We wish everyone a late happy new year and prepared a new playtest which builds upon our Halloween release.
These playtest builds provide a snapshot of our current development for feedback by our testers. You can help shape the future of OpenRA by testing them and reporting bugs or simply letting the community know what you think.Some highlights in this development build are:
- Added carryalls and sandworms to the Dune 2000 mod
- Added countries (with their own unique abilities) to the Red Alert mod.
- Added an often requested lobby option for disabling the “Short Game” mode.
- Improved performance and memory usage across the board.
- Added hardware cursors support for smoother mouse movements.
- Added new missions: GDI 03, Soviet 01 as well as Survival 01 and 02.
- Fixed Fort Lonestar and the Dropzone minigames not starting.
See the changelog for more details on the playtest changes and bugfixes.
The playtest-20150118 build is available from the download page.
We have put a lot of work into streamlining our development and release process, which included a shake-up of our Linux packages. We now provide distro-specific RPM via the openSUSE Build Service, but recommend that most users install OpenRA from their main distribution repositories. We have also fixed the “bad quality” package warning that occurs when installing our Ubuntu package.
The Red Alert mod introduces support for sub-factions inspired by the way Red Alert 2 introduced them. These countries have special units or support powers, but otherwise have a lot in common with the Allied or Soviet army they belong to.
We overhauled the server browser. It is grouped by mods with the currently loaded one on top, but you can now join any game if the mod is installed. The ingame interface has been updated to use the same new color scheme as the web-based game server overview. We also added a filter for password-protected servers.
Let your slow harvesters make use of the convenient airlift shuttle service, and save your units from becoming worm food! Carryalls and Worms are now included in our D2K mod. The worm balancing is a work in progress, and they can be disabled in the lobby options.
Paul is making good progress in implementing the height map support required for all next generation titles such as Tiberian Sun. It will take (at least) several months to polish this into a glitch-free experience that can be shipped in stable releases.
yes finally Worms
I love worms
very much
Now they need to implement a way to control them just as in Emperor Battle for Dune... But they were far too fragile :( everything in battle for Dune was too fragile actually !!!
I really would like a new twist in this openRA for Dune :P
Especially since Atreides and Ordos super weapon lacked the destruction of the death hand and devastator.
feedback on the D2k changes:
worms need better visibility,remove warning from evrywhere on the map ( only warn when worms enter range ) reduce worm weapon range,remove their ability to attack infentry like original,reduse respawn time
carryals: need to carry vehicles to repair pad ( when they come for them,they should wait at their location,to make the old trancfer tactic work ) it should be possible to order vehicles to go repair with the repair cursor
I have to ask: How difficult, or pointless would it be to introduce carryall logic to the other submods? Yeah, I know, RA and TD probably don't have much reason for it, but I have found myself micromanaging something similar in TS (but mostly TS-based mods) because dammit, I need that Tib!
Would be a welcome sight I suppose... Many modders back then tried it and regretted it that they never got it working properly.
That is entire possible and not even difficult. The traits are dynamic and re-usable. You can just attach it to any other airlifter you want to carry harvesters.
And it would make some modicum of sense, right? I mean, it depends on when the universe splits off, but I'm sure someone still got their hands on some Frank Herbert at some point.
I have always thought that TS should have had a system like that but different for each faction.
GDI alread have buildable carry-alls so it's not that hard to imagin them being used for harestors.
In Nods case they would probably use stealth harvestors like in TW or subterranean harvestors.
:/ Can't wait for Tiberian Sun. Really Thank you for you guy hard work
Oh thought he meant the sp map carryalls. Those heavy lifters.
Dropships?
Actually, I do wonder: Will we get that mechanic at some point?
What about all the other cut features?
Yeah the starport is a must have!
Ooooh! ******* played both Dune games and I have the audacity of forgetting that. ><
Though, I meant the part of TS where you could set up your dropship reinforcements before the mission. But then again, with a dropship bay...bird one, meet bird two. The stone will be with you shortly.
Great work people!
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This game is so great, and OpenRA team are amazing. It really deserves more attention.