OpenRA Changelog

What's new in OpenRA 20200202

Feb 4, 2020
  • Gameplay Improvements:
  • Fixed an issue that could allow units to attack hidden targets. [#17150]
  • Fixed a crash when loading a saved game. [#17512]
  • Fixed Skirmish/Mission games failing to start if there are network connection issues. [#17542]
  • Fixed missing team chat display in replays. [#17381]
  • Fixed incorrect text color for (un)mute notifications. [#17550]
  • Fixed incorrect harvester target line color. [#17576]
  • Fixed issues with aircraft targeting behaviour. [#17524, #17573]
  • Fixed attack move hotkey presses sometimes not registering. [#17552, #17614]
  • Fixed issues with "Hardware" cursors on macOS and Windows. [#17517]
  • Fixed line-building mode revealing the presence of walls under the shroud / fog. [#17233]
  • Fixed a crash when launching the game without any sound outputs. [#17245, #17470]
  • Fixed a serious performance issue related to aircraft vision. [#17397]
  • Improved the layout of the in-game menu. [#16672]
  • AI improvements:
  • Fixed units continuing to target destroyed buildings under the fog. [#17298]
  • Improved MCV control behaviour. [#17276, #17321]
  • Improved naval unit control behaviour. [#17309]
  • Red Alert:
  • Fixed gap-generation-related performance issues. [#17449]
  • Fixed a rendering glitch with burning trees on Desert maps. [#17372]
  • Fixed Forward Commands providing building radius while being captured. [#17364]
  • Fixed Chronoshift "misfires" when no units are in the selection area. [#17166]
  • Changed sidebar build icon order. [#16958]
  • Changed unit selection priorities. [#16760]
  • Mission Fixes:
  • Fixed ant spawn location in the first Ants mission. [#17451]
  • Fixed that cell triggers could fire multiple times in Sarin Gas 2. [#17420]
  • Fixed structures captured in Allies-05 and Monster Tank Madness not granting prerequisites. [#17626]
  • Tiberian Dawn:
  • Removed stray "Hotkeys" label in the Input Settings panel. [#17432]
  • Changed unit selection priorities. [#16760]
  • Dune 2000:
  • Changed sidebar build icon order. [#16966]
  • Changed unit selection priorities. [#16760]
  • Engine and Modding:
  • Fixed crash in AutoTarget.HasValidTargetPriority. [#17415]
  • Fixed mod-switching compatibility with older releases. [#17557]
  • Fixed potential crashes in the Carryall logic. [#17353, #17363]
  • Added MinRange support to AffectsShroud. [#17449]
  • Changed support powers to be disabled after their owner is defeated. [#17463]
  • Updated build scripts to mitigate upstream GeoIP database distribution changes. [#17530, #17535]

New in OpenRA 20191117 (Jan 16, 2020)

  • UI and Gameplay Improvements:
  • Added support for saving and loading games in missions and skirmish. [#16411, #16419, #16563, #16979, #17060, #17068, #17168, #17179]
  • Added new building placement previews. [#16553, #16629, #16724]
  • Added trees, rocks, and other map decorations to the lobby map previews. [#15731, #16448]
  • Added/Fixed/Changed most of the logic that controls unit behaviour. [#15395, #16055, #16060, #16065, #16105, #16129, #16206, #16217, #16193, #16207, #16241, #16246, #16313, #16315, #16321, #16346, #16348, #16349, #16352, #16354, #16364, #16365, #16372, #16374, #16379, #16382, #16387, #16400, #16417, #16430, #16476, #16481, #16509, #16549, #16551, #16556, #16559, #16564, #16566, #16567, #16574, #16584, #16607, #16626, #16641, #16660, #16677, #16719, #16721, #16723, #16741, #16743, #16748, #16778, #16787, #16788, #16789, #16805, #16806, #16807, #16823, #16825, #16852, #16853, #16860, #16876, #16878, #16879, #16822, #16893, #16894, #16896, #16903, #16906, #16908, #16909, #16915, #16917, #16918, #16920, #16921, #16931, #16941, #16942, #16945, #16954, #16938, #16877, #16897, #16935, #16964, #16969, #16972, #16978, #16983, #17007, #17017, #17045, #17061, #17139, #17169, #17187, #17189, #17235, #17253, #17257, #17263]
  • All unit commands can now be queued by holding the Waypoint key (Shift)
  • Order target lines now show for all queued orders, and by default only appear while Waypoint mode is active (Shift key)
  • Added an option to the game settings to restore previous target line behaviour
  • Improved Harvester behaviour
  • Improved unit targeting and Attack-move behaviour
  • Improved aircraft / airfield / rally point interactions
  • Improved unit repair/resupply behaviour
  • Units drop their targets when switched to a more restrictive stance
  • Helicopters can be ordered to land by holding the Force Move key (Alt), and can now collect crates, crush infantry, and block space
  • Construction yards can be undeployed and moved in a single order by holding the Force Move key (Alt)
  • Aircraft can be ordered to scatter using the Scatter hotkey (Ctrl + x)
  • Aircraft can automatically fire on enemy units when placed in the Defend or Attack Anything stances
  • Units returning for repairs or reload prefer their owner's facilities over their allies'
  • Fixed many other long-standing bugs and glitches
  • Added a time limit lobby option. [#16317, #16926]
  • Added a new hotkey remapping panel to the game settings. [#15996, #16552, #16744, #16744, #16816, #17079, #17161]
  • Added unit selection hotkey (Q, W, double-click) support for spectators. [#15813]
  • Added new selection modifiers (Ctrl and Alt) to select all units and support units in the selected area. [#15839, #16746]
  • Added a new hotkey option (unbound by default) to quickly remove units from control groups. [#15990]
  • Added a new spectator UI. [#16406, #16583, #16589, #16622, #16702, #16749, #16832, #16939, #16858, #17003, #17022, #17055, #17182, #17188]
  • Fixed a crash when an actor dies while in a transport. [#16295, #16358]
  • Fixed support power icons appearing based on build order. [#16645]
  • Fixed/Changed behaviour of team and spectator chat when players are killed or surrender. [#15615, #16531, #16949]
  • Fixed several other minor UI polish and usability issues. [#16237, #16452, #16590, #16601, #16643, #16828, #16927, #16986]
  • Fixed a connection bug that could cause multiple admins at the same time in a Dedicated Server. [#16550]
  • Fixed unit visibility lagging behind their current position. [#16953]
  • Fixed several issues with left-mouse orders. [#17291]
  • Fixed several pathfinder/movement issues. [#17032, #17037, #17114, #17133, #17135, #17159, #17223, #17292]
  • Fixed a veterancy-related crash. [#17178]
  • Fixed crashes caused by dead units in transports. [#17016]
  • Fixed a crash caused by dead transports. [#17143]
  • Changed coloring of system messages to yellow. [#16355, #16456]
  • Changed the default edge scroll speed to medium scroll speed. [#17206]
  • Improved performance. [#15981, #16064, #16468, #16490, #16536, #16588, #16698, #16846, #16840, #16861, #16923, #16957]
  • Red Alert:
  • Added ability to select Parabomb and Paradrop aircraft direction (drag while selecting target). [#15226, #16414, #16479, #17075]
  • Added Black Hawk to Allies to replace the Hind. [#16613, #16777]
  • Added visible range circle for MAD Tank. [#16803]
  • Fixed mechanics attempting to repair undamaged MAD tanks. [#16639]
  • Fixed visual glitch where ore/gem mines overlap other actors. [#16392]
  • Fixed that crates do not spawn on water. [#16720]
  • Fixed visual glitches with incorrect/missing colour effects on desert rocks and civilian buildings. [#16500]
  • Fixed boxes not being placeable in Interior maps in the map editor. [#16847]
  • Fixed civilian animations while panicking. [#16280]
  • Fixed shellmap infantry triggers. [#16964]
  • Fixed visual glitch where the flare animation did not loop correctly. [#16987]
  • Fixed errors in the zombie sequences and artwork. [#17225]
  • Added map Climax. [#16990]
  • Removed veterancy symbols from the shellmap. [#16314]
  • Removed player radar/minimap color from walls. [#16980]
  • Mission changes:
  • Added new Counterstrike missions Sarin Gas 2: Down Under and Top o' the World. [#15952, #16167]
  • Fixed dogs not being buildable on Fort Lonestar. [#16561]
  • Fixed a scripting error if Tanya is rescued without capturing the truck in Tanya's Tale. [#16859]
  • Fixed Sarin Gas: Crackdown not ending after losing all units. [#16544]
  • Removed unsolvable cash steal objectives from allied missions 6a/6b (Cripple Iron Curtain Reasearch). [#16426]
  • Clarified mission objectives on Infiltration mission. [#16178]
  • Improved mission failure trigger on Monster Tank Madness mission. [#16177]
  • Fixed potential crashes and freezes in some missions. [#17065, #17205]
  • Fixed idling MiGs on Intervention. [#17030]
  • Fixed idling harvesters and a bug on Infiltration. [#17174]
  • Fixed bug in Distant Thunder. [#17122, #17124]
  • Fixed mission failure in Sarin Gas 1 when a truck is destroyed by a mine near the exit. [#16841]
  • Changed difficulty on Allies06b (Cripple Iron Curtain Reasearch). [#17226]
  • Balance changes: [#16803, #17077, #17147, [#16734], [#17146], [#16514], [#16745], [#16795]]
  • Changed unit veterancy:
  • Removed accuracy improvements
  • Changed Elite health regeneration to 5% every 4 seconds
  • Ranks are now visible to all players
  • Reduced production speed bonus from high-tech units (Mammoth Tank, Tesla Tank, Mobile Gap Generator, Mobile Radar Jammer, Chrono Tank, Phase Transport, MiG, Longbow, Missile Submarine, Cruiser)
  • Changed cloaked units (Thief, Camo Pillbox, Phase Transport) to be detected by Infantry (1 cell radius) and anti-ground defenses (6 cell radius). Detection removed from all other units and structures
  • Phase Transport cost from 1350 to 1000, health from 30000 to 35000
  • APC health from 30000 to 35000
  • Mobile Flak Speed from 128 to 118, removed ability to shoot over walls at ground-based targets
  • Tesla Tank health from 45000 to 40000
  • Mammoth Tank missile range reduced from 8 to 6.5 cells, vision reduced from 7 to 6 cells
  • Thief prerequisites changed from Service Depot to Radar
  • Light Tank weapon range increased from 4 to 4.75 cells. Speed reduced from 128 to 118
  • Ranger light-armor damage reduced by 10%
  • Tesla coil range reduced from 8.5 to 8 cells
  • Spy regained the ability to steal money from refineries
  • Kennel cost raised from 100 to 200
  • Mobile Gap Generator cost from 1200 to 1000
  • Minelayer health from 15000 to 30000
  • Sandbag and Wire Fence cost from 50 to 30
  • Badger bomber speed increased from 149 to 180
  • Mig attack-pass length reduced
  • Parabomb fall speed halved to compensate for the directional targeting
  • Added Fake Allied Barracks to France
  • Changed Mines to not damage each other when detonating
  • Changed Construction Yard cost to be equal to the MCV
  • Changed Heavy Tank cannon burst delay to be equal to the Mammoth Tank
  • Tiberian Dawn:
  • Added ability to select Airstrike direction (drag while selecting target). [#15226, #16414, #16479, #17075]
  • Added new side and command bar UI. [#16359, #16545, #16562, #16625, #16644]
  • Fixed civilian animations while panicking. [#16280]
  • Fixed visual glitch where the flare animation did not loop correctly. [#16987]
  • Removed player radar/minimap color from walls. [#16980]
  • Remove the gunboat from Lost Souls. [#16956]
  • Balance changes [#16794]:
  • Reduced AGT spread damage from 683 to 483.
  • Increased AGT infantry damage from 48 to 52.
  • Increased Refinery tiberium holding from 700 to 1000.
  • Reduced Silo cost from 300 to 100.
  • Dune 2000:
  • Added original Death Hand Missile cluster logic and animations. [#16013, 16363, #16399]
  • Added building placement indication for cells that will take damage on rock. [#16553]
  • Fixed Frigate landing animation at the Starport. [#16685]
  • Balance changes:
  • AI delays construction yard upgrades by (at least) 2.5 minutes. [#16091]
  • Engine and Modding:
  • Added/Fixed/Changed new unified build system for all platforms. [#16196, #16248, #16276, #16345, #16451, #16529, #16537, #16511, #16506, #16521, #16527, #16575, #16716, #16718]
  • Added support for SHA1 verification on package downloads. [#16491]
  • Added --refresh-map utility command for regenerating map previews and reformatting yaml. [#16448]
  • Added playerexperience developer cheat. [#16471]
  • Added AddFactionSuffixLogic support for ProductionTabsWidget and BackgroundWidget. [#16359]
  • Added a SpawnActorEffect. [#16015]
  • Added the authentication fingerprint to replay metadata. [#16293]
  • Added a cell coordinate overlay to the terrain geometry debug overlay. [#16442, #16578]
  • Added support for writing benchmark data at the end of the game. [#16328]
  • Added support for directly launching a map. [#16328]
  • Added actor name to "Actor does not have trait of type" exception message. [#16771]
  • Added timestamps to server log messages. [#16731]
  • Added child activity support to ActorTags debug display. [#16401]
  • Fixed the RNG not being reseeded when restarting a game. [#16653]
  • Fixed that actors would not always stay on correct movement layer when stopped. [#15949]
  • Fixed FrozenUnderFog visibility calculation when fog is disabled. [#16458]
  • Fixed production of dummy actors from producers without Exit trait. [#16416]
  • Fixed potential crash in Railgun projectile. [#16536]
  • Fixed behavior when Attack* trait is paused or disabled. [#15651]
  • Fixed exceptions in VocLoader. [#15975]
  • Fixed the givecashall debug command. [#15945]
  • Fixed a number of issues caused by conditional traits overriding INotifyCreated. [#16770]
  • Fixed potential crash related to frozen actors. [#16929]
  • Fixed keyboard multi-tap detection ignoring modifier keys. [#16351]
  • Fixed a memory leak in the server implementation. [#16944]
  • Improved font size calculation and use it for default LabelWidget VAlign. [#16485, #16592, #17025]
  • Improved linting of weapon and trait yaml removals. [#16497]
  • Improved sending of immediate orders to server. [#16052]
  • Updated the shipped global mix database.dat. [#16691]
  • Removed System.Drawing and SharpFont dependencies. [#15930, #16218, #15973, #16281, #16264, #16291, #16286, #16272, #16279]
  • Lua API changes:
  • Added support for arbitrary objective type names. [#16277]
  • Added Trigger.OnAnyProduction and Trigger.OnSold. [#16300]
  • Added Trigger.OnTimerExpired, DateTime.TimeLimit, DateTime.TimeLimitNotification to integrate with the new Time Limit feature. [#16317]
  • Added Media.DisplaySystemMessage to integrate with the new system message feature. [#16667]
  • Trait changes:
  • Aircraft:
  • Added support for crushing and collecting crates, occupy space when landed. [#16315]
  • Added a CanSlide flag. [#16685, #16768]
  • Added a CanForceLand flag to disable explicit landing orders. [#16764]
  • Added IdleBehavior. [#16695]
  • AnnounceOnSeen: Updated description to document the dependency on EnemyWatcher. [#16029]
  • AppearsOnMapPreview: New trait that is used to display the actor on the lobby map preview. [#15731]
  • AttackAircraft: Added AttackType field and support for opportunity fire. [#16369, #16671]
  • AutoTargetPriority: Added ValidStances field to allow finer control. [#16343]
  • CapturableProgressBar: Added RequiresCondition support. [#16303]
  • CapturableProgressBlink: Added RequiresCondition support. [#16303]
  • CaptureProgressBar: Added RequiresCondition support. [#16303]
  • Carryable: Added support for triggering GrantConditionOnDeploy to undeploy an actor before pickup. [#17254, #17287, #17342]
  • ClassicProductionQueue: Added Group support in the sidebar UI. [#16415]
  • ClonesProducedUnits: Added RequiresCondition support. [#16504]
  • DeliversCash: Fixed voice line overriding other traits. [#16783]
  • DeliversExperience: Fixed voice line overriding other traits. [#16783]
  • DetectCloakedMultiplier: New trait that can be used to modify the range of DetectCloaked. [#16708]
  • EngineerRepair: Fixed stances support, added RequiresCondition support, added Types, RepairSounds, Cursor and RepairBlockedCursor properties. [#16407]
  • EngineerRepairable: Added Types field to match EngineerRepair. [#16407]
  • ExperienceTrickler: New trait that grants experience to an actor over time. [#16228]
  • GrantConditionOnDeploy: Changed DeploySound and UndeploySound to DeploySounds and UndeploySounds to support random variations. [#16255, #16301]
  • GrantConditionOnDeploy: Added support for deploy Voice. [#16431]
  • GrantConditionOnHealth: New trait that grants a condition while the actor health is between defined minimum and maximum values. [#16224]
  • GrantConditionOnMovement: Replaced ConsiderVerticalMovement with ValidMovementTypes. [#15675]
  • GrantExternalConditionCrateAction: Added support for granting conditions multiple times. [#15899]
  • Harvester: Added BaleUnloadAmount to provide additional control to unload speed. [#16226]
  • Hovers: Added Ticks, RiseTicks, FallTicks, InitialHeight to provide finer control. [#16261, #16496]
  • JamsMissiles: Added RequiresCondition support. [#16225]
  • MadTank: Fixed voice line overriding other traits. [#16783]
  • Mobile: Added PauseOnCondition support (replacing the previous RequiresCondition behaviour). [#16262, #16410]
  • Mobile: Removed AlwaysConsiderTurnAsMove in favour of setting ValidMovementTypes on WithMoveAnimation and GrantConditionOnMovement. [#15675, #16640]
  • NukePower: Added Trail* properties to support sprite trails. [#16399, #16546, #16594]
  • NukePower: Added DetonationAltitude and RemoveMissileOnDetonation. [16363]
  • PlaceAlternateBuilding: New trait that allows the player to switch actor variants when placing a structure. [#16510]
  • PlaceSimpleBeacon: Removed in favour of using PlaceBeacon. [#16006]
  • ProductionCostMultiplier: New trait that can be used to modify the production cost of a buildable actor. [#15305]
  • ProductionTimeMultiplier: New trait that can be used to modify the production time of a buildable actor. [#15305]
  • ReloadAmmoDelayMultiplier: New trait that can be used to modify the reload delay. [#16707]
  • Repairable: Renamed the RepairBuildings field to RepairActors. [#16266]
  • RepairableNear: Renamed the Buildings field to RepairActors. [#16266]
  • Selection: New required trait that implements the previously hardcoded unit selection logic. [#16547]
  • Sellable: Added ShowTooltipText to hide "Refund" tooltip text. [#16227]
  • TakeCover: Added RequiresCondition support. [#15809]
  • TransformsInto*: Added several new traits that allow actors with Transforms+Building to undeploy and then perform another action. [#16607, #16677]
  • WithHarvestAnimation: Repaced PrefixByFullness with a new WithHarvesterSpriteBody trait. [#16298]
  • WithRangeCircle: Added RequiresCondition support. [#16223]
  • With*SpriteBody: Fixed StartSequence not playing when the trait is reenabled using conditions. [#16535, #16610]
  • Weapon changes:
  • Added FireClusterWarhead for cluster weapons. [16363]
  • Added LockOnInaccuracy to Missiles. [#16535]
  • Fixed the InstantHit projectile crashing if it was Blockable and the target dead. [#16756]
  • C# API changes:
  • Added several resource modifiers. [#15798]
  • Added IPreventMapSpawn interface to allow traits to prevent specific map-placed actors from spawning. [#15929]
  • Added support for delaying bots building specific buildings or units. [#16091]
  • Added support for custom selection rollover effects. [#15805]
  • Added Sound.Play overloads to play a random sound from a list. [#16391]
  • Added INotifyMoving interface that allows traits to be notified about actor movement. [#15675, #16385, #16813]
  • Activity base class has been completely rewritten to properly support child activities and queueing. [PR list in General Discussion section]
  • Added Activity.ActivitiesImplementing method and IActivityInterface to simplify queries against the activity queue. [#16559]
  • Removed deprecated TargetLocation from Order. [#15891, #16288]
  • Changed StoresResources visibility to public. [#16582]
  • Changed Crate visibility to public. [#16632]
  • Removed AnimatedBeacon in favour of using Beacon. [#16006]
  • Packaging:
  • Added a minimal mono runtime environment to the Linux Appimages and macOS DMG files. [#16316, #16319, #16516, #16593, #17167, #17170, #17201]
  • Added support for finding native Lua libraries on PPC64 and ARM64 architectures. [#16329]
  • Added support to generate both x86 and x64 Windows installers. [#16580, #17288]
  • Added a notice about the macOS Gatekeeper to the dmg background. [#16959]
  • Updated the bundled SharpZipLib library to version 1.1.0. [#16366]
  • Fixed issues on FreeBSD. [#17038]
  • Changed minimum required .NET version to 4.7.2 (on Windows). [#16324]
  • Changed the default support directory location on Windows and Linux. [#16587]

New in OpenRA 20190314 (Mar 15, 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]

New in OpenRA 20180923 (Sep 24, 2018)

  • General Improvements:
  • Added in-game player accounts integrated with the OpenRA forum. [#15333, #15467, #15499, #15504, #15557]
  • Added preset colors and the ability to save custom colors to the color chooser. [#14853, #14947, #15197]
  • Added options for game admins to move players to spectators and transfer admin to other players. [#15307, #15353, #15469]
  • Added text selection and modification support to text fields. [#14980, #15466]
  • Added a "Slowest" gamespeed. [#14861]
  • Added FPS counter to to the performance debug text. [#15222]
  • Added tooltip descriptions to tech structures. [#14890, #15144]
  • Added a "Separate Team Spawns" game option to enable truly random spawn locations. [#15137, #15287]
  • Added death animations to units and vehicles that die when a player surrenders or loses a match. [#15279]
  • Fixed a shroud-related game exploit. [#15179]
  • Fixed a crash when clicking on empty replay map previews. [#14899]
  • Fixed a crash when spectating a map that plays a movie in the radar panel. [#15057]
  • Fixed a crash when invalid or not yet created LAN games are discovered. [#14929]
  • Fixed a crash when all selected units die while attack-moving. [#14976]
  • Fixed a crash when ordering a unit to guard a dying unit. [#15122]
  • Fixed various other potential crashes related to orders. [#15176]
  • Fixed the AI building excessive numbers of power plants. [#14594]
  • Fixed units losing the ability to rearm when the structure they are using is sold or destroyed under them. [#15178]
  • Fixed infantry and building decorations overlapping (veterancy, repair and similar symbols). [#15147]
  • Fixed the harvester spawned with a new refinery not always going for closest resource patch. [#14874]
  • Fixed missions not always showing in their correct campaign category on Windows. [#14868]
  • Fixed incorrect production icon overlay rendering in the spectator UI. [#14915]
  • Fixed multi-turreted units not appearing in the map editor. [#14975]
  • Fixed units near bridges being killed when the bridge is repaired or destroyed. [#15025]
  • Fixed the map editor accepting invalid filenames and then failing. [#15089]
  • Fixed the news-feed querying the web when the Fetch News option is disabled. [#15324]
  • Fixed a calculation error prevented cash from being spent uniformly while building a unit/structure. [#15387]
  • Fixed an issue that would prevent units from moving into an adjacent cell. [#15339]
  • Fixed the game always resetting to the main menu after leaving a match. [#15361, #15388]
  • Fixed "Invalid configuration command" message when starting a singleplayer mission. [#15483]
  • Fixed infantry showing multiple overlapping sprites in the map editor. [#15495]
  • Fixed black screen freeze when restarting a single-player game on a dedicated server. [#15634]
  • Partially fixed issues with the server list not updating when a game starts or finishes. [#15498]
  • Improved performance and memory usage. [#14913, #14928, #14935, #14932, #14917, #14934, #14930, #14931, #14933, #14900, #14943, #14940. #14977, #15036, #15034, #15069, #14984, #15098, #15109, #15121, #15148, #15129, #15149, #15182, #15194, #15198, #15290, #15375, #15385, #15400, #15407, #15417, #15465, #15470, #15550]
  • Red Alert:
  • Added parachuting artwork for infantry. [#15106]
  • Added a heal indicator to infantry while healing via a captured Hospital. [#15147]
  • Added Oil Pumps and some other map decorations for the desert tileset. [#14815]
  • Added support for installing assets from community-patched Origin versions of 'The Ultimate Collection'. [#15488]
  • Fixed desert bridges not being destroyable. [#15159]
  • Fixed V2 launcher losing the ability to target while reloading. [#14926]
  • Fixed Mechanic not auto-repairing ships. [#14951]
  • Fixed several issues related to aircraft crashes. [#14982]
  • Fixed infantry using wrong death animations in some situations. [#15260]
  • Fixed "full" harvester artwork not being used. [#15253]
  • Fixed BOXES01 appearing in the wrong category in the map editor. [#15253]
  • Fixed "wobbling" transport helicopter on the shellmap. [#15270]
  • Fixed starting cash being configurable on several minigame maps where it does not make sense. [#14950]
  • Fixed incorrect Cruiser and Destroyer turret offsets. [#14945]
  • Fixed Chronoshift and Iron Curtain effects being cancelled when a MCV/Construction yard deploys. [#15300]
  • Fixed incorrect Medic and Mechanic idle animations. [#15402]
  • Fixed missing hijacker idle animation. [#15408]
  • Fixed the AI not building airfields as Ukraine. [#15598]
  • Fixed tiling and decoration owner on several maps. [#15409, #15457]
  • Fixed death animations of Einstein, Delphi and Dr. Chan. [#15473]
  • Fixed vehicles not returning after the Chronoshift duration has elapsed. [#15505, #15509]
  • Updated the maps Pitfight and Ascent to their latest versions. [#14888]
  • Changed Short Game defeat condition to not count Silos. [#14941]
  • Changed Service Depot and Fake Service Depot hit-boxes to better match their sprite. [#14897]
  • Changed pip color to gray for Civilians and blue for Thief, Medic, Mechanic, Spy. [#15354]
  • Changed Kill Bounties game option to be disabled by default (and removed from campaigns). [#15180]
  • Removed Kill Bounty value scaling based on unit veterancy. [#15342]
  • Removed unused gate actors. [#15069, #15205]
  • Removed the "Training Camp" minigame map. [#15206]
  • Balance changes [#15091, #14982, #15302, #15340, #15500]:
  • AA Gun inter-shot delay increased by 20%
  • Sam Site Vision increased from 6 to 8 cells
  • Added 10 cell Submarine detection radius to Subpen and Naval Yard
  • Shock Trooper price increased from 300 to 350
  • Tesla Tank speed decreased by 12%
  • Missile Sub vision increased from 6c0 to 8c0, damage vs wood increased by 10%
  • Lowered selection priority of Minelayers
  • Artillery cost increased to 850 from 800
  • Phase Transport and Mobile Gap Generator swapped between England and France
  • Phase Transport Cloaking speed reduced from 9 seconds to 6
  • Chrono Tank Chronoshift charge time reduced to ~9 seconds
  • Unified base structure sight ranges to 5 cells
  • Unified tech structure sight ranges to 4 cells
  • Reduced fake structure sight ranges to 1 cell
  • Allow fake structures to build off other fake structures
  • Walls remain on the map after their owner is defeated
  • Tech structures revert to neutral after their owner is defeated
  • Increased the build speed of tier 3 units by 20%
  • Decreased the Refinery sell value to 300
  • Construction yards deployed from a Chronoshifted MCV receive a 50% damage penalty when the timer elapses
  • Tiberian Dawn:
  • Added more difficulty settings to missions Nod06a and Nod06b. [#14842, #14854]
  • Added support for installing assets from community-patched Origin versions of 'The Ultimate Collection'. [#15488]
  • Fixed production tab numbering increasing indefinitely as structures are destroyed or sold. [#15217]
  • Fixed Orca and Apache losing the ability to target while reloading. [#14926]
  • Fixed infantry using wrong death animations in some situations. [#15260]
  • Fixed buildings being able to be placed on and block bridges. [#14844]
  • Fixed incorrect Communications Center tooltip in Nod03b. [#15253]
  • Fixed incorrect explosion effects on AA weapons. [#15348]
  • Fixed several map issues. [#15409, #15457, #15463]
  • Changed Service Depot hit-box to better match its sprite. [#14897]
  • Changed pip color to gray for Civilians. [#15354]
  • Changed water crossings to Rough terrain. [#14909]
  • Changed civilian Crop Fields to be targetable and destroyable. [#15331]
  • Balance changes: [#14982, #15163, #15150]:
  • Rocket Launcher price reduced from 1000 to 900.
  • Significantly decreased destroyed wreckage lifetime for Jeep, Bike, Buggy, APC
  • Oil Derrick health decreased by 20%
  • Engineer capture threshold increased to 55%
  • Walls remain on the map after their owner is defeated
  • Tech structures revert to neutral after their owner is defeated
  • Apache damage vs prone infantry increased from 50% to 80%
  • MCV price reduced from 4000 to 3500
  • Repair pad full-repair time has been improved and standardized to 55% of each vehicles build time
  • APC effectiveness has been comprehensively reduced:
  • Price increased from 550 to 600
  • Build duration increased by 5%
  • HP decreased by 10%
  • Turn speed reduced by 40%
  • Vision range reduced from 7 cells to 6
  • Anti-air range reduced from 7 cells to 5
  • Ant-ground projectile speed reduced by 60%
  • Power changes:
  • Power plant health increased by 10%, build time reduced by 30%
  • Airstrip, War Factor, Refinery power usage standardized to 40
  • Repair pad power usage reduced from 30 to 20
  • Dune 2000:
  • Added ability to place turrets on top of walls. [#14862]
  • Added Ordos mission 5. [#14798]
  • Fixed crash in Atreides mission 5. [#15032]
  • Fixed missing Death Hand missile launched audio notification. [#15253]
  • Fixed upgrade research triggering production animations on structures. [#15391]
  • Fixed one of Fremen's death animations displaying Sardaukar run frames. [#15418]
  • Balance changes:
  • Changed building sight ranges to better match the original game. [#15319]
  • Walls remain on the map after their owner is defeated [#14982]
  • Added vision and VTOL husk to the carryall while in process of lifting harvesters [#14956]
  • Engine/Modding:
  • Added support for mod-specific ingame credits tab. [#15204]
  • Added --dump-sequence-sheets Utility command. [#15094]
  • Added lint tests to check unknown field definitions on traits and weapons. [#15288]
  • Added new and significantly improved --update-mod and --update-map commands to replace the old --upgrade-* commands. [#14964, #15005, #15009, #15011, #15090, #15095, #15096, #15010, #15125, #15128, #15156, #15219, #15295, #15335, #15409]
  • Added support for GIMP and JASC palettes with per-color alpha. [#14851]
  • Added customizable production queue limit. [#15006]
  • Added logic to allow disabling hold status on a queue. [#14916]
  • Added HpPerStep override to Repairable. [#15111]
  • Added DamageTypes to Kill() and made some traits use it. [#14777]
  • Added IsPlayerPalette support to WithDecoration. [#14760]
  • Added GrantExternalConditionToCrusher trait. [#15022]
  • Added GrantRandomCondition trait. [#14216]
  • Added CashTricklerMultiplier trait. [#15306]
  • Added Replaceable and Replacement traits. [#14862]
  • Added Polygon HitShape. [#14840]
  • Added IsPlayerPalette support to Bullet, Missile and GravityBomb. [#14818]
  • Added lua functions for DeliverCash and DeliverExperience. [#14791]
  • Added CaptureTypes to GiveCashOnCapture. [#15072]
  • Added CargoConditions support to Passenger to grant a condition to actors inside transports. [#15066]
  • Added custom cursor support to GrantExternalConditionPower. [#14757]
  • Added a stance filter to TooltipDescription. [#15144, #15203]
  • Added ReloadingCondition to grant a condition from an Armament. [#15140]
  • Added some additional mod metadata in master server game advertisements. [#15185]
  • Added make.ps1 command shortcuts. [#14882]
  • Added support for Dark Reign format wav audio files [#15007]
  • Added support for multiple AutoCarryable traits on an actor. [#14837]
  • Added condition support to BaseProvider, AttackSuicides, ThrowsShrapnel, WithTurretAttackAnimation, WithTurretAimAnimation, FreeActor, GrantConditionOnDeploy, EjectOnDeath, SpawnActorsOnSell. [#14738, #14759, #14817, #14895, #14896, #15043, #15328, #15341]
  • Added DamageInterval and DamageDuration for continous-damage support. [#14988]
  • Added LaunchEffect* as a more flexible alternative to WithMuzzleFlash. [#14988]
  • Added AlwaysConsiderTurnAsMove property to Mobile (to display move anims while turning). [#15317]
  • Added Lua wrappers for the Nuke and Ion Cannon. [#14790]
  • Added additional unit tests for the MiniYaml parser. [#15157]
  • Added Radar.Ping Lua API for scripted maps to trigger radar pings. [#15359, #15481]
  • Added support for wget as a fallback for curl in the build scripts. [#15351]
  • Added a PlaceBuildingInit. [#15040]
  • Added Engine.SupportDir argument. [#15514]
  • Fixed launch-game.cmd accepting wrong mod IDs. [#14831]
  • Fixed crashes caused by partial abstract actor definitions. [#14859, #15001]
  • Fixed the utility crashing while updating maps with invalid rules. [#14948]
  • Fixed Asset Browser not handling multiple files with same name correctly. [#14249]
  • Fixed projectiles not using IRulesetLoaded properly. [#15064]
  • Fixed GrantConditionOnTerrain not accounting for custom layers. [#14684]
  • Fixed ShakesOnDeath.Intensity being used for duration and added Duration. [#15108]
  • Fixed AI interaction with custom layers. [#14974]
  • Fixed an infinite loop if a helicopter does not define any rearm buildings. [#14946]
  • Fixed empty groups being displayed in the mission chooser. [#15031]
  • Fixed carried units not being killed properly when the Carryall is killed. [#15030]
  • Fixed beacon and reveal times of NukePower when SkipAscent is true. [#14286]
  • Fixed the passing of arguments in linux server scripts. [#15103]
  • Fixed various situations that could cause negative player cash. [#14424]
  • Fixed the linter hiding errors for maps with custom rules. [#15252]
  • Fixed units losing their "Moving" status (e.g. for GrantConditionOnMovement, animations) under certain conditions. [#15224]
  • Fixed negative prerequisites being shown in tooltip. [#15065]
  • Fixed With*Animation traits crashing if the actor has more than one With*SpriteBody trait. [#15145]
  • Fixed LaserZap beam source not tracking the source muzzle. [#14988]
  • Fixed the requirement for mods to define a MapBuildRadius trait. [#15366]
  • Fixed the requirement for mods to define a PowerManager trait if they don't use power. [#15365]
  • Fixed the prerequisite lint test not accounting for LobbyPrerequisiteCheckbox and other custom traits. [#15344]
  • Fixed Explodes ignoring DeathTypes when damaged below the trigger threshold. [#15382]
  • Fixed GrantConditionOnBotOwner not working on player actors. [#15272]
  • Fixed potential download issues on Windows systems. [#15519]
  • Fixed several compiler warnings on linux. [#15558]
  • Fixed GivesExperienceModifier not working. [#15528]
  • Fixed a crash and added a warning on truncated orders. [#15554]
  • Moved WormManager from Mods.D2k to Mods.Common as ActorSpawnManager. [#14349]
  • Moved AimSequence from WithAttackAnimation to a new WithAimAnimation. [#15140]
  • Moved most of the movement parameters from Mobile to new shared Locomotor traits on the world actor. [#14893, #15115, #15262]
  • Moved SupportPowerDecisions to a single parent node. [#15263]
  • Moved WithSpriteTurret.AimSequence to a dedicated WithTurretAimAnimation trait. [#14846]
  • Changed map editor to load an EditorPlayer to avoid loading unnecessary traits. [#14997, #15209]
  • Changed EmitInfantryOnSell to SpawnActorsOnSell and removed the internal e1 default. [#15161, #15171]
  • Changed default damage source on Explodes to the actor being destroyed. [#15304, #15594]
  • Changed PowerShell requirement to version 3 or higher. [#15088]
  • Removed some redundant yaml overrides. [#15269]
  • Removed various bogus/outdated yaml entries across all mods. [#15253, #15258]
  • Removed TileSet.Palette and the PaletteFromCurrentTileset trait. [#15028]
  • Removed the unused IsWater flag. [#14839]
  • Removed the deprecated Difficulty member from MapGlobal (lua). [#14978]
  • Removed WithReloadingSpriteTurret (use conditions instead). [#14845]
  • Removed hardcoded screen shaking from bridge traits (use ShakesOnDeath instead). [#15108]
  • Removed all remaining internal .aud sound defaults from Mods.Common. [#14892]
  • Removed default corpse sequences from Parachutable. [#15326]
  • Removed pre-20171014 upgrade rules. [#14949]
  • Removed support for the RA2 .bag file. [#15037]
  • Removed obsolete CheckDeathTypes lint rule. [#15210]
  • Removed redundant explicit ScanRadius parameters. [#14742]
  • Removed creation of unused irc.log. [#15428]
  • Removed leftover references to removed ExternalPort from scripts. [#15458]
  • Improved/de-duplicated/modularized some code in HackyAI in preparation for future improvements. [#14685, #14889, #15607, #15440]
  • Dedicated Server:
  • Fixed new player notification not being reported for the first player. [#15152]
  • Removed broken Server.ExternalPort setting. [#15003]
  • Packaging:
  • Replaced deb packaging with improved cross-distribution AppImages. [#15086, #15291, #15299, #15316, #15374, #15496]

New in OpenRA 20180307 (Mar 9, 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]

New in OpenRA 20170421 (Apr 22, 2017)

  • GENERAL IMPROVEMENTS:
  • 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 (Apr 14, 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 20170304 (Apr 14, 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 20, 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 17, 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 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 20160403 Test (Apr 4, 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 20151224 (Dec 29, 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 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, #10213]
  • Fixed replay playback freezing after a player disconnects. [#9389, #9769]
  • Fixed a collection of targeting and visibility issues. [#9090, #9672, #10007, #10042]
  • 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]
  • Fixed rallypoints not being reset after capture. [#9828]
  • Fixed long strings overlapping other elements in the UI. [#9920, #9949]
  • Fixed observer statistics window showing disabled support powers. [#9950]
  • Fixed a crash related to capturing enemy production structures in missions. [#9919]
  • Fixed an exploit that allowed the color validator to be bypassed. [#9922]
  • Fixed queued deployment exploit. [#9987]
  • Fixed a crash when spawning resources outside the map borders. [#10062]
  • Added a new server browser and lobby designed around a new global chat channel. [#8636, #8792, #9355, #9491, #9546, #9586, #9682, #9692, #9744, #9772, #9884, #9855, #9915, #9877, #10008, #10063]
  • 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, #9873]
  • Added logging of players joining servers to the server.log file. [#10131]
  • 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]
  • Improved battlefield news updating. [#9916]
  • Improved logging and fallback behavior when hardware cursors fail. [#10196]
  • 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, #9928, #10058, #10059]
  • 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, #9887, #10060]
  • Changed name of the "Defence" production queue to "Support". [#9062]
  • Changed airplane's cruise altitude to twice its former value. [#9618, #9886]
  • 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 from 3:00min to 3:30min.
  • 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, #10229]
  • 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 a couple of issues related to the identity of spies. [#8699, #10018]
  • 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, #9972, #9969, #10206, #10267]
  • Fixed the health bars of explosive barrels being visible. [#9758]
  • Fixed MAD tanks destroying trees. [#9842]
  • Fixed a number of GPS-related bugs and inconsistencies with respect to targeting and vision. [#9958, #10023, #10120, #10242]
  • Fixed crash when trying to load "Bomber John" minigame. [#10009, #10013]
  • Fixed the "RushAI" building naval structures despite never producing naval units. [#10056]
  • Added new single-player missions: Soviet 02b, 03, 06a, 06b and 07. [#9515, #9034, #9562, #9655, #9656, #9657, #9846, #10247]
  • Added GPS icons to badger planes. [#9218]
  • Added weather effects to Fort Lonestar & Snow Town. [#8766]
  • Added two new skirmish maps: "Tabula Rasa" and "Sidestep". [#10019]
  • Added difficulty levels to the Fort Lonestar mini-game. [#10244]
  • 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]
  • Changed ammo box map prop to not be selectable. [#10038]
  • Changed balance:
  • Gap generators remain functional 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 vision range from 12 to 10 cells. [#9668]
  • Reduced flak truck weapon range against ground targets from 8 to 6 cells. [#9668, #9992]
  • Reduced veterancy bonuses. [#9017]
  • Fake structures are no longer revealed by their health bar. [#9730]
  • Changed Spy power plant infiltration power to 20 seconds, down from 30. [#9984]
  • Chrono Tank teleport charge delay reduced from 20 seconds to 12. [#9992]
  • Tesla Tank no longer needs to turn towards the enemy to shoot at targets. [#9992]
  • Phase Transport passenger count increased from 3 to 4. [#9992]
  • Phase Transport movement speed increased to match APC. [#9992]
  • Phase Transport vision range increased from 6 cells to 7 cells. [#9992]
  • Crates are now hidden under the fog, and spawn only after one minute. [#9096, #9060, #9637, #10229]
  • Supply & Demo Truck vision range increased from 3 to 4 cells. [#10020]
  • Added a secondary exit to the Kennel to reduce chances of unintentionally blocking production. [#10095]
  • 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]
  • Fixed semi-transparent shroud overlay. [#10001]
  • Fixed spice growing on unsuitable terrain. [#10037, #10074]
  • Fixed Outpost artwork offsets. [#10105]
  • Fixed a crash when placing concrete slabs outside the map borders. [#10214]
  • Fixed buildings built on rock shortly showing their damaged frames when repairing. [#10238]
  • Added spice blooms. [#8987, #9888, #9974, #9888, #9926]
  • Added the Thumper infantry. [#9771, #9948, #10014]
  • Added new missions Atreides02a and Atreides02b. [#9402, #9512]
  • Added upgrade indicator to production structures. [#10104]
  • Added suicide bombing behaviour to the Saboteur. [#10092]
  • Added production speedup from multiple factories. [#9997]
  • 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, #9898, #9917, #9947, #9934, #9898, #9941, #10085, #10082]
  • 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]
  • Fixed a bug with newly produced units teleporting outside their factory. [#9760]
  • Fixed an issue with some upgrade rules not being run when upgrading a mod or a map from an older engine version. [#9909]
  • Fixed a potential crash due to a race condition in UpgradeActorsNear. [#10010]
  • Fixed a crash when producing an actor without any IOccupySpace traits in conjunction with UpgradeActorsNear. [#10170]
  • Fixed DamagedWithoutFoundation causing more initial damage than it should. [#10238]
  • Added support for weather particle effects for maps and missions. [#8766, #9921]
  • 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 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, #10035, #10114]
  • 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]
  • Added the Lua player API properties InternalName, IsNonCombantant and IsLocalPlayer. [#9924]
  • 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, #9852]
  • Improved support for custom player palettes remap ranges. [#9654]
  • Improved DeployToUpgrade trait with various new options. [#9124, #9578, #10014]
  • 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 SpawnViceroid and LeavesHusk traits with the new SpawnActorOnDeath trait. [#8744, #9051, #9870]
  • 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]
  • 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]
  • Added a cell coordinate display. [#9089]
  • Added a map cash counter. [#9139, #9711]
  • Added more information to actor tooltips. [#9715, #9925, #9971]
  • Added a copy & paste function. [#9885]
  • 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]
  • Changed the default save directory from the game directory to the support one. [#9929]
  • 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]
  • Improved the Windows installer options. [#10106]
  • 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 20151129 Test (Nov 30, 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 20151114 Test (Nov 16, 2015)

  • GENERAL IMPROVEMENTS:
  • Fixed rallypoints not being reset after capture. [#9828]
  • Fixed a hang when exiting the game on Windows. [#9855]
  • Fixed a memory leak. [#9852]
  • Fixed global chat line margins. [#9915]
  • Fixed long strings overlapping other elements in the UI. [#9920, #9949]
  • Fixed observer statistics window showing disabled support powers. [#9950]
  • Fixed a crash related to capturing enemy production structures in missions. [#9919]
  • Fixed an exploit that allowed the color validator to be bypassed. [#9922]
  • Fixed queued deployment cheat. [#9987]
  • Fixed a crash when trying to grant an upgrade without the WithSpriteBody trait. [#10009]
  • Added unread messages count to the lobby chat tabs. [#9877]
  • Improved battlefield news updating. [#9916]
  • TIBERIAN DAWN:
  • Fixed viceroids being spawned when infantry are crushed. [#9870]
  • Fixed tiberium blossom tree positions in C&C64 - GDI01 mission. [#9887]
  • Fixed a crash in nod05 and polished the mission. [#9928]
  • Improved the C17 delivery plane landing path. [#9886]
  • DUNE 2000:
  • Fixed width of filter dropdown in the server browser. [#9884]
  • Fixed crate prerequisites. [#9898]
  • Fixed the repair pad and increased repair speed. [#9917]
  • Fixed spice crushing actors not being damaged properly. [#9888]
  • Fixed some typos in the YAML rules. [#9947]
  • Fixed spice blooms not appearing in the map editor. [#9974]
  • Fixed support powers charging too quickly. [#9934]
  • Added a slower and more random spice bloom growth rate. [#9888]
  • Added more infantry crates. [#9898]
  • Changed Ornithopter bombs to do more damage. [#9941]
  • Improved spice blooms. [#9888]
  • Improved the way thumpers interact with worms. [#9948]
  • ENGINE / MODDING / SCRIPTING:
  • Fixed an issue with some upgrade rules not being run when upgrading a mod or a map from an older engine version. [#9909]
  • Added the Lua player API properties InternalName, IsNonCombantant and IsLocalPlayer. [#9924]
  • MAP EDITOR:
  • Fixed joystick scrolling in the map editor. [#9873]
  • Added more information to actor tooltips. [#9925, #9971]
  • Added a copy & paste function. [#9885]
  • Changed the default save directory from the game directory to the support one. [#9929]
  • RED ALERT:
  • Fixed MAD tanks destroying trees. [#9842]
  • Fixed high tier buildings being available in Soviet 06 after capture. [#9846]
  • Fixed AI producing buildings without a construction yard in some missions. [#9972]
  • Fixed reinforcements appearing in Soviet 04a/b even after killing the radar dome. [#9969]
  • Fixed actors hidden under the shroud but being revealed by the spy satellite not being auto-targeted. [#9958]
  • Changed balance:
  • Changed Spy power plant infiltration power down to 20 seconds, down from 30. [#9984]
  • Reverted Mobile Flak's attack range back to 8 cells for air units, but reduced to 6 for land targets. [#9992]
  • Chrono Tank teleport charge delay reduced from 20 seconds to 12. [#9992]
  • Tesla Tank no longer needs to turn towards the enemy to shoot at targets. [#9992]
  • Phase Transport passenger count increased from 3 to 4. [#9992]
  • Phase Transport movement speed increased to match APC. [#9992]
  • Phase Transport line of sight increased from 6 cells to 7 cells. [#9992]

New in OpenRA 20151031 Test (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 airplane's cruise altitude to twice its former value. [#9618]
  • 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]
  • 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 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]
  • 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]
  • 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 20150614 (Jun 15, 2015)

  • General Improvements:
  • Fixed assigning hotkeys to special keys such as those found only on international keyboards. [#7840]
  • Fixed graphical glitches with factory doors. [#7862]
  • Fixed UI mouse over effects (tooltips, hover) not updating during scrolling. [#8055, #8099]
  • Fixed hardware cursors sometimes not working on Windows. [#8001]
  • Fixed rarely occurring graphical glitches in the main menu. [#8103]
  • Fixed seldom OpenGL errors crashing the game on startup. [#8103]
  • Fixed selection voices being played twice when using the numerical hotkeys. [#8204]
  • Fixed a regression where speed modifiers (used in TakeCover or ScaredyCat traits) were not being applied. [#8304]
  • Fixed a bug that caused construction yards to remain locked when a building was placed during their deploy animation. [#8402]
  • Added configurable hotkeys for support powers. [#7829]
  • Added a dev command called terrainoverlay that toggles the terrain geometry visualization. [#8054]
  • Added a "quick placement" feature that selects a completed building for placement when you select a production tab. [#8021]
  • Added separate tabs for official and custom maps in the map browser. [#8207, #8231]
  • Added the option to delete custom maps from the map browser. [#8207, #8235]
  • Added the ability to open the map browser even if you are not hosting. [#8207]
  • Improved "team health bar color" behaviour. [#7538]
  • Improved the load time of the replay browser. [#7917, #8102]
  • Improved performance in general. [#7847, #8028, #8091, #8193]
  • Changed the disableshroud debug option to also enable the minimap display. [#7908]
  • Changed the radar to use per-tile colours instead of terrain-type colours. [#8025]
  • Red Alert:
  • Fixed units in the "Survival" missions continuing to carry out scripted orders after being hijacked by the player. [#8014]
  • Fixed cloaked units being revealed by attack lines when a spy satellite was available. [#8097]
  • Fixed the tooltip for flares. [#8215]
  • Fixed parachuted bombs in Fort Lonestar and Survival 02 crashing the game. [#8220]
  • Fixed tesla zaps being visible under fog [#8295]
  • Fixed a potential crash when attacking AI harvesters in mission Allies-05a with units that are getting killed quickly in the process. [#8349]
  • Fixed FCOM not being needed to be destroyed to win Allies-05a. [#8359]
  • Improved the AI paratrooper logic to avoid deploying troops within range of naval units. [#8222]
  • Added "Enemy detected" notification. [#7849]
  • Added a low power overlay to fake structures [#8144]
  • Removed the spy's ability to disguise as Attack Dog or Giant Ant. [#8158]
  • Removed Hijackers from the Monster Tank Madness mission. [#8243]
  • Tiberian Dawn:
  • Fixed flying sequences of the Orca unit to use the correct, forward-swept art. [#7978]
  • Fixed errors in the maps Rogue States, Necessary Illusions and Break of Day. [#8106]
  • Fixed rank and level-up SHPs. [#8106]
  • Fixed issues with capturing production buildings in missions. [#8243]
  • Fixed fuzzy edges on the GDI05a preview map. [#8288]
  • Added missions GDI05b, Nod04a, Nod04b, Nod05, Nod06a and Funpark01. [#7463, #7534, #8048, #8087, #8123, #8085, #8271, #8302]
  • Added faction description tooltips to the lobby. [#8150]
  • Added two more phrases to the Commando voice set. [#8106]
  • Dune 2000:
  • Fixed the spice refinery being rendered twice. [#7862]
  • 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]
  • Fixed translucent tooltip backgrounds. [#8482]
  • Added the sandworm attack sound. [#8013]
  • Added a missing tile to the tileset. [#8095]
  • Added a WithDecorationCarryable trait and the "pickup" indicator shown on actors that are waiting for a carryall. [#8061]
  • Added faction description tooltips to the lobby. [#8104]
  • Added "Enemy units detected" notification. [#7849]
  • Added building upgrades and fixed the tech tree. [#8114]
  • Improved the harvester sand out animation. [#7979, #8176]
  • Engine / Modding:
  • Fixed YAML rule inheritance and merging problems especially with trait removals. [#8000]
  • Fixed voxel rendering traits being unavailable to modders. [#8164]
  • Fixed idle overlay animations ticking before the make animation completes. [#8109]
  • Fixed crashes related to incorrect cross-thread OpenGL calls. [#8200]
  • Added support for optional terrain restriction when unloading cargo. [#7898]
  • Added support for adjusting the global lighting via map or mod rules. [#7863]
  • Added support for configuring more render sequence types. [#7887]
  • Added support for configuring deploy cursor types. [#7865]
  • Added support for configuring parabomb and laser sequence types. [#7909]
  • Added support for configuring powerdown and repair indicator palettes. [#7957]
  • Added additional logging when shader compilation fails. [#7857]
  • Added DeployToUpgrade trait. [#7865]
  • Added LeavesTrails trait. [#7974]
  • Added Multiplicative and DoubleMultiplicative blend modes (TS/RA2 "AlphaImage"). [#7853]
  • Added support for configuring infantry ejection from demolished actors. [#7726]
  • Added support for per-cell colours in traits implementing IRadarSignature. [#7983]
  • Added support for multiple logic objects on widgets. [#8034]
  • Added upgrade rules support for map PlayerReferences. [#7875]
  • Added a setting to prevent resource growth on slopes [#8038]
  • Added an exit delay to prevent produced vehicles showing through closed doors. [#8043]
  • Added support for permanent SpawnActorPower. [#8068]
  • Added support for looping ambient sounds. [#7871]
  • Added support for reading depth data from TS .tmp files. [#7968]
  • Added a WithDecoration trait for custom actor decorations. [#8061]
  • Added Voiced trait and separated it from Selectable. [#8012]
  • Added DeathTypes to WithDeathAnimation. [#8066]
  • Improved ActorPreviews to better match the actual in-game appearance of actors. [#7937]
  • Changed map Health initializer to use an integer percentage instead of a floating point multiplier. [#7475]
  • Changed ProvidesCustomPrerequisite trait to ProvidesPrerequisite. [#7805]
  • Changed palette loading so that all palettes will have to be defined on the World actor. Third-party mods will need to take care to move PlayerColorPalette and PlayerHighlightPalette from Player to World in their YAML rules. There is no automatic upgrade rule. [#8125]
  • Replaced hard-coded Translucency25/50/75 and SoftAdditive GL BlendModes with the ability to create palettes with pre-multiplied alpha applied to a base palette. [#8176, #8240, #8248, #8289]
  • Removed RenderBuildingWarFactory trait in favor of the new WithProductionDoorOverlay trait. [#7862, #8045]
  • Removed PreventProne from DamageWarhead. Define DamageTypes instead and tie them together with DamageTriggers and DamageModifiers on the TakeCover trait. [#8011]
  • Removed RenderSprites animation keys. [#7890]
  • Removed deprecated Buildable.Owner field. Faction-specific build prerequisites should be used instead. [#8004]
  • Removed magic ActorReference and SmudgeReference handling. [#8017]
  • Removed RenderFlare and WithFire traits to use the generic WithSpriteBody. [#8044]
  • Removed automatic prerequisite granted by the Building trait. Use ProvidesPrerequisite instead. [#7805]
  • Removed ChargeAudio from RenderBuildingCharge and added it to the AttackCharge trait. [#7982]
  • Removed DeathType from DamageWarhead and replaced it with DamageTypes. [#8066]
  • External and In-game Map Editor:
  • Fixed infantry missing from the actor palette. [#8046]
  • Fixed being able to place actors on terrains for which they were not designed. [#8130]
  • Added an in-game map editor. Click Extras - Map Editor on the main menu. [#8065]
  • Utility and Packaging:
  • Fixed the documentation not showing all traits. [#8078]
  • Fixed a SystemNotSupportedException caused by third-party mod DLLs on .NET version 4.0 and above. [#8198, #8232]
  • Added an Appstream metadata file to Linux packages. [#7938]
  • Added file associations for .orarep replay files and handling of openra:// URLs for connecting directly to game servers to packages on all supported operating systems. [#7933, #7934, #8208]
  • Improved dependency fetching, build and packaging scripts. [#7907, #7953, #8083, #8229]
  • Improved OS X integration. Minimum supported OS X version is now 10.6. [#7933, #8037]
  • Removed the configure script. Use make linux-native-dependencies, make dependencies or just make all instead. [#8082, #8083]

New in OpenRA 20150424 (May 9, 2015)

  • GENERAL IMPROVEMENTS:
  • Fixed a glitch that caused the crash dialog to display when restarting after a settings change. [#6888]
  • Fixed repairing unlinked bridges. [#6789]
  • Fixed a bug that would cause an MCV to get stuck in a limbo state when it was sold at the same time that a building was placed. [#6766]
  • Fixed a performance regression that was noticeable in laggy games. [#6900]
  • Fixed some performance issues with the pathfinder logic. [#6986]
  • Fixed passenger loaded into transports showing up on the radar minimap. [#7010]
  • Fixed weird rocket physics in close combat infantry fights. [#7009]
  • Fixed aircraft failing to attack targets that are within their minimum range. [#7088]
  • Fixed vehicles being unable to move to nearby walled cells. [#7045]
  • Fixed a division by zero error during plane repulsion calculations. [#7113]
  • Fixed units hunting cloaked units. [#7097]
  • Fixed a crash when observers were using development commands. [#7149, #7158]
  • Fixed GL_OUT_OF_MEMORY errors by disposing textures deterministically. [#6830]
  • Fixed not being able to configure the production tab shortcut keys. [#7215]
  • Fixed spamming messages into the debug.log file when opening the observer shroud selector drop down. [#7236]
  • Fixed high CPU usage in the server loop on Linux. [#7238]
  • Fixed a crash while kicking unresponsive players. [#6946]
  • Fixed a crash when removing (OnEntered) ProximityTriggers. [#7269]
  • Fixed drawing a selection rectangle when the mouse pointer leaves the minimap while changing the viewport. [#7267]
  • Fixed a race condition in the map download code. [#7265]
  • Fixed a crash with airdrop production that happened when the factory is destroyed in the same frame that the cargo actor is spawned. [#7313]
  • Fixed StartGameNotification not taking race variants into account. [#7681]
  • Fixed the diplomacy menu being displayed in mission or campaign maps. [#7392]
  • Fixed scattering and nudging activities not cascading outwards when all paths are blocked. [#7416]
  • Fixed exits of production buildings getting blocked. [#7416]
  • Fixed actors not being able to force-fire on transports. [#7445]
  • Fixed music volume not getting restored after changing it to 0 and pressing reset in the settings. [#7446]
  • Fixed the "/all" debug command to not disable already enabled debug options. [#7507, #7521]
  • Fixed underscores not being visible on the lowest line in the lobby chat. [#7527]
  • Fixed resources not growing beneath units. [#7555]
  • Fixed a bug where selling powered-down defense structures while a target was in range did not properly remove the structure from the world. [#7544]
  • Fixed defenses firing at friendly units after being captured. [#7544]
  • Fixed the sell icon not showing up as disabled while the building is being captured. [#7522]
  • Fixed the AI not building near a new construction yard after deploying MCVs outside of the initial base. [#7644]
  • Fixed a rendering glitch when structures become hidden by fog. [#7560]
  • 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 one of the "Random" factions in the lobby. [#7722]
  • Fixed helicopters not moving into range when their target is too close. [#7896]
  • Fixed a bug in the game lobby where maps which lock a certain faction to a player would crash the game if that faction is unplayable. [#7966]
  • Added player name and color configuration to the Display settings. [#6682]
  • Added info about spectators, playtime and password protection to the server browser. [#6983]
  • Added a lobby option for disabling the "Short Game" mode. [#6964]
  • Added an info video button for selected missions. [#7072, #7196]
  • Added a notification in the lobby chat window when port forwarding is not working properly. [#7152]
  • Added support for hardware cursors for better mouse responsiveness. [#7175]
  • Added the ability to connect to games from different mods from within the server browser, which now groups servers by mod and version. [#7187]
  • Added a 'levelup' debug command that increases the veterancy levels of selected units. [#7314]
  • Added support for launching .orarep replays directly under Linux. [#4528, #7353]
  • Added key bindings to the Asset Browser to control playback of multi-frame .SHPs and videos. [Space] starts and pauses the playback, [Enter] stops it, and the left and right arrow keys can be used to move one frame back or forward, respectively, in .SHPs. [#7601]
  • Added a building's refund value to the tooltip when sell mode is active. [#7595, #7827]
  • Added the kill/death ratio to the observer stats screen. [#7529]
  • Added a "givecashall" debug command. [#7678]
  • Improved harvester unloading logic to avoid harvesters blocking each other at the refinery and to avoid multiple harvesters waiting in line to unload when there is another free refinery. [#7618]
  • Improved memory usage and performance in general. [#6756, #7071, #7091, #7093, #7141, #7232, #7230, #7262, #7203, #7281, #7288, #7291, #7334, #7231, #7424, #7488, #7305, #7560, #7561, #7577, #7671, #7723, #7734, #7746, #7784, #7834, #7952]
  • Changed the key that toggles team chat back to Tab. [#7039]
  • Changed exiting from the single-player lobby will now take you to the single-player menu instead of the main menu. [#7269]
  • Changed health bars to be two pixels shorter. [#7269]
  • Changed chat messages from allied players to be marked as such. [#7528]
  • Changed the server browser to flag started games that are password-protected as such. [#7894]
  • Replaced the implementation of the classic left-click orders with a new one that avoids the problems the older one had. [#6949, #7501]
  • Removed the map control percentage from the gameplay statistics because it cost too much performance for little gain. [#7845]
  • RED ALERT:
  • Fixed glitches when attempting to chronoshift a deployed MAD tank. [#6945]
  • Fixed incompatible map errors with Fort Lonestar and the Drop Zone maps. [#6872]
  • Fixed a crash when playing the mission accomplished video in the first allies mission. [#6966]
  • Fixed teleported enemy units not showing up at the intended destination under certain circumstances. [#7042]
  • Fixed not being able to cycle stances for helicopters (defaults to HoldFire to save ammo). [#7185]
  • Fixed the demo truck explosion not affecting the actor that killed the demo truck. [#7423]
  • Fixed aircraft pushing helicopters out of the way by lowering helicopters' altitude. [#7487, #7842]
  • Fixed a bug exposed in the Allies03a mission which causes a crash when selling a captured building. [#7562]
  • Fixed pixel errors in the art for the flak truck and harvester. [#7897, #7950]
  • Added new campaign missions Soviet01, Allies03b and Allies05a. [#6796, #7360, #7406, #7830]
  • Added new stand-alone missions Survival 01 and 02. [#6934, #7164, #7375]
  • Added a flag decoration for KoTH or CTF-style games. [#6878]
  • Added difficulty levels to the Allies03a mission. [#7097]
  • Added "Enemy units approaching" notification to Fort Lonestar. [#7180]
  • Added repair voice notifications when using the repair pad. [#7298]
  • Added scroll buttons to the production palette when there is not enough space to display all icons. [#7227]
  • Added a new type of gem mine named GMINE. The previous gem mine named RAILMINE still exists, but no longer spawns gems. Maps that use it will no longer work as expected and will have to be updated manually. [#6846]
  • Added a cloak sound to the Phase Transport. [#7641]
  • Added a new 1v1 map: Ore Lord. [#7623]
  • Added minimum weapon ranges for helicopters. [#7896]
  • Added a lighthouse and a windmill as civilian map decoration. [#7923, #7924]
  • Changed Tesla Coil and Missile Silo power requirements. [#7881, #7903]
  • Changed Shock Trooper's weapon and vision ranges. [#7794]
  • Changed the sniper unit to be unbuildable in skirmish/multiplayer games. [#7794]
  • Changed pillboxes to be more effective against unarmored targets. [#7794]
  • Changed the chat beep sound. [#7385]
  • Changed the spy plane to be non-targetable by AA weaponry. [#7404]
  • Changed the unit composition for the AIs to include more advanced units. [#6884]
  • Changed the icon for the Debug button to distinguish it from the Options button. [#7554]
  • Changed the ore silo to be buildable from the Defense/Support queue. [#7921]
  • Updated mission Monster Tank Madness. [#7329]
  • Replaced the build palette icon for the flak truck with art from the public domain. [#7679]
  • Replaced the mod logo with a higher-quality image. [#7864]
  • Removed bots on Hopes Anchor since they don't understand KotH rules and have pathfinding problems on this map. [#7114]
  • Added country sub-factions. [#7096, #7367, #7881, #7936]:
  • Allies have been removed as a selectable faction:
  • England (Espionage) can build phase transports and British spies.
  • France (Deception) can build mobile gap generators and fake structures.
  • Germany (Technology) can build chrono tanks and the advanced chronosphere.
  • Soviets have been removed as a selectable faction:
  • Russia (Tesla) has access to the Tesla Tank and Shock Trooper.
  • Ukraine (Demolitions) can call in parabombs and build demo trucks.
  • TIBERIAN DAWN:
  • Fixed incompatible map errors with the Drop Zone maps. [#6872]
  • Fixed beacon posters desaturation when opening the menu. [#7480]
  • Fixed mapping errors on the map "Break of Day". [#7413]
  • Fixed guard towers shooting an extra shot when killed. [#7483]
  • Added missions GDI03, GDI05a, Nod02a and Nod02b. [#6795, #7415, #7393, #7437, #7839]
  • Added categories to the tilesets in the map editor. [#7043]
  • Added some polish to mission gdi01. [#7052]
  • Added buildable, faction-specific construction yards when debug options are enabled. [#7477]
  • Added minimum weapon ranges for Orcas and Apaches. [#7896]
  • Removed map Year 501. [#6843]
  • DUNE 2000:
  • Fixed prerequisites for Stealth Raider. [#6892]
  • Fixed infantry showing a muzzle flash when ordered to stop shooting. [#7090]
  • Fixed offset for fire animation on husks. [#7284]
  • Fixed a passable cliff tile [#7333]
  • Fixed some minor tileset issues. [#7259], [#7714]
  • Fixed smoke trails and Deviator explosions to use the correct art. [#7703]
  • Fixed prerequisites for the starport variants of the Trike and Carryall. [#7770]
  • Fixed airstrike squad size. [#7796]
  • Fixed spice blooms being drawn above harvesters under certain circumstances. [#7992]
  • Added more crate power-ups. [#6856]
  • Added the Carryall unit. [#6780, #7033, #7167, #7388, #7421, #7948]
  • Added the Sandworm. [#6821, #7126, #7177, #7220, #7278, #7170, #7524]
  • Added more rifle infantry to the starting units. [#7146]
  • Added new maps: Kanly, Eyes of the Desert and Battle for Dune. [#7220, #7656]
  • Added repair voice notifications when using the repair pad. [#7298]
  • Added guarding voice notification. [#7257]
  • Added "harvester insurance", meaning that a player receives a new harvester for free if their last one was eaten by a worm. [#7664]
  • Improved weapon/muzzle offsets on several units. [#7771]
  • Improved explosion effects on several units. [#7811]
  • Improved layout of the score screen. [#7990]
  • Changed the Deviator unit to only change its target's allegiance temporarily. [#6679]
  • Changed infantry to only take 80% damage on rough terrain. [#7331]
  • Changed the build palette design. [#7085, #7384, #7456, #7541, 7693]
  • Changed the description in the mod chooser. [#7540]
  • Changed harvesters spawned with refineries to be delivered by Carryalls instead. [#7664]
  • Removed map Brimstone. [#6843]
  • Removed factory dependency from starport orders. [#7296]
  • Removed the healing ability from the barracks. [#7336]
  • Removed duplication from actor definitions. [#7477]
  • ENGINE / MODDING:
  • Fixed incorrect ordering of trait dependency resolution. [#6710]
  • Fixed hard-coded move cursor definitions for mobile actors. [#7079]
  • Fixed one failed primary objective being not enough to fail the mission properly. [#7081]
  • Fixed the Parachutable trait to work properly for vehicle drops. [#7102]
  • Fixed the game dropping developers in single-player games when halting the executable on purpose. [#7066]
  • Fixed bad behavior when using AnyUnitsAt in a frame end task [#6905]
  • Fixed sprite fonts leaking through mod switches. [#7362]
  • Fixed a bug/exploit that allowed the player credits to overflow to a negative number. [#7374]
  • Fixed wrong usage of the Stream.Read method. [#7531]
  • Fixed first animation frame of sprites being omitted. [#7483]
  • Fixed shadow frames not being checked separately throwing confusing sequence errors. [#7581]
  • Fixed a crash when a unit is built within range of an upgrade source and does not accept the upgrade. [#7702]
  • Fixed radar widget centering for non-square dimensions. [#7710]
  • Fixed hard-coded turn-to-attack delay by turning it into a property of the AttackPlane trait. [#7815, #7846]
  • Added support for terrain height maps. [#6855, #6901]
  • Added a 'Launch.Connect' command-line parameter to directly connect to a server. [#7121]
  • Added a cache of the initial path layer for faster path search startups. [#7108]
  • Added SpriteFont measurements to perf.log. [#6877]
  • Added support for unit testing. [#6797]
  • Added measuring the BuildDomains method and long TickRender calls in perf.log. [#6875, #6876]
  • Added support for passengers to provide upgrades to their transport. [#6770]
  • Added an option to set the facing of passengers relative to their transport when unloading. [#6957]
  • Added Power, Proximity and KilledOrCaptured triggers to the Lua API. [#6934]
  • Added a difficulty selector for single-player missions. [#6934]
  • Added support for disabling traits with upgrades and upgrade levels. [#6745, #6750, #6760, #6768, 7018]
  • Added support for Tiberian Sun (hqvqa) FMVs. [#6638]
  • Added and updated trait documentation. [#6890, #6995]
  • Added decloak interactions to Infiltrate and Demolition actions. [#7138]
  • Added a configurable move delay to AttackWanders. [#7222]
  • Added Reverses field to sequences for TS/RA2. [#7732]
  • Added support for per-sequence animation defaults. [#7700]
  • Added OnDiscovered and OnPlayerDiscovered triggers to the Lua API. [#7492, #7984]
  • Added a new field SpriteSequenceFormat in mod.yaml for pluggable sequence definitions. [#7631]
  • Added the ability for mod makers to group countries together for random country selection. [#7476]
  • Added support for custom mod data definitions in mod.yaml. [#7606]
  • Added support for indentation using spaces in .yaml files. [#6984]
  • Added support for notifying the player when enemy units come into view. [#7170]
  • Added new functions for playing in-game videos in the radar bin and showing floating texts on the map to the Lua API. [#7156, #7599]
  • Added support for faction-specific artwork variants. [#7477]
  • Added support for faction specific actor type lists to the EmitInfantryOnSell trait. [#7648]
  • 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]
  • Changed the AnnounceOnBuild trait to only announce actors when they get built, not when they get created. [#6851]
  • Changed the map importer to omit Health and Facing values from actors when they are at their default values. [#7269]
  • Changed implicit tile definitions to explicit Clear tiles. [#7707]
  • Changed the pathfinder as the first step of a larger performance and correctness overhaul. [#7430, #7959]
  • Changed the GivesBuildableArea trait to work with non-building actors. [#7155, #7462]
  • Changed the SoundOnDamageTransition trait to support lists of sounds, from which one will be chosen at random. [#7640]
  • Improved weapon ammo configuration. [#7324]
  • Improved trait documentation. [#7593, #7634]
  • Improved projectile definitions. [#7639]
  • Moved generic RTS code to the OpenRA.Mods.Common project. [#6732, #6733, #6894, #6897, #6898, #6906, #6917, #6921, #6963, #7013, #7036, #7106, #7107, #7122, #7129, #6964, #7153, #7157, #7162, #7194, #7254, #7263, #7271, #7282, #7295, #7316, #7337, #7307, #7354, #7435, #7436, #7564, #7608]
  • Replaced the PlayMusicOnMapLoad trait with a PlayMusic Lua API function. [#6880]
  • Replaced the TiberiumRefinery and OreRefinery traits with a single Refinery trait. [#7098]
  • Replaced Selectable and UseAsShellmap map settings with one MapVisibility bit field. Map format incremented to revision 7. [#7134]
  • Replaced the RenderInfantry and RenderDisguise traits with WithInfantryBody and WithDisguisingInfantryBody, respectively. [#7638]
  • Replaced the legacy tileset extension parsing with a more flexible support for tileset-specific art. [#7631, #7733, #7738, #7741, #7749]
  • Removed the BelowUnits trait, which has been replaced by per-sequence ZOffsets. [#6456]
  • Removed the unused Movies: lists. [#7418]
  • Removed the deprecated PerCellDamage warhead type. [#7318]
  • Removed DeadBuildingState. Use WithDeathAnimation. [#7483]
  • Removed the legacy sidebar. Mods using it will have to port their UI to the new sidebar. [#7461]
  • UTILITY AND PACKAGING:
  • Fixed a crash in the Utility when creating minimaps for some maps. [#6861]
  • Fixed build failures with different mono versions. [#6931, #7357, #7820]
  • Fixed the uninstaller not working properly when the game was still running. [#7510]
  • Fixed asset browser frame index being off by one compared to the sequence definitions. [#7580]
  • Added a --replay-metadata utility command to parse the info block from replay files. [#7458]
  • Added support for importing Dune 2000 maps with the new --import-d2k-map utility command. [#7135]
  • Added /lib and /lib64 to the search path for the lua library on Linux. [#7652]
  • Added missing dependencies to Debian package. [#7674]
  • Updated the bundled MaxMind GeoIP2 library to version 2.1.0. [#6902]
  • Removed the unmaintained TilesetBuilder. [#7772, #7867]

New in OpenRA 20141029 (Nov 6, 2014)

  • The other big focus of this release was a complete overhaul of our map scripting support for creating single-player missions and multi-player minigames. Our new Lua API is faster, more robust, and provides many new features that were not available in the older API (which has now been removed).
  • The most visible change in this release is the redesigned in-game UI:
  • The RA mod has received a brand new sidebar.
  • Improved keyboard shortcut configuration, with new defaults based on Tiberium Wars and Red Alert 3.
  • The in-game menu has been completely overhauled, and now includes information on mission objectives.
  • A new end-game score screen appears once a game is complete.
  • A large number of smaller features have also been included. A small selection from our full changelog includes:
  • The lobby now prevents players from choosing “cheating” colors that are too similar to the terrain.
  • Veteran units gain improved reload time and accuracy, and elite units will now heal over time.
  • Planes will maintain their distance from each other in a similar fashion to helicopters.
  • Servers will now drop players with unresponsive connections to unfreeze stalled games.
  • Units will now properly move inside transports, instead of teleporting.
  • Tank turrets will now turn to face forward after the unit has finished attacking.
  • A number of small balance changes to the Red Alert and Tiberian Dawn mods.
  • Many more small bug-fixes and behaviour improvements.

New in OpenRA 20140722 (Jul 22, 2014)

  • The main new features are:
  • The RA and TD game music can now be downloaded and installed from the in-game music player.
  • Capturing enemy structures in RA and TD will now let you build units from their faction.
  • The maximum tech level can be configured in the lobby options.
  • Other notable improvements include:
  • Fixed a number of crashes that were introduced in the last release.
  • Fixed issues that occurred when installing from CD.
  • Improved performance and memory usage.
  • Improved scroll-panel behaviour.
  • Added an option to lock the mouse cursor inside the game window.
  • Multiple players can now repair a building at an accelerated rate.
  • Added engine support for diamond-shaped (“isometric”) terrain (an important milestone for our TS mod).

New in OpenRA 20140608 (Jun 9, 2014)

  • Key changes:
  • Significant UI improvements for selecting mods, the game lobby, replays, and spectating.
  • Dramatic load-time improvements.
  • Beacons for signaling team-mates and observers, and viewing the status of support powers.
  • Aircraft and helicopters can now attack-move, guard, and be guarded by ground units.
  • Vehicle husks can now be destroyed or captured.
  • The RA mod now includes the Phase transport and a new Soviet Hijacker infantry.
  • The D2K mod now includes concrete, the Grenadier, and a collection of graphical improvements.
  • The TD mod received a collection of balance improvements, and several new maps.
  • Our Tiberian Sun mod saw significant development, but will not be ready for several more months.
  • Gameplay changes:
  • Fixed unloading passengers moving unnecessarily far from their transport.
  • Fixed the unload cursor sometimes being displayed for transports even when they were unable to unload.
  • Fixed units staying selected and contributing to control groups when becoming cloaked or hidden in fog.
  • Fixed the game sometimes crashing when deploying and activating the guard cursor at the same time.
  • Fixed unit build time calculation (accounts for the current power state, not the power state when it was queued).
  • Fixed a crash when connecting to a server with an unavailable map.
  • Fixed walls not updating when neighboring sections were sold or destroyed.
  • Fixed a bug where a player could queue production of multiple build-limited units. [#5188]
  • Fixed a number of bugs related to the tech tree. [#5233]
  • Fixed a crash when dead units are unloaded from a transport. [#5324]
  • Fixed a crash when aircraft are ordered to a different airfield / helipad. [#5390]
  • Fixed a crash when starting to repair a building at the same time that it dies. [#5523]
  • Fixed a glitch that prevented units on bridges from being targetable. [#5381]
  • Fixed units retaliating against the support-power structures after being damaged by a support power. [#5329]
  • Fixed Nuclear missile travel time to be independent of map size.
  • Fixed units being unable to guard planes or helicopters.
  • Fixed own/allied units blocking production exits.
  • Fixed performance issues with units pathing to naval transports.
  • Fixed unit moving to transports that have moved.
  • Fixed an exploit where you could add control groups on enemy units.
  • Added placeable beacons that highlight an area to allies and spectators (Hotkey: F9). [#4682, #4930, #5093]
  • Added automatic beacons to support powers. [#4815, #4920, #4930, #4959]
  • Added radar notifications for units or buildings under attack, and for beacon events.
  • Added AttackMove and Guard abilities to Aircraft and Helicopters.
  • Added cheat button to grow map resources.
  • Adjusted default pause hotkey from F9 (now used for beacons) to F8.
  • Adjusted husks to be damageable (use force-fire to destroy them), and appear darkened (burnt) to distinguish them.
  • Adjusted Support powers to reveal their target area (only) when they strike.
  • Adjusted helicopters to automatically take off and move to their rallypoint after being repaired or rearmed. [#5250]
  • In-game UI changes:
  • Fixed chat synchronization in replays.
  • Fixed unclickable area on the right edge of the production palette.
  • Fixed single resources being invisible and unharvestable. [#5571]
  • Added the Abort Mission Confirmation dialog to avoid miss-clicks. [#5180]
  • Added Ctrl+T shortcut for selection of all units matching the types of the currently selected ones across the screen and map.
  • Added a hotkey toggle for pixel doubling (default .) [#5142]
  • Added an error dialog if the server connection is lost.
  • Added a combined shroud view of every player to the replay viewer and spectator mode.
  • Added playback speed controls to replays.
  • Added a new cursor type for attacking targets that are out of range.
  • Added a warning dialog when force starting a match.
  • Added support for console commands. Type /help in the chat list to see a list. [#5253]
  • Improved the observer/replay view selector with teams, factions, player colors, and hotkeys.
  • Improved chat scrolling behavior. [#5191]
  • Adjusted the READY overlay to blink when a building is ready to place. [#5178]
  • Adjusted unit order lines to display when a unit is selected.
  • Removed health bars and selection boxes from walls.
  • Main menu / Lobby changes:
  • The UI logic has been unified between TD and RA/D2K, allowing all mods to provide the same options.
  • Fixed an issue where names would reset in the lobby. [#5115]
  • Fixed a bug where a bot could be automatically added to maps that don't support them. [#5143]
  • Added a new mod selection window, which now appears on the first game start.
  • Added a Singleplayer menu that provides direct access to the missions and skirmishes vs bots.
  • Added an Extras menu for miscellaneous extras to reduce clutter from the primary menu.
  • Added a community news panel. [#5279]
  • Added a preference for the (mousewheel / trackpad) scroll-panel scroll speed. [#5297]
  • Added filters and file management to the replay browser. [#5215]
  • Added animations to the color-picker preview image.
  • Added a check for unsupported maps to the lobby. [#5353]
  • Added the ability for admins to disable spectators from joining a multiplayer game.
  • Added support for custom map previews in the lobby. Map authors can include a map.png inside their oramap package.
  • Improved support for installing custom maps via the lobby.
  • Improved spawn point selection in the lobby. [#5192]
  • Improved chat scrolling behavior. [#5307]
  • Improved the MP server browser to fetch unknown map details from the OpenRA content site.
  • Improved the asset browser file list to sort names in alphabetical order.
  • Moved the MP create game and direct connect buttons to the server browser window.
  • Dune 2000:
  • Fixed the repair indicator positioning. [#5512]
  • Added the Atreides grenadier from the 1.06 patch.
  • Added randomized tiles for Sand and Rock terrain.
  • Added shroud by default (can be disabled via the lobby settings).
  • Added shrapnel when buildings are destroyed.
  • Added active animations for all structures. [#5119, #5124, #5134, #5138, #5373, #5376, #5393]
  • Added the BLOXXMAS terrain tiles from the 1.06 patch.
  • Added concrete plates and building weathering.
  • Adjusted Saboteur to allow demolition of vehicles, but not walls.
  • Adjusted Engineers to allow capturing of unit husks (which are repaired to 25% health).
  • Improved turret rendering to integrate visually with walls.
  • Removed the build radius restrictions.
  • Corrected Fremen's tooltip [#5488]
  • Red Alert:
  • Fixed Chronoshift to properly kill infantry cargo (fixed unbuildable tanya glitch).
  • Fixed transparency glitches in the sniper icon.
  • Fixed Spies having an enemy team-color health bar when disguised as a friendly unit.
  • Fixed an issue where husks were hidden under the refinery bib. [#5306]
  • Fixed ore mine artwork in the interior tileset. [#5316]
  • Fixed spies not being removed from the minimap after they infiltrate a structure.
  • Fixed Gem Mines having an incorrect land footprint.
  • Fixed Gap generators spinning when disabled or low-power. [#5138]
  • Fixed Shock Trooper tooltip having the incorrect unit name. [#5020]
  • Fixed chronoshifted units not returning if the origin cell was blocked.
  • Added player colors to Engineers.
  • Added more player color to the bottom edge of SAM sites. [#4909]
  • Added dirt patches ("mini-bibs") under bib-less buildings.
  • Added door open/closing animations to the naval transport.
  • Added splash effect when aircraft crash into water. [#5346]
  • Added additional terrain-specific artwork for the Allied Barracks and the Missile Silo.
  • Added Phase Transport, an Allied high-tech infantry transport which can cloak. [#4855]
  • Added cloak detection to Attack Dogs, Snipers, Mobile Radar Jammers, Camo Pillboxes, Phase Transports, Radar Domes, and Spy Planes. [#4855]
  • Added Hijacker, a Soviet infantry unit with a vehicle hijacking ability.
  • Added maps: Blitzkrieg, Burlesca, Seaside 2, Singles and Synergy; balanced Doubles and Man to Man. [#5420]
  • Added new mission: Intervention. [#5483]
  • Adjusted Tanya to allow demolition of bridges and vehicles, but not walls.
  • Adjusted Mechanics to allow capturing of unit husks (which are repaired to 25% health).
  • Adjusted Allied and Soviet factions to both build general-purpose mines, instead of AT and AP mines respectively. [#4827]
  • Adjusted balancing of Mobile Flak (renamed from Flak truck), Mobile Radar Jammer, Mammoth Tank, Chrono Tank, AA Gun, SAM Site. [#4407, #4766, #4810, #4855, #4960, #5020, #5070, #5086, #5219]
  • Adjusted AI names "Easy AI" to "Rush AI", "Hard AI" to "Turtle AI", and "Island Map AI" to "Naval AI". [#4613]
  • Improved chinook rotor animation. [#4805]
  • Improved explosions for several vehicles. [#5091]
  • Improved infantry death sounds. [#5236, #5242]
  • Improved the corners of the dialog borders.
  • Improved attack-move mouse cursor.
  • Improved Chrono tank ordering: tanks can be teleported in groups by holding SHIFT or ALT while issuing a move order.
  • Removed maps: Battle Lake, Crossing the River, Doughnut Hole, Ice Woods, Island Hoppers (KOTH), Mad Scramble, Nishnekolymsk, Strip Mine, Free Coasts.
  • Removed redundant AI types: "Test AI", "High-Tech AI", "Long-Range AI", "Tank AI". [#4613]
  • Removed the hardcoded missions. These will be later reimplemented using lua.
  • Replaced the previous shellmaps with a new lua-scripted version.
  • Tiberian Dawn:
  • Fixed various glitches in the tilesets with passable cliffs and rocks. [#5289]
  • Fixed helicopter reload behavior. [#5345]
  • Fixed MCV not crushing infantry. [#5212]
  • Fixed Chinook being unable to land on Tiberium, and improved rotor animation. [#4805]
  • Fixed dinosaurs not being able to collect crates.
  • Fixed Obelisk of Light charge animation and sound effects. [#4699, #4803]
  • Fixed the cursors used for sabotaging and capturing buildings/units (they were swapped).
  • Fixed tech structures counting towards victory/loss. [#5146]
  • Fixed Comm. Center and Advanced Comm. Center radar dishes spinning during low power. [#5138]
  • Improved infantry death sounds. [#5236, #5242]
  • Improved tree footprints to allow unit movement through forests.
  • Improved or replaced several mouse cursors.
  • Adjusted Commando to allow demolition of bridges, but not walls.
  • Adjusted Commando to no longer shoot (ineffectively) at vehicles or buildings. [#5063]
  • Adjusted balance of most other units and structures to reduce the effectiveness of static defences, and more clearly define unit roles. [#4526, #4724, #5132, #5186, #5194, #5212, #5246, #5254, #5286, #5413]
  • Adjusted Engineers to allow capturing of unit husks (which are repaired to 25% health).
  • Renamed "Easy AI" to "Cabal", "Normal AI" to "Watson", and "Hard AI" to "HAL 9001". [#4613]
  • Added dirt patches ("mini-bibs") under bib-less buildings.
  • Added new maps: Letters from Lexington, Pirates and Empires, White Acres, Year 501, Pressure, Profit Over People [#5275, #5407]
  • Added new missions: Nod01, Nod03a, Nod03b, GDI01, GDI02, GDI03, GDI04a GDI04b, GDI04c[#4397, #4402, #4408, #4428, #4386, #4399, #4499, #4899, #5462]
  • Engine:
  • Fixed the long first-startup delay on OSX. [#5244]
  • Added a new lua interface for scripted maps. The previous interface is now deprecated. [#5190]
  • Added, changed, or removed a number of traits (see the full traits list for the full list).
  • Added custom palette overrides to many traits. [#5125, #5137, #5185, #5217, #5218, #5238, #5329, #5392]
  • Added an IEffectiveOwner interface for traits/logic that temporarily alter an actor's apparent owner.
  • Added a command-line parameter Launch.Replay=$FILEPATH to launch the game directly into a replay.
  • Added support for tech levels as included in the original games. [#5280]
  • Added support for rectangular cells with forced perspective by specifying a custom TileSize in mod.yaml
  • Added initial support for the tmp(TS) tile format.
  • Added load-time performance measurements to perf.log. [#5184]
  • Changed platform integration to use SDL 2 everywhere (previously only supported under OSX), and remove SDL 1.2 / Cg. [#5226]
  • Changed the underlying project layout, merging OpenRA.FileFormats.dll into OpenRA.Game.exe and reorganizing namespaces.
  • Changed many traits properties to use world coordinates. OpenRA.Utility includes a command for automating the unit conversions (see upgrading mods to a new release).
  • Improved caching of mod and map rules for significantly reduced load times. [#5234]
  • Improved the internal map management and preview generation code.
  • Changed OpenGL and OpenAL bindings from Tao to SDL-CS. [#5248]
  • Changed the server Message of the day to share a default motd.txt gets that is created in the user directory.
  • Fixed aircraft not replying with a voice when ordered to stop. [#5453]
  • Map Editor and OpenRA.Utility:
  • Fixed the editor flood fill tool on similar grass/snow/desert tiles.
  • Fixed broken random tiles in Red Alert's snow tileset [#5447]
  • Fixed a river template in Red Alert not expanding to 3x3 [#5447]
  • Added support for file globs to OpenRA.Utility --shp under windows. [#5266]
  • Added an --upgrade-mod feature to upgrade the yaml of mods to the latest specifications (see upgrading mods to a new release).
  • Moved legacy INI/MPR map import to OpenRA.Utility
  • Build system and packages:
  • Fixed broken FreeType 2 dependency for Fedora RPM.
  • Added HTML documentation to the Windows installer.
  • Added a counterpart to the Makefile for Windows users. Run make.cmd to see options for compiling the source code.
  • Changed make clean to remove intermediate files created by MonoDevelop. [#5089, #5128]
  • Removed portable install option from Windows installer as the game left without write access breaks content download and error log generation.

New in OpenRA 20131223 (Dec 23, 2013)

  • All mods:
  • Fixed dead units sometimes exploding or leaving husks when they weren't in the world.
  • Added hover and disabled button states [RA / D2K / TS]
  • Added double click start support to the replay browser.
  • Fixed low projectiles not colliding with walls.
  • Fixed double-click selection priority glitches.
  • Improved UI decorations (selection boxes, target lines, etc) in pixel double mode.
  • Added additional stand animations to infantry [RA / TD]
  • Added the ability to double click select maps and music.
  • Fixed base attack notification playing when allied engineers repaired your buildings.
  • Improved the ingame chat interface and input, with it defaulting to Team Chat.
  • Redesigned the settings panel.
  • Re-added move flashes.
  • Added a setting to always display unit status bars (can also be toggled by hotkey).
  • Added a setting for team health bar colors.
  • Added a new hotkey to select all units on screen (default: CTRL + A).
  • Added a new hotkey to jump to production buildings (default: TAB).
  • Changed default hotkey (PageUp/Down) for build palette cycling and made reverse user configurable.
  • Improved shroud/fog rendering.
  • Asset Browser:
  • Fixed crashes when trying to load invalid filenames or sprites with just 1 frame.
  • Added support for all sprite types.
  • Added palette chooser and colorpicker dropdown boxes.
  • Overhauled layout.
  • Red Alert:
  • Added MAD Tank.
  • Fixed a crash in Monster Tank Madness.
  • Fixed medics sometimes healing enemies.
  • Reduced Giant Ant selection box size.
  • Fixed paradrop description.
  • Various balance adjustments:
  • Uparmored Mobile Radar Jammer to heavy.
  • Uparmored Mobile Gap Generator to heavy, increased its shroud generation range from 4 to 6, and reduced its price from $1500 to $1200.
  • Reduced Gap Generator price from $1000 to $800.
  • Made Construction Yard sellable again.
  • Reduced MCV build time from 1 minute to 32 seconds.
  • No-base MCV crate chance reduced from ~100% to ~70%.
  • Introduced a maximum build radius of 16 cells from the nearest friendly Construction Yard.
  • Increased movement speeds of Rocket Soldier, Flamethrower, and Tesla Trooper from 3 to 4.
  • Reduced Tesla Trooper price from $500 to $400.
  • Increased Artillery price from $600 to $800, and increased its health from 75 to 100.
  • Increased V2 Rocket price from $700 to $900, reduced its movement speed from 7 to 6, increased its health from 150 to 200, reduced its warhead damage against primary base structures, and increased its rate of fire.
  • Increased Hind damage from 20 to 30, and introduced a small additional damage bonus against infantry.
  • Increased Longbow health from 120 to 150, increased its missile damage against ground targets from 40 to 60, increased its missile rate of turn from 5 to 10, and introduced a slight delay between missile launches.
  • Increased Grenadier projectile speed.
  • Reduced Medic price from $300 to $200.
  • Reduced Mechanic price from $800 to $500.
  • Added a 20% chance to eject a driver from destroyed vehicles.
  • Added production speed-ups for additional production buildings of the same type. Up to 50% faster production can be achieved with 7 production buildings.
  • Decreased the Oil Derrick cash rate from every 10 seconds to every 15 seconds.
  • Overhauled the Atom Bomb's damage model and introduced damage falloff over a wide radius.
  • Athena:
  • Reduced strategic victory timer to 3 minutes.
  • Increased the size of the starting islands.
  • Adjusted button highlight color to dark wine red.
  • Fixed ant hills using the wrong tile ID.
  • Adjusted Zombie build palette position.
  • Fixed attack dogs causing crashes by attacking non-infantry.
  • Disabled cloak/uncloak sound for camouflaged Pillbox.
  • Added two Lua-powered single player missions, ported from Red Alert's single player campaign.
  • Fixed aircraft falling down not revealing shroud.
  • Fixed floating crate artwork.
  • Tiberian Dawn:
  • C&C mod renamed to Tiberian Dawn to resolve naming ambiguities.
  • Fixed Bio Lab wrongly belonging to a hostile faction in East vs West 3.
  • Added building repair ability to the engineer.
  • Adjusted MLRS to fire a barrage of 8 rockets instead for improved visuals, and adjusted its rocket explosion sound.
  • Added a grenade toss sound.
  • Added missile contrails.
  • Added Haos Ridges, converted from RA.
  • Fixed player spawns in Deterring Democracy.
  • Added 2 additional A-10s and cannon strafing to the Airstrike support power.
  • Added contrails to the C-17 Globemaster.
  • Added cash tick sounds.
  • Disabled the main menu target reticle showing when a window is open.
  • Added a display of the faction logos when the shellmap is disabled.
  • Viceroids now heal on and move faster on Tiberium.
  • Implemented the original shroud artwork.
  • Fixed helicopters falling down not revealing shroud.
  • Fixed effect (explosions, etc) saturation when the ingame menu is activated.
  • Added shadow to crate artwork.
  • Dune 2000:
  • Added buildable concrete walls.
  • Fixed some cliffs being passable.
  • Fixed infantry sometimes using the wrong animation when standing.
  • Fixed A* debug overlay.
  • Fixed R8 offsets for sprites with embedded palettes.
  • Implemented proper spice rendering.
  • Implemented the original shroud artwork.
  • Engine:
  • Replays are now saved in per-mod and per-version folders.
  • Added password protection support for servers.
  • Added language translation support.
  • Added game ID and version information to exception and sync reports.
  • Map folders are now explicitly specified in mod.yaml.
  • Most UI widgets are now customizable in terms of font type, color, contrast and had their global defaults moved from code to metrics.yaml.
  • Replaced the OS X binary launcher with a script to use a new SDL2 renderer.
  • Improved cash tick sound playback.
  • Added modifier support to hotkeys.
  • Fixed a desync related to projectile contrails.
  • Fixed corrupted replays (which would immediately desync).
  • Removed runtime mod merging.
  • Added support for map scripting with Lua.
  • Overhauled sprite loading code.
  • Improved error message when loading corrupted sprites.
  • Rewritten shp(ts) parser makes more efficient use of texture space.
  • Added support for the dune 2 shp and pak formats.
  • Map format 6 requires the RequiresMod to be defined.
  • Added a multiplicitive blend mode.
  • Build system and packages:
  • Added GeoIP to Makefile so it is installed properly.
  • Added desktop shortcut creation support to the Makefile and Windows installer.
  • COPYING and CHANGELOG are now shipped on all platforms.
  • Fixed 'make docs' crashing when the game assets are not installed.
  • Renamed Game.Mods launch argument to Game.Mod.
  • Linux packages now install to /usr/lib/openra for consistency with other Mono applications.
  • Added an optional map.yaml check to the OpenRA.Lint.exe command line tool.
  • Map Editor:
  • Fixed custom assets being removed when saving an oramap.
  • Mod / Custom map compatibility:
  • Mods can now include traits from TD and D2K in RA.
  • Mods can now customize UI text settings like font type/color/contrast for most widgets and set global defaults in metrics.yaml.
  • New sections MapFolders and Translations added to mod.yaml.
  • Mods must now explicitly specify the mods that they can inherit maps from by defining `SupportsMapsFrom: parent_mod' in mod.yaml.
  • Renamed CarpetBomb trait to AttackBomber, and additional functionality added. An Armament trait is now required to specify the weapons.
  • Renamed Capture trait to ExternalCapture.
  • Renamed CapturableBar trait to ExternalCapturableBar.
  • Renamed LegacyCapture trait to Capture.
  • Renamed DebugMuzzlePositions trait to CombatDebugOverlay.
  • Renamed DebugOverlay trait to PathfinderDebugOverlay.
  • Added Sequence and GroundSequence properties to WithRotor.
  • Added StandAnimations property to RenderInfantry and RenderInfantryProne.
  • Added SplitFacings property to WithMuzzleFlash trait.
  • Added SquadSize and QuantizedFacings properties to AirstrikePower trait.
  • Added EjectInAir and EjectOnGround properties to EjectOnDeath trait.
  • Added new traits to world: ScreenMap, ActorMap.
  • Removed traits from World: SpatialBins.
  • Added InvalidTargets property to weapons.
  • Added modifier support for build palette hotkeys.
  • The Requires: option for inheriting from a parent mod has been removed. Mods can directly reference the parent mod files instead.
  • Icons definitions have moved from the unit's rules to its sequence.
  • Mouse cursors (cursors.yaml) must now specify their file extension.
  • OpenRA.Utility --png will now generate a set of frames for any sprite type [shp(td)/shp(ts)/shp(d2)/r8/tmp(td)/tmp(ra)].
  • OpenRA.Utility --shp now requires a list of frames to be combined into a shp.
  • Removed Utility --tmp-png, --r8, --fromd2 commands (use --png instead).
  • Removed Asset Browser file extraction / conversion (use the Utility instead).
  • Added OpenRA.Utility --map-preview for generating minimap previews.
  • Added OpenRA.Utility --map-upgrade for updating maps from format 5 to format 6.
  • The map format has been changed. All user-installed maps will be upgraded on the first mod launch, or using OpenRA.Utility --map-upgrade.
  • Unified sprite loading allows any sprite type to be used anywhere: shp can now be used for terrain, and tmp for units.
  • Harvestable resource definitions (ResourceTypes) have changed, and now specify their artwork using sequences.
  • Shroud definitions (ShroudRenderer / ShroudPalette) have changed, and now specifies its artwork using sequences.
  • Crater and smudge definitions (SmudgeLayer) have changed, and now specify their artwork using sequences.

New in OpenRA 20130915 (Sep 20, 2013)

  • Refined Fog of War behavior (buildings and ore/tiberium/spice are now frozen as they were last seen).
  • Added game options for starting units, starting cash, team construction, shroud, fog of war.
  • Reworked engineer behavior - C&C again uses the “classic” behavior, and RA/D2K external (C&C Generals style) capturing.
  • Overhauled firing, projectile, and explosion effects for all mods.
  • Native support for the D2K game files, significantly improving the artwork and sound quality.
  • Fixed windows installer problems.
  • A lot more bug, crash, and performance fixes.

New in OpenRA 20110511 (Jun 30, 2011)

  • Fix installation under Ubuntu 11.04
  • Improved AI
  • Fix keyboard shortcuts being fired twice
  • Fix 'exploit detected' messages when using hotkeys
  • Support 'home' and 'end' keys for navigating within textfields
  • Fix a crash when a building under repair is killed
  • Fix spawnpoint selection on >8p maps
  • Fix crashes when installing mix files
  • (RA) Supply Truck unit for donating cash to other players
  • (RA) Bounties for killing enemy units
  • (RA) New Map: Pressure by Seru
  • (CNC) Commando is more vocal when being built and killing units
  • (CNC) Viceroids are (much) more vicious