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Halloween is upon us, and the latest OpenRA playtest is full of new tricks and other treats.

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This build includes all of the major new features and balance changes that we have planned for our Christmas release, and it is going to be one of our biggest releases yet!

We rely on your testing and feedback to make sure that our release builds are as balanced and bug-free as possible, so please let us know if you find any issues or just generally don’t like something by filing a bug or joining our IRC channel! We will try our best to fix any issues before the final release.

Grab the installer now for your operating system from our download page!


Ten reasons to try the new OpenRA Playtest


1. New chat lobby

Global chat lobby

The multiplayer server browser and game lobby have been redesigned around a new global chat channel.
This will make it easier to find and talk with other players, and to organize matches without server-hopping.

The channel is available from outside the game as well, by connecting to irc.openra.net:6667 channel #lobby using your favourite IRC client.


2. Game speed options

Game speed control

Do you think that our default game speed is too slow (or too fast)? We now include a game speed option in the lobby and campaign menus!


3. Overhauled Dune 2000 mod

Dune 2000

A beginning is the time for taking the most delicate care that the balances are correct. This every sister of the Bene Gesserit knows.

— from "Manual of Muad'Dib" by the Princess Irulan

One of our big focuses has been completely overhauling our Dune 2000 mod to more closely match the original game. All of the unit and building statistics have been adjusted, and we have implemented new (old) features including the thumper and spice blows.

We have made good progress towards matching the feel of the original game, but we aren't there yet. Let us know what you think, or if you find something that still doesn't match!


4. Tiberian Dawn mod improvements

Commando mission

The Tiberian Dawn mod includes some incremental balance changes plus a bug fix for SAM Sites that would refuse to close. We have included several new multiplayer maps, and two new campaign missions — including a stormy commando mission.


5. Red Alert mod improvements

Yak Attack

The Red Alert mod finally recieved a much needed shock-trooper nerf, and a fix for destroyed aircraft taking far too long to crash to the ground. The Soviet Hijacker and France's fake structures have also been improved, and we include five(!) new campaign missions.


6. Joystick scrolling

Joystick scrolling

Another commonly requested feature was the ability to scroll using the right mouse button like a joystick (like TS and RA2). You can now enable "Joystick" scrolling in the Input tab of the Settings dialog. We are still hard at work on our Tiberian Sun mod, but we still don't have a release date for you yet!


7. Units “defend” by default

Attack force

Players have often complained about their units chasing the enemy across the map, and our "pro" players know that it is best to change the stance of their units to the "defend" mode. We have made this the new default for all units, streamlining the game play a little bit for everyone.

If you want to change your units back to the old "attack anything" mode you can use the change stance hotkey (ctrl+z by default).


8. New asset installer

Asset installer

We have consolidated our asset installation procedure into the mod chooser. Look out for even more improvements in future releases!


9. Fixes and performance

Goodbye crashes!

We have fixed a large number of bugs, including the well-known replay freeze bug when a player disconnects, and a memory corruption bug that would cause random crashes when starting a match on a Windows OS. We have continued our crusade for performance, and this playtest shows significant further improvements over the last release.


10. Improved map and mod support

Mod support

There is a boatload of new features for modders and map authors: maps can now include custom music and define particle effects for rain, snow, or sand storms. We have made major changes to the traits that control actor rendering and targeting that make them more flexible and self-consistent. Make sure to use the automatic rule upgrader to easily port your maps and mods to the new release! You will need to manually update your mod.yaml and UI definitions for the new version.

Post comment Comments
Valherran
Valherran - - 2,443 comments

I'll check out your changes to Dune 2000 and let you know what I see.

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ApornasPlanet
ApornasPlanet - - 4,117 comments

Yes!

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bsa.superflux
bsa.superflux - - 12 comments

Amazing masiive update!

I would recommend to look at C&C3; once again - the mode panel there is very convenient. Just select units and put them to any of 4 modes you want:
- hold fire
- hold ground
- guard
- aggressive

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GraionDilach
GraionDilach - - 451 comments

The 4 mode already exist, just without a GUI. See Github.com

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SeriousToni
SeriousToni - - 626 comments

So does that mean, that the game speed can be set up before the game starts and never be changed later in that game? Would be nice, since I hate it when every player can the change game ingame everytime.

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GraionDilach
GraionDilach - - 451 comments

Yes, exactly. Changing it ingame is not supported.

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SeriousToni
SeriousToni - - 626 comments

Wow that is the best feature ever! Thanks a lot! I always hated the random speed changes ingame. Now the host can set it up and leave it as it is :)

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Chetech
Chetech - - 223 comments

Oh my god, that speed setting was enough.

Thank you!

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Templarfreak
Templarfreak - - 6,721 comments

What about an option to pick your own default stance? :o

This would default to defend still, but that way the game can be more tailored to each person's playstyle a little more.

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php_bg
php_bg - - 107 comments

Nobody has expressed interest in working on that.

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OmeG
OmeG - - 816 comments

Giant humans on all C&C games still irk me, is there any possible way to scale down their size and speed? Would love to actually need to use various transports or make it look like a tank has trouble hitting an infantry unit. Motorcycles, and buggy/humvees not the size of tanks/launchers not the size of buildings. Just visual realism at the very east is what I'm looking for. That said I still enjoy all the work that you guys have put into this mod, thank you for making such a great mod!

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GraionDilach
GraionDilach - - 451 comments

One of OpenRA's depths is the modding ability of the engine. While the aims you list are out of scope for the basic mods, you're free to create a mod revolved around them.

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php_bg
php_bg - - 107 comments

Looking at C&C games (especially the older ones) for realism is a bad idea :D

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OmeG
OmeG - - 816 comments

It's all good, was thinking changing the size of the sprite would be an easy fix. :)

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