Open-Source reimplementation of Westwood’s Command & Conquer: Red Alert game engine, updated to use the hardware acceleration of modern video cards using OpenGL and OpenAL for sound playback. It runs natively on Windows, Linux and Mac OS X. The game was designed with modifiability in mind, but is not identical to the original. Campaigns and mods made for the legacy game won't work out of the box.

Post news Report RSS Playtest 20190209 and RAGL Season 7

A new playtest build is now available with a collection of fixes and improvements over playtest-20190106.

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A new playtest build is now available with a collection of fixes and improvements over playtest-20190106.

The last playtest made some big changes to how targeting interacts with the Fog of War, which broke a lot more than we expected. Rather than reverting these changes, we decided to go all-in, and replaced even more of the targeting code - a job that we had originally planned for the release after next.

These new changes should fix not just the regressions in the last playtest, but also several other long-standing gameplay bugs and inconsistencies with the Fog of War, engineers, and aircraft. They also bring two long-requested features:

  • Tanks and other turreted units automatically target nearby units while moving
  • Force-firing with long-range artillery style units targets the ground, allowing attacks to continue when vision is lost under the Fog of War.

We are excited for these new features, which should go a long way towards improving combat fluidness and the ability to micromanage your forces.

Tanks targeting while moving

Tanks now automatically target enemy forces while moving.

The audio notification changes introduced in the last playtest have been refined and expanded by adding click feedback to the sidebar, reducing the volume of the “cash tick” sounds, and normalizing the volume changes between different music tracks. The build is rounded out with fixes for bugs and crashes that were reported in the first playtest — see the full changelog and playtest-20190106 news post for more detail.

Head to the download page to give it a try, and let us know what you think in the comments below, on Discord, our forum, or GitHub!


Red Alert Global League Season 6

We are also back into competitive scene, with Red Alert Global League running its seventh season in March and April. New signups are possible until February 27th; check the registrations thread for the relevant information on how you can participate.

The tournament will build up on the structure changes made in the previous season, but coming engine modifications and improvements are sure to stir things up among the competition. We are also to see whether Barf will be able to break the RAGL tradition and become the first triple champion or this continues further with a new player crowned at the end. As usual, there will be an aim to achieve at any tier, with several spots providing monetary prizes from a publicly collected prize pool.

Visit forums to read all about the tournament and join our Discord server to stay informed on all the day-to-day activities in the community, as well as to discuss games, provide feedback and share your ideas on the project.

Comments
Valherran
Valherran

Good changes. I have a question though; When is development going to be shifted more towards TD and D2k?

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pchote Author
pchote

What kind of development do you expect? The campaign missions are still trickling in, but aside from that neither mod has an active playerbase discussing things that need to improve.

Reply Good karma+3 votes
Valherran
Valherran

TD is in need of some rebalancing, and literally nothing new has been brought to D2k like the other games have gotten.

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OmeG
OmeG

Ah, the quote "Build it and they will come" comes to mind. So if you start introducing more game mechanics and variety to those games that Valherran is talking about, more players will be interested in trying those games out to see what the growing buzz is all about, and if it's good buzz, more people will join the player base that you've created for RA scene.

I didn't know we could discuss things that need improvement for the other games as I thought they were being playtested internally before anything major was released to the player base.

Just a couple of things I would love to see in TD as an example, please let me know if you want more suggested improvements:

-MLRS/Tomahawk/Other artillery can fire far beyond their "binocular" sight range (Accuracy dependent on range or tech type and rank) but needs a "spotter" (sniper)
-Sniper camouflage while not moving/shooting depending on rank (maybe elite has all 3) can call in paratroopers/A-10 airstrike/Off-map artillery etc.
*Ofcourse snipers cost a lot, need a lot of training and are slow...ahem methodical in movement to need APC/Chinook transport involvement.

Is this a valid improvement?

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NodGuy
NodGuy

Awesome news.

I do have one question. Any updates regarding Tiberian Sun? That is what I am most excited for.

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pchote Author
pchote Reply Good karma+2 votes
TheNodCommander
TheNodCommander

Really cool! Keep up the good work, fellow C&C fans!

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