down sounds being reversed. [#10316]
  • Fixed the map importer not importing some actors properly. [#10471]
  • Fixed the move order acknowledgement flash being affected by global lighting changes. [#10479]
  • Fixed worm trails being visible beneath the fog of war. [#10759]
  • Fixed Deviator missiles not taking effect. [#10957]
  • Added the 7000 credits starting cash to the lobby options. [#9913]
  • Added new single-player mission Atreides 03a. [#9659, #10047]
  • Added more variation to building explosions. [#10099]
  • Added line damage to the sonic tank beam. [#9357]
  • Added sound effects and movement animations to the Sandworm. [#10385]
  • Added missing speech notifications. [#10596]
  • Added the Smuggler and Mercenary factions. [#10517]
  • Added the 'Insufficient funds' warning when running out of money during production. [#10570]
  • Changed the selection priority of engineers for easier handling of infantry groups. [#10519]
  • Removed dependency on UI artwork from the Red Alert mod. [#9743]
  • Engine / Modding:
  • Fixed AUD files with sample rates other than 22050 Hz being rejected. [#10289]
  • Use height offset when rendering voxels. [#10520]
  • Fixed WithVoxelWalkerBody not animating during turns. [#9882]
  • Fixed a potential integer overflow in StoresResources. [#9862]
  • Fixed FallToEarth not being heightmap-aware. [#10151]
  • Fixed DeathSounds not working without DeathTypes defined. [#10156]
  • Fixed voxel shadow geometry position. [#10203]
  • Fixed off-by-one error that prevented the last frame in a resource sprite from being used. [#10066]
  • Fixed AttackPlane and ReturnOnIdle ignoring terrain height. [#10168]
  • Fixed logging not being thread safe. [#10417]
  • Fixed Guard not explicitly requiring a movement trait. [#10472]
  • Fixed AI bots not deploying air-based construction vehicles. [#10506]
  • Fixed the AI using armed harvesters for combat. [#10584]
  • Fixed missing UpgradeGrantedReference lint tag on the GrantUpgrades property of the Passenger trait. [#10567]
  • Fixed units warping from an exit subcell to cellcenter when produced. [#10620]
  • Fixed upgrades being granted and immediately revoked to newly built units while the upgrade source is disabled. [#10628]
  • Fixed wrong check for altitude in the Mobile trait. [#10641]
  • Fixed YAML merging and trait removals. [#9710, #10648, #10804]
  • Fixed FlipX/FlipY sequence flags not changing offsets as well. [#10611]
  • Fixed a crash where the AI could place buildings outside the boundaries of isometric maps. [#10702]
  • Fixed OpenRA.exe ignoring quotes in arguments. [#10639]
  • Fixed missing dependency on the Aircraft trait for FallsToEarth, potentially causing crashes in third-party mods. [#10744]
  • Fixed a crash when missiles do not have an image. [#10740]
  • Fixed an off-by-one error in Map.FindTilesInAnnulus. [#10742]
  • Fixed locked spawns being selectable by other players. [#10885]
  • Fixed GravityBomb crashing when Image is null. [#10886]
  • Fixed ProductionFromMapEdge to work properly with ground units. [#10851]
  • Fixed searching for a sprite in an empty collection causing spam in debug.log. [#10989]
  • Fixed paratroopers on heightmapped terrain. [#11015]
  • Fixed WithSpriteBody being rendered even if it is disabled. [#11016]
  • Fixed not all required trait dependencies being loaded. [#10965]
  • Added the ability to display debug messages to map Lua scripts. [#9599]
  • Added terrain height support to WithShadow. [#10785]
  • Added support for classic facing fudge for actors with 32 facings. [#10562]
  • Added an ActorInit called TurretFacings to set the facing of multiple turrets on actors. [#9414]
  • Added support for inter-mod dependencies. [#9463, #9853]
  • Added support for mod-defined sound loaders. [#10069, #10482]
  • Added support for flipping (mirroring) sprite sequences. [#9770]
  • Added a Tiberian Sun style radar update line option with configurable color to RenderDetectionCircle. [#9956]
  • Added support for speech variants to CanPowerDown. [#9605]
  • Added target type support for CreateEffectWarhead as well as TargetTerrain and TargetHit impact types. [#9890]
  • Added a setting to make the return to origin behavior optional in Chronoshiftable. [#9982]
  • Added support for YAML defined properties in chrome logic modules. [#9980]
  • Added a DeployStateInit for pre-deployment. [#9501]
  • Added LineImpactProjectile. [#9357]
  • Added per-warhead WarheadDebugOverlay colors. [#9838]
  • Added Z-sorting for effects. [#10119]
  • Added the property Shape to AreaBeam and LaserZap which can be Cylindrical or Flat. [#10148]
  • Added a configurable beam Width to LaserZap. [#10148]
  • Added a Voice field to RepairableNear. [10153]
  • Added a new dedicated ResourceStorageWarning trait for the 'Silos needed' notifications, which was removed from PlayerResources. [#10260]
  • Added lint checking for required traits on actors referenced in trait infos. [#10302]
  • Added CruisingUpgrades to the Aircraft trait, which are granted when the cruising altitude is reached. [#10163]
  • Added a benchmark mode. [#10133]
  • Added support for rectangular hitboxes. [#9800]
  • Added support for discarding resources when the silo capacity is reached. [#10201]
  • Added configurable enter behavior (Exit, Suicide, Dispose) to Infiltrates, EngineerRepair and RepairsBridges. [#10210]
  • Added a configurable free fall gravity to Missile. [#10365]
  • Added support for the Dune II .VOC sound file format. [#10032]
  • Added PowerTooltip to display energy consumption. [#10112]
  • Added EjectOnDeath to Cargo. [#10041]
  • Added support for loading mods from the support directory. [#10232, #10486]
  • Added support for per-template palettes in tileset definitions. [#10246]
  • Added an IsPlayerPalette trait property to WithParachute to allow for player-remapped parachutes. [#10505]
  • Added support for changing the palettes, sequences and cursors used by ChronoshiftPower. [#10541, #10558]
  • Added support for customizing ProximityCapturable. [#10526]
  • Added support for customizing InfiltrateForCash even more. [#10488]
  • Added Gate and WithGateSpriteBody. [#9981]
  • Added support for playing a notification when an ally's base is being attacked. [#10564]
  • Added support for playing a BridgeRepaired notification. [#10576]
  • Added support for playing a random sound and explosion effect to CreateEffectWarhead. [#10381]
  • Added versioned user map folders to avoid clashes. [#10701]
  • Added a more descriptive crash message when an non-existent weapon name was encountered in the YAML rules. [#10746]
  • Added missing documentation to the NukePower trait and made the sequence and palette used for the nuke missile configurable. [#10723, #10778, #10923]
  • Added support for a FallbackSequence in WithDeathAnimation. [#10191]
  • Added support for multiple Attack* traits per actor. [#9509]
  • Added support for loading mods from ".oramod" packages. [#10841]
  • Added facings and custom sequences support to smoke trails. [#10856, #10911]
  • Added the ability to collect system information from users' systems. [#10803]
  • Added support for defining a custom ShadowPalette on GravityBomb. [#10886]
  • Added support for map-defined bot types. [#10916]
  • Added the previously hard-coded MaximumTileSearchRange (default: 50) to the MapGrid configuration in mod.yaml. [#10943]
  • Added support for customizing the name of the image used for explosion effects (previously hard-coded to explosion). [#10938]
  • Added support for uncloaking harvesters while docking. [#11001]
  • Added Trigger.OnPassengerExited/Entered functions to the Lua API. [#10959]
  • Added methods to find a map's closest edge cell to the Lua API. [#10917]
  • Added support for ScriptTags. [#10975]
  • Added support for "Paradrop Production". [#11004]
  • Added support for a custom EffectSequence on SpawnActorPower. [#11019]
  • Improved validation of server configuration commands. [#10800]
  • Improved documentation of the Explodes trait. [#9942]
  • Improved customization for LeavesTrails. [#10380]
  • Improved low-level filesystem, map, and initialization code. [#10239, #10530, #10525, #10538, #10555, #10687, #10697, #10704, #10705, #10706, #10713, #10719, #10721, #10703, #10774, #10786, #10788, #10838, #10839, #10875, #10897, #10902, #10909, #10901 #10922, #10963]
  • Improved the shuffle mechanism. [#10751]
  • Improved the parsing of sound files. [#10912]
  • Improved error message when calling SendParatroopers with an invalid unit. [#10960]
  • Changed low-level OpenGL bindings. [#10288, #10299, #10310]
  • Changed voxel turrets to hide while an actor is deploying or undeploying. #10222]
  • Changed the ordering of the singleplayer missions to automatically reflect their order in missions.yaml. [#10492]
  • Changed the default values of MinimumLaunchSpeed and MaximumLaunchSpeed of missiles. [#10636]
  • Renamed the DeathType property of the Explodes trait to DeathTypes. [#9942]
  • Changed the map format to support splitting out rules, weapons, sequences, sounds and music into separate YAML files and added support for different map categories on the same map. [#10839, #10902, #10898]
  • Changed SubCellDefaultIndex on the MapGrid entry in mod.yaml to DefaultSubCell. [#10915]
  • Renamed WithTurret, WithBarrel and WithReloadingTurret to include Sprite in the trait name. [#9541]
  • Renamed WithDockingOverlay to WithDockedOverlay. [#10364]
  • Renamed DemoTruck to AttackSuicides, moved it to the Common namespace and changed it to work with aircraft. [#10371]
  • Renamed MaximumSpeed to Speed on missiles. [#10636]
  • Renamed ROT to TurnSpeed. [#10863]
  • Renamed a few trait properties that measure ticks to use either Delay or Duration in their name, for consistency. [#10711]
  • Renamed EffectSequence to EffectImage on SpawnActorPower. [#11019]
  • Replaced RGBA and HSL colour definitions in YAML files with HTML-style hex notation. [#9324, #9961, #10337]
  • Replaced the tags from the Fake and PrimaryBuilding traits with WithDecoration. [#10216]
  • Refactored the Cloak trait to use UncloakTypes. [#9808]
  • Refactored the hardcoded map options and videos into different traits. [#10857]
  • Removed the Fake trait. [#10216]
  • Removed DisableMovementOnUpgrade. Disable Mobile instead. [#9438]
  • Removed the default values of the RepairBuildings and RearmBuildings properties of the Airplane trait. If your mod depends on the previous defaults, be sure to update your YAML rules manually since there is no upgrade rule for this change. [#10233]
  • Removed deprecated OpenGL rendering features. [#10249]
  • Removed TransformOnPassenger. Use actor upgrades instead. [#10252, #10386]
  • Removed the Folders node in mod.yaml. List directory paths in Packages instead. [#10554]
  • Removed package contents being prioritized over files in folders. Resort the Packages list to compensate. [#10554]
  • Removed the Player.SetStance function from the Lua API. Use a standby player and owner assignment instead. [#10650]
  • Removed automatic map format upgrades. Use OpenRA.Utility.exe --upgrade-map instead. [#10701]
  • Removed legacy mod upgrade rules. Use release 20151224 to upgrade if your mod is older. [#10797]
  • Map Editor:
  • Fixed crash when saving into a folder containing a . char. [#10344, #10362]
  • Fixed not being able to select actors hiding behind larger actors. [#9927]
  • Fixed tooltip margins in the map editor. [#10913]
  • Added tooltips for helper actors. [#10015]
  • Added Shift + click flood fill for terrain tiles. [#10642]
  • Changed the grid color to darker red. [#10929]
  • Dedicated Server:
  • Fixed settings.yaml conflicting when running multiple instances. [#11005]
  • Added OpenRA.Server.exe while removing Server.Dedicated=True and Server.DedicatedLoop=True from OpenRA.Game.exe. [#11005]
  • Added dedicated servers being able to query map info from the Resource Center. [#10992, #11005]
  • Replaced the Server.AllowBots flag with Server.DisableSinglePlayer, which allows bots on servers, but prevents people from hogging dedicated servers by themselves. [#10670]
  • Packaging & Utility:
  • Fixed OpenRA.Utility.exe --shp complaining about the next PNG file when errors in the previous image occurred. [#10877]
  • Fixed issues with the Linux appdata metadata file. [#10931]
  • Added make nunit to the Unix Makefile to run unit tests on the command line. [#8861, #10110, #10326]
  • Added a utility command to check for explicit interface implementation violations. [#10143]
  • Added a utility command to resize existing maps. [#10353]
  • Added a utility command to print all custom rules of a specified map. [#10948]
  • Changed the preferred NUnit version to 3.0.1 (from 2.6.4). [#10309, #10333]
  • Changed map import commands to include the name of the mod. [#10404]
  • Updated the Eluant library to version 20160124. [#10588]
  • Updated the SharpFont library to version 3.1.0. [#10666]
  • Updated the Mono.NAT library to version 1.2.24. [#10666]
  • Updated the SDL library to version 2.0.4 on Windows. [#10599, #10847]
  • Recompressed a number of SHP files. [#10516]

New in OpenRA 20151213 Playtest (Dec 14, 2015)

  • A GPS-related crash has been fixed (reported by Zypres and abdcdefg30, thanks to both!).
  • A crash that occured when producing an actor without any IOccupySpace traits in conjunction with UpgradeActorsNear has been fixed (reported by GraionDilach, thanks!).
  • Hardware cursors will not be permanently disabled when their creation fails (reported by pi99y, thanks!).
  • Using both mouse buttons at once when attack-moving will produce the expected results again (first reported by Aaron Lloyd, thanks!).
  • In addition, rubberband selection will be possible again in Attack-Move mode (reported by ozzyyzzo, thanks!).
  • A crash that could occur in the Dune 2000 mod when placing concrete outside of the map bounds was fixed (reported by kiores, thanks!).
  • A minor issue with AI unit behaviour in Red Alert’s Survival02 mission has been addressed (reported by r34ch, thanks!).

New in OpenRA 20151129 Playtest (Dec 1, 2015)

  • General Improvements:
  • Fixed a crash when refreshing the multiplayer server list. [#10008]
  • Fixed units shooting at targets within their range, but hidden beneath the shroud. [#10007]
  • Fixed the "Filter Games" dropdown so clicking the scrollbar doesn't toggle a filter option. [#10063]
  • Fixed a crash when spawning resources outside the map borders. [#10062]
  • Fixed cursors not working correctly on bridges. [#10130]
  • Fixed an unintended buff to missiles. [#10114]
  • Improved the Windows installer options. [#10106]
  • Added logging of players joining servers to the server.log file. [#10131]
  • Tiberian Dawn:
  • Fixed the harvester in the GDI05 missions stopping under certain circumstances when you discover the base. [#10058]
  • Fixed a crash in the GDI06 mission when you kill units in a certain order. [#10060]
  • Fixed being able to make reinforcements re-enter the landing craft they came in. [#10059]
  • Red Alert:
  • Fixed crash when trying to load "Bomber John" minigame. [#10009, #10013]
  • Fixed units shooting at shrouded targets when the Spy satellite was active. [#10023]
  • Fixed not showing the targeting cursor over disguised enemy spies. [#10018]
  • Fixed the "RushAI" building naval structures despite never producing naval units. [#10056]
  • Added two new skirmish maps: "Tabula Rasa" and "Sidestep". [#10019]
  • Added a secondary exit to the Kennel to reduce chances of unintentionally blocking production. [#10095]
  • Changed Supply & Demo Truck vision from 3 to 4 cells. [#10020]
  • Changed ammo box map prop to not be selectable. [#10038]
  • Dune 2000:
  • Fixed semi-transparent shroud overlay. [#10001]
  • Fixed a crash while using the thumper. [#10014]
  • Fixed spice growing on unsuitable terrain. [#10037, #10074]
  • Fixed Outpost artwork offsets. [#10105]
  • Fixed some missiles flying indefinitely. [#10085]
  • Added production speedup from multiple factories. [#9997]
  • Added upgrade indicator to production structures. [#10104]
  • Added suicide bombing behaviour to the Saboteur. [#10092]
  • Improved spice blooms to better match the original game's behaviour. [#9926]
  • Changed Deviator tank damage and inaccuracy. [#10082]
  • Engine / Modding / Scripting:
  • Fixed a potential crash due to a race condition in UpgradeActorsNear. [#10010]
  • Improved missile minimum and maximum launch angles. [#10035]
  • Improved behaviour of the DeployToUpgrade trait. [#10014]
  • Map Editor:
  • Fixed spawn point, camera, waypoint and wormspawner symbols not being shown in the player's colour. [#10022]
  • Fixed player Creeps having no enemies defined. [#10145]

New in OpenRA 20151031 Playtest (Nov 2, 2015)

  • General Improvements:
  • Fixed a crash when checking the player IP in the lobby. [#9215]
  • Fixed a crash in the map browser caused by maps with missing Author. [#9425]
  • Fixed a long-standing memory-corruption issue that caused sporadic crashes on Windows systems. [#9437]
  • Fixed bridge rendering glitches. [#9327]
  • Fixed a crash when using the "Select units by type" hotkey just when a selected unit died. [#9545]
  • Fixed missing turret recoil. [#9588]
  • Fixed attack move not working properly in certain situations. [#9581]
  • Fixed replay playback freezing after a player disconnects. [#9389, #9769]
  • Fixed a collection of targeting and visibility issues. [#9090, #9672]
  • Fixed a collection of AI bugs and limitations. [#9222, #9256, #9442]
  • Fixed a collection of issues with aircraft behaviour. [#8886, #8938, #9036, #9054, #9777, #9782]
  • Fixed issues with decorations on production buildings after capture. [#9812, #9813]
  • Added a new server browser and lobby designed around a new global chat channel. [#8636, #8792, #9355, #9491, #9546, #9586, #9682, #9692, #9744, #9772]
  • Added a game speed selector for both single-player (skirmish/missions) and multi-player games. [#9255, #9387, #9486, #9628, #9818]
  • Added filtering by number of players to the map chooser. [#9361]
  • Added building placement awareness to units. They will move out of the way if they occupy the location at which a player wants to place a building. [#9239]
  • Added support for more hotkeys for spectators, and for scrolling the map. [#9307, #9520, #9540]
  • Added support for "joystick" scrolling using the right mouse button as in Tiberian Sun and Red Alert 2. [#9518, #9638]
  • Added support for weather particle effects for maps and missions. [#8766]
  • Changed mod asset installation to use the shared mod chooser. [#8773, #9263, #9537]
  • Changed radar notifications to be visible to allies and spectators. [#9307]
  • Changed the default unit stance to Defend for human players. [#9611]
  • Tiberian Dawn:
  • Fixed SAM sites not closing after killing their target or being ordered to stop. [#9762]
  • Fixed issues in several mission scripts. [#9280, #9417]
  • Added several new multi-player maps. [#9018, #9534, #9564]
  • Added more tiles to the DESERT tileset, and fixed some cliff tiles that were incorrectly marked as buildable. [#9273, #9284]
  • Added two new single-player missions: Special Ops GDI01 from the Nintendo 64 version of C&C TD, and GDI06 featuring the Commando. [#9118, #9485, #9550]
  • Changed "Defence" building queue name to "Support". [#9062]
  • Changed balance: [#9506]
  • Reduced price of SAM sites from 750 to 700.
  • Reduced price for the MLRS from 1200 to 1000.
  • Reduced value of blue Tiberium.
  • Increased repair speed of the repair pad.
  • Increased chance of infantry evading being crushed.
  • Increased delay between air strikes to 3:30min from 3:00min.
  • Reduced veterancy bonuses. [#9017]
  • Sandbags and chain link barriers no longer block projectiles. [#9339]
  • Crates are now hidden under the fog, and spawn only after one minute. [#9096, #9060, #9637]
  • Changed airplane's cruise altitude to twice its former value. [#9618]
  • Red Alert:
  • Fixed smudges being displayed on interior clear tiles. [#9133]
  • Fixed buildings remaining visible under fog after being destroyed if the player has a GPS. [#8797]
  • Fixed harvesters teleporting through War Factory doors. [#9760]
  • Fixed spies not showing their real owner to allies when disguised. [#8699]
  • Fixed water palette rotation effects in the DESERT tileset. [#9103]
  • Fixed units automatically attacking oil derricks in Arctic Triangle Affair. [#9563]
  • Fixed the chinook selection box size. [#9568]
  • Fixed a collection of mission issues. [#8727, #9314, #9412, #9417, #9448, #9462, #9563, #9567, #9600]
  • Fixed the health bars of explosive barrels being visible. [#9758]
  • Added new single-player missions: Soviet 02b, Soviet 03, Soviet06a, Soviet06b and Soviet 07. [#9515, #9034, #9562, #9655, #9656, #9657]
  • Added GPS icons to badger planes. [#9218]
  • Added weather effects to Fort Lonestar & Snow Town. [#8766]
  • Changed balance:
  • Gap generators remain active when shroud is disabled in the lobby. [#8792]
  • Shock trooper health reduced from 100 to 60. [#9248]
  • Sonar pulse no longer reveals shroud. [#9084]
  • Sandbags and chain link barriers no longer block projectiles. [#9339]
  • Destroyed planes crash at a steeper angle. [#9469]
  • MCVs can only be found in crates if the player has lost their last one. [#9649]
  • Hijackers now cloak when stationary, are faster and less likely to be crushed. [#9668, #9821]
  • Reduced chinook sight range from 12 to 10 cells. [#9668]
  • Reduced flak truck weapon range from 8 to 6 cells. [#9668]
  • Reduced veterancy bonuses. [#9017]
  • Fake structures are no longer revealed by their health bar. [#9730]
  • Crates are now hidden under the fog, and spawn only after one minute. [#9096, #9060, #9637]
  • Changed chrono tanks to use a support-power-like charge bar instead of pips. [#9700, #9708]
  • Changed the cloak effect to use tranlucency instead of shadow. [#8996]
  • Dune 2000:
  • Fixed some cliffs and rocks in the ARAKIS tileset not blocking paths. [#9185, #9323]
  • Fixed Fremen sietches being damaged without concrete foundations. [#9527]
  • Fixed missing Fremen selection voice. [#9674]
  • Fixed missing observer clock. [#9719]
  • Added spice blooms. [#8987]
  • Added the Thumper infantry. [#9771]
  • Added new missions Atreides02a and Atreides02b. [#9402, #9512]
  • Changed internal actor and weapon names to match the original game. Use the utility to upgrade your maps automatically. [#9278, #9283]
  • Changed game balance to match the original game. [#9282, #9338, #9340,#9341, #9407, #9406, #9408, #9418, #9453, #9521, #9458, #9459, #9615, #9676, #9702, #9785, #9825]
  • Engine / Modding / Scripting:
  • Fixed move animations freezing after an actor attacks. [#8988]
  • Fixed some minor Lua API and trait documentation errors. [#9134]
  • Fixed a potential crash in Attack* if no armaments are enabled. [#9304]
  • Fixed overlay traits being visible when they are not active. [#9377, #9681]
  • Fixed queued actions running in a different order to which they were queued. [#9288, #9749]
  • Fixed actors with large health radii not receiving damage from some warhead impacts. [#9174]
  • Fixed map StartingMusic overriding BackgroundMusic. [#9666]
  • Fixed a crash when spawning resources near the edges on maps with bogus cordons. [#9528]
  • Added support for sequences that combine art from multiple sprites. [#9547]
  • Added new lint checks for validating mod and map rules. [#8749, #9701, #9384, #9748, #9720]
  • Added support for random sprite sequences in the Bullet projectile. [#8952, #9186]
  • Added support for map-placed actors with plug upgrades. #9159]
  • Added upgrade support to several traits. [#8727, #8838, #9200, #9270]
  • Added RangeMultiplier trait to apply a range modifier via an upgrade. [#8760]
  • Added a DisableMovementOnUpgrade trait to disable an actors movement via an upgrade. [#9435]
  • Added IRulesetLoaded interface for TraitInfos that need to query information during initialization. [#8760, #9447, #9450, #9532]
  • Added a new SpawnActorOnDeath trait that replaces SpawnViceroid and LeavesHusk. [#8744, #9051]
  • Added support for custom icon overlay palettes. [#9129, #9220]
  • Added the ability to include allies to the HideMapCrateAction trait. [#9219]
  • Added a visualisation for warhead spreads to the combat debug overlay. [#9465]
  • Added support for defining music tracks in map.yaml. [#9488]
  • Added a function to check for prerequisites to the Lua API. [#9471]
  • Added a function for changing background audio to the Lua API. [#9494]
  • Added Height property to BlocksProjectiles for limiting blockage. [#9706]
  • Added support for actor-producing support powers. [#9521]
  • Added cursor and stances definitions to the Armament trait. [#8768]
  • Added support for configuring the cruise altitude, delayed homing activation, and airbursts to missiles. [#8717, #9646, #9746]
  • Added initial support for tileset depth sprites. [#9476]
  • Added information about movement classes to the debug output of the domain calculation. [#9633]
  • Added checks for invalid HVA files. [#9718]
  • Added an ActorInit for unit stances. [#9611]
  • Improved logging for OpenGL errors that occur at game start. [#9474]
  • Improved in-game performance and memory usage. [#9022, #9023, #9058, #9105, #9140, #9141, #9144, #9246, #9250, #9264, #9279, #9293, #9295, #9296, #9302, #9356, #9359, #9332, #9313, #9262, #9400, #9445, #9635, #9636, #9753]
  • Improved support for custom player palettes remap ranges. [#9654]
  • Improved DeployToUpgrade trait with various new options. [#9124, #9578]
  • Changed several trait properties from cell ranges to world ranges. [#9301]
  • Changed the way that the map grid type is defined in mod.yaml. Modders will have to manually adjust their mods for this change. [#9342, #9526]
  • Changed the names of several other render traits to follow existing conventions. [#9390, #9542]
  • Changed the output logging format for dedicated servers. [#9026]
  • Replaced the type-specific Targetable* traits with a new, unified Targetable trait. [#8727]
  • Replaced the Plane and Helicopter traits with a new, unified Aircraft trait. [#9054]
  • Removed engine assumption that 0% versus an armor type means actors with that armor are not targetable. Use ValidTargets/InvalidTargets instead. [#9006]
  • Removed the specific Render* traits. Use RenderSprites + WithSpriteBody and its derivatives instead. [#9004, #9189, #9231]
  • Removed WaterPaletteRotation. Use RotationPaletteEffect instead. [#9103]
  • Removed the Heal and AutoHeal traits. Use the regular Attack* traits instead. [#8768]
  • Map Editor:
  • Fixed maps appearing multiple times in the map chooser after saving. [#9661]
  • Added a cell coordinate display. [#9089]
  • Added a map cash counter. [#9139, #9711]
  • Added owner and faction information to tooltips. [#9715]
  • Changed actor rotation to use the mouse scrollwheel instead of left-clicking on them. [#9258]
  • Changed the tile/overlay/actor list to use the full screen height. [#9551]
  • Packaging & Utility:
  • Added checks for syntax errors in Lua scripts. [#8939]
  • Added a check for missing luac installations. [#9330]
  • Added simple argument verification. [#9397, #9714]
  • Updated the bundled MaxMind GeoIP library to version 2.3.1. [#9175]
  • Removed the actor stats export command. [#9272]
  • Removed redundant palette and cursor files. [#9483]

New in OpenRA 20150531 Playtest (Jun 1, 2015)

  • General Improvements:
  • Fixed rendering glitches during the nuke explosion. [#8240]
  • Fixed transparency breakage on quad and line rendering. [#8248, #8289]
  • Fixed a regression where speed modifiers (used in TakeCover or ScaredyCat traits) were not being applied. [#8304]
  • Red Alert:
  • Fixed tesla zaps being visible under fog [#8295]
  • Removed Hijackers from the Monster Tank Madness mission. [#8243]
  • Tiberian Dawn:
  • Fixed Nod attacking bridges and other world-owned actors in gdi05b. [#8271]
  • Fixed issues with capturing production buildings in missions. [#8243]
  • Fixed fuzzy edges on the gdi05a map. [#8288]
  • Fixed a missing civilian asset on nod05. [#8302]
  • Dune 2000:
  • Fixed the missing Deathhand Missile explosion effect. [#8240]
  • Fixed a crash when deviators attack harvesters being picked up by carryalls. [#8268]
  • Fixed prerequisites of the Stealth Raider to include the Hi-tech Factory. [#8293]

New in OpenRA Playtest 20150405 (Apr 6, 2015)

  • General Improvements:
  • Fixed a number of crashes caused by over-enthusiastic optimizations. [#7784]
  • Fixed background textures getting garbled when navigating through the menus in a specific way. [#7822]
  • Fixed visibility being updated even if both shroud and fog are disabled. [#7686]
  • Fixed revealing faction to enemies when the player chose "Random" in the lobby. [#7722]
  • Improved polish on the sell refund tooltip. [#7827]
  • Improved performance regarding rendering of actors frozen under fog. [#7734, #7746]
  • Improved performance in general. [#7834]
  • Removed the map control percentage from the gameplay statistics because it cost too much performance for little gain. [#7845]
  • Red Alert:
  • Fixed a scripting error in Allies mission 3b. [#7830]
  • Changed the sniper unit to be unbuildable in skirmish/multiplayer games. [#7794]
  • Changed pillboxes to deal twice the damage against units with armor type None . [#7794]
  • Changed the spy plane to available to all Soviet factions. [#7794]
  • Changed Shock trooper's weapon and vision ranges. [#7794]
  • Changed the mod logo with a higher-quality image. [#7864]
  • Removed "Enemy Units Approaching" notification for now. [#7841]
  • Tiberian Dawn:
  • Fixed a scripting error in GDI mission 5a. [#7839]
  • Dune 2000:
  • Fixed prerequisites for the starport variants of the Trike and Carryall. [#7770]
  • Fixed airstrike squad size. [#7796]
  • Improved weapon/muzzle offsets on several units. [#7771]
  • Improved explosion effects on several units. [#7811]
  • Removed "Enemy Units Approaching" notification for now. [#7841]
  • Engine / Modding:
  • Fixed hard-coded turn-to-attack delay by turning it into a property of the AttackPlane trait. [#7815, #7846]
  • Added support for per-sequence image defaults. [#7814]
  • Added support for heightmaps when calculating cursor position. [#7748]
  • Added support for pluggable upgrade modules on buildings. [#7812]
  • Added support for RA2 audio.bag/.idx packages. [#7573]
  • Utility and Packaging:
  • Fixed a coding error that prevented compilation with mono 2.10. [#7820]
  • Removed the unmaintained TilesetBuilder. [#7772, #7867]