Releases: openfrontio/OpenFrontIO
v0.30.6
v0.30.6
- Server-side WebSocket message rate limiting & size enforcement
v0.30.5
- Fix duplicate game creation when opening private lobby (#3423)
- Kill and restart workers when IPC send fails
- terminate public lobby ws on request
v0.30.4
- Kick players when intent too large
v0.30.3
- add rate limits for intents
v0.30.2
- increase train spawn rate ~20%
- increase gold from trade ships
- Reduce territory color range for players on the same team
- minor tweaks to UI
v0.30.1
- fix: prevent old lobbies from appearing in the public games browser
🎉 OpenFront v30 Changelog 🎉
Hey everyone! We've got an giant update packed with new features, maps, UI improvements and fixes. Here's whats new:
🌟 Main New Features
- Three public lobbies - Homepage now shows separate FFA, Teams, and Special lobbies - Special always has between 1 and 4 modifiers (by @ryanbarlow97 and @evanpelle)
- See who's playing - Visible lobby player list and settings after joining a public game, just like in private lobbies - Plus improved connection speed & handling (by @ryanbarlow97)
- Trade ship meta updated - Trade ship cap raised from ~100 to ~400, enabled by last version's pathfinding performance improvements (by @evanpelle)
- Railroad snapping - Structures built over railroads now properly split and connect to the network (by @DevelopingTom)
- Train gold diminishing returns - Railroad income now decreases after the 5th city stop, preventing excessive gold from long city chains (by @evanpelle)
- 1v1 ranked config updated - Now uses original tournament format - 40% Australia, 20% Iceland, 20% Asia, 20% Europe Classic - 50% normal map size, 50% compact (by @FloPinguin)
- Attacker troop loss rebalance - Adresses attack loss imbalance (by @1brucben)
- Reconnection - Internet problems or accidentally reloaded the page? Reconnects are possible now (by @ryanbarlow97)
- Attack ratio panel redesign - Is now centered and combined with the units display, more compact and mobile-friendly (by @evanpelle and @hkio120)
- Player info panel moved to top - Redesigned, optimized for mobile (by @evanpelle)
- Mobile UI improvements - Fixed numerous layout issues on mobile: overlapping elements, cutoff panels, inconsistent spacing and borders, tap-to-close overlays, ... (by @FloPinguin)
- Configurable nation count - Slider (0–400) replaces "Disable Nations" toggle in singleplayer and private lobbies (by @FloPinguin)
- SAM cooldown increased - SAM cooldown raised from 7.5s to 12s to compensate for previous SAM targeting improvements (by @evanpelle)
🗺️ New Maps
- Alps ⛰️ - Large land-only map for pure land warfare, train trade only (by @TsProphet94)
- The Box 🟩 - Completely flat, large land-only map, train trade only (by @sardidefcon)
- Hawaii 🏝️ - The Hawaiian island chain with real volcanic terrain (by @gabigabogabu)
- Traders Dream 🏝️ - Island-heavy map focused on trade with two large islands (by @FloPinguin)
- Yenisei re-added 🏞️ - This map got removed a while ago (technical problems), returns at ~3x smaller size (by @Duwibi)
- San Francisco - Bay area map with 21 nations based on local cities and towns (by @RickD004)
- Arctic 🐻❄️ - North Pole-centered map with Cold War themed nations using azimuthal projection (by @RickD004)
- Nile Delta 🏞️ - Egyptian delta region including the Suez Canal (by @gabigabogabu)
- Passage 🏝️ - Long, thin island-filled map with naval choke points, great for contested sea warfare (by @bijx)
- Bosphorus Straits - Smaller Turkey-focused map centered on one of the world's key strategic waterways (by @TsProphet94)
- Bering Strait - Smaller map of the Alaska–Russia strait with an enlarged center island for strategic battles (by @TsProphet94)
- Aegean 🏛️ - Greek-Turkish map centered on the Aegean Sea with ancient city-state nations, designed for island-hopping naval warfare (by @RickD004)
🧪 Public Game Modifiers
- Crowded modifier - New modifier simulates a youtuber lobby, cramps 125 players onto a small map - Can you handle the chaos? (by @FloPinguin)
- 25M Starting Gold modifier - New modifier creates chaotic high-gold matches with 2.5 min spawn immunity for preparation (by @FloPinguin)
- Hard Nations modifier - New modifier makes nations tougher in 20% of HvN games (Because the medium difficulty got nerfed), also in some Non-HvN-games (by @FloPinguin)
- PVP immunity in 5M gold games - 30s immunity to prevent instant nuking (by @FloPinguin)
- Alliances Disabled modifier - New modifier: no alliances allowed, pure fear (by @FloPinguin)
- x2 Gold modifier - New modifier: double gold income for faster-paced games (by @FloPinguin)
⚔️ Gameplay Changes
- World map more frequent - World map now appears much more often in public game rotation (by @evanpelle)
- Baikal & Four Islands team games - Baikal now favors 2-team games and Four Islands favors 4-team games; both appear twice as often in team playlists (by @FloPinguin)
- Alliance renewal in radial menu - Extend expiring alliances directly from the radial menu (by @deshack)
- Railroad hover highlight - Hovering a railroad highlights the entire connected line (by @DevelopingTom)
- Transport retreat to nearest shore - Troop transports now path back to your closest owned shoreline instead of their original launch point (by @bijx)
- Disable alliances option - Private lobbies can now disable alliances entirely for pure free-for-all games (by @FloPinguin)
- Confirm building with Enter/NumPad - Buildings selected via hotkeys can now be placed with Enter instead of requiring a mouse click (by @wozniakpl)
- Configurable attack ratio increment - New settings dropdown to choose the step size when adjusting attack ratio via keybinds (by @Aotumuri)
- Requeue button for Ranked - "Play Again" button after ranked matches to instantly re-queue (by @Skigim)
- Public game nations - Switched public game nation difficulty from "Easy" to "Medium" - Because easy nations got nerfed a lot in v29.11 (by @FloPinguin)
- Reduce bot farming - Bots try to delete captured structures to prevent farming exploits (by @FloPinguin)
- Block nuking teammate structures - Nukes blocked if they'd hit a teammate's structure (that was possible by nuking oceans / rivers) (by @FloPinguin)
- No gold from inactive players - Conquering players who joined but never played (0 attacks executed) no longer gives gold (by @FloPinguin)
- Nuke trajectory shows alliance break - Trajectory accounts for SAMs that become hostile on launch (by @bibizu)
- Cancel nukes on alliance accept - Nukes cancelled however an alliance is accepted (by @deshack)
- Improved team colors - LCH color space for more distinguishable team variations (by @rubenperezrial)
- Accept alliance during cooldown - Accept incoming requests via radial menu even during cooldown (by @deshack)
- MIRV warheads land after death - Warheads continue separating even if launcher dies (by @VariableVince)
- Nuke wars necessities: disable boats & team spawn zones - Boats can now be disabled; Four Islands (2 teams / 4 teams) & Baikal Nuke Wars (2 teams) maps support team spawn zones for random spawn (by @FloPinguin)
- Coordinate grid overlay - Hold spacebar to see an A–J / 1–N grid for easily calling out map positions to friends. Toggleable in settings (by @bijx)
- Quick chat: "Stop trading with all" - New chat option to ask a player to disable their trade-with-all setting (by @DeLoWaN)
🧠 Nation (AI) Improvements
- Nation difficulty rebalance - Cleaner steps, more beginner-friendly: Medium and Hard is easier now (by @FloPinguin)
- Nations overwhelm SAMs - On Impossible, nations can coordinate bomb salvos to destroy enemy SAMs (by @FloPinguin)
- Nation building upgrading - Nations can upgrade buildings and have improved difficulty-based build orders, they no longer have problems with high starting gold (by @FloPinguin)
- Smarter factory placement - Nations place factories to bridge rail networks and reach trade partners - The higher the difficulty, the smarter they are (by @deshack)
- Various nation improvements - Nations can wave 👋, ship destruction affects relation, smarter embargo/alliance logic, nations prioritize bots with structures, they no longer double-MIRV (by @FloPinguin)
- Nations reject spawn-phase alliances - Nations now reject alliance requests made during the spawn phase, fixing an exploit (by @deshack)
🐛 Bug Fixes
- Fix nation spawnkilling - Nations get 5s spawn immunity and attack earlier (by @FloPinguin)
- Ally won't annex dead defender tiles - Allies no longer accidentally take your last tiles (by @VariableVince)
- Remove alliances on death - Alliances properly cleaned up when a player dies (by @VariableVince)
- SAM targeting fix - Fixed stacked SAMs only engaging one nuke, letting others slip through (by @abdallahbahrawi1)
- Random spawn avoids water - No more reduced start tiles because of bad random spawns (by @mepoohsta)
- "Spectate" when dead on winning team - Correct button text now shows for dead winners (Instead of "Keep playing") (by @GhadiSaab)
- Multi-tab detection during replays - Multi-tab detection no longer falsely triggers when watching replays (by @FloPinguin)
- Compact map player count - Fixed incorrect public game player cap calculation for compact maps (by @FloPinguin)
- Long game save - Games now save at 170 minutes before the 3-hour server kill, so long matches retain a valid replay (by @ryanbarlow97)
- Username update on rejoin - Players who change their name and rejoin a lobby now see it correctly updated pre-game (by @ryanbarlow97)
🎨 UI/UX Improvements
- Bots renamed to Tribes - "Bots" are now called "Tr...
v0.30.5
v0.30.5
- Fix duplicate game creation when opening private lobby (#3423)
- Kill and restart workers when IPC send fails
- terminate public lobby ws on request
v0.30.4
- Kick players when intent too large
v0.30.3
- add rate limits for intents
v0.30.2
- increase train spawn rate ~20%
- increase gold from trade ships
- Reduce territory color range for players on the same team
- minor tweaks to UI
v0.30.1
- fix: prevent old lobbies from appearing in the public games browser
🎉 OpenFront v30 Changelog 🎉
Hey everyone! We've got an giant update packed with new features, maps, UI improvements and fixes. Here's whats new:
🌟 Main New Features
- Three public lobbies - Homepage now shows separate FFA, Teams, and Special lobbies - Special always has between 1 and 4 modifiers (by @ryanbarlow97 and @evanpelle)
- See who's playing - Visible lobby player list and settings after joining a public game, just like in private lobbies - Plus improved connection speed & handling (by @ryanbarlow97)
- Trade ship meta updated - Trade ship cap raised from ~100 to ~400, enabled by last version's pathfinding performance improvements (by @evanpelle)
- Railroad snapping - Structures built over railroads now properly split and connect to the network (by @DevelopingTom)
- Train gold diminishing returns - Railroad income now decreases after the 5th city stop, preventing excessive gold from long city chains (by @evanpelle)
- 1v1 ranked config updated - Now uses original tournament format - 40% Australia, 20% Iceland, 20% Asia, 20% Europe Classic - 50% normal map size, 50% compact (by @FloPinguin)
- Attacker troop loss rebalance - Adresses attack loss imbalance (by @1brucben)
- Reconnection - Internet problems or accidentally reloaded the page? Reconnects are possible now (by @ryanbarlow97)
- Attack ratio panel redesign - Is now centered and combined with the units display, more compact and mobile-friendly (by @evanpelle and @hkio120)
- Player info panel moved to top - Redesigned, optimized for mobile (by @evanpelle)
- Mobile UI improvements - Fixed numerous layout issues on mobile: overlapping elements, cutoff panels, inconsistent spacing and borders, tap-to-close overlays, ... (by @FloPinguin)
- Configurable nation count - Slider (0–400) replaces "Disable Nations" toggle in singleplayer and private lobbies (by @FloPinguin)
- SAM cooldown increased - SAM cooldown raised from 7.5s to 12s to compensate for previous SAM targeting improvements (by @evanpelle)
🗺️ New Maps
- Alps ⛰️ - Large land-only map for pure land warfare, train trade only (by @TsProphet94)
- The Box 🟩 - Completely flat, large land-only map, train trade only (by @sardidefcon)
- Hawaii 🏝️ - The Hawaiian island chain with real volcanic terrain (by @gabigabogabu)
- Traders Dream 🏝️ - Island-heavy map focused on trade with two large islands (by @FloPinguin)
- Yenisei re-added 🏞️ - This map got removed a while ago (technical problems), returns at ~3x smaller size (by @Duwibi)
- San Francisco - Bay area map with 21 nations based on local cities and towns (by @RickD004)
- Arctic 🐻❄️ - North Pole-centered map with Cold War themed nations using azimuthal projection (by @RickD004)
- Nile Delta 🏞️ - Egyptian delta region including the Suez Canal (by @gabigabogabu)
- Passage 🏝️ - Long, thin island-filled map with naval choke points, great for contested sea warfare (by @bijx)
- Bosphorus Straits - Smaller Turkey-focused map centered on one of the world's key strategic waterways (by @TsProphet94)
- Bering Strait - Smaller map of the Alaska–Russia strait with an enlarged center island for strategic battles (by @TsProphet94)
- Aegean 🏛️ - Greek-Turkish map centered on the Aegean Sea with ancient city-state nations, designed for island-hopping naval warfare (by @RickD004)
🧪 Public Game Modifiers
- Crowded modifier - New modifier simulates a youtuber lobby, cramps 125 players onto a small map - Can you handle the chaos? (by @FloPinguin)
- 25M Starting Gold modifier - New modifier creates chaotic high-gold matches with 2.5 min spawn immunity for preparation (by @FloPinguin)
- Hard Nations modifier - New modifier makes nations tougher in 20% of HvN games (Because the medium difficulty got nerfed), also in some Non-HvN-games (by @FloPinguin)
- PVP immunity in 5M gold games - 30s immunity to prevent instant nuking (by @FloPinguin)
- Alliances Disabled modifier - New modifier: no alliances allowed, pure fear (by @FloPinguin)
- x2 Gold modifier - New modifier: double gold income for faster-paced games (by @FloPinguin)
⚔️ Gameplay Changes
- World map more frequent - World map now appears much more often in public game rotation (by @evanpelle)
- Baikal & Four Islands team games - Baikal now favors 2-team games and Four Islands favors 4-team games; both appear twice as often in team playlists (by @FloPinguin)
- Alliance renewal in radial menu - Extend expiring alliances directly from the radial menu (by @deshack)
- Railroad hover highlight - Hovering a railroad highlights the entire connected line (by @DevelopingTom)
- Transport retreat to nearest shore - Troop transports now path back to your closest owned shoreline instead of their original launch point (by @bijx)
- Disable alliances option - Private lobbies can now disable alliances entirely for pure free-for-all games (by @FloPinguin)
- Confirm building with Enter/NumPad - Buildings selected via hotkeys can now be placed with Enter instead of requiring a mouse click (by @wozniakpl)
- Configurable attack ratio increment - New settings dropdown to choose the step size when adjusting attack ratio via keybinds (by @Aotumuri)
- Requeue button for Ranked - "Play Again" button after ranked matches to instantly re-queue (by @Skigim)
- Public game nations - Switched public game nation difficulty from "Easy" to "Medium" - Because easy nations got nerfed a lot in v29.11 (by @FloPinguin)
- Reduce bot farming - Bots try to delete captured structures to prevent farming exploits (by @FloPinguin)
- Block nuking teammate structures - Nukes blocked if they'd hit a teammate's structure (that was possible by nuking oceans / rivers) (by @FloPinguin)
- No gold from inactive players - Conquering players who joined but never played (0 attacks executed) no longer gives gold (by @FloPinguin)
- Nuke trajectory shows alliance break - Trajectory accounts for SAMs that become hostile on launch (by @bibizu)
- Cancel nukes on alliance accept - Nukes cancelled however an alliance is accepted (by @deshack)
- Improved team colors - LCH color space for more distinguishable team variations (by @rubenperezrial)
- Accept alliance during cooldown - Accept incoming requests via radial menu even during cooldown (by @deshack)
- MIRV warheads land after death - Warheads continue separating even if launcher dies (by @VariableVince)
- Nuke wars necessities: disable boats & team spawn zones - Boats can now be disabled; Four Islands (2 teams / 4 teams) & Baikal Nuke Wars (2 teams) maps support team spawn zones for random spawn (by @FloPinguin)
- Coordinate grid overlay - Hold spacebar to see an A–J / 1–N grid for easily calling out map positions to friends. Toggleable in settings (by @bijx)
- Quick chat: "Stop trading with all" - New chat option to ask a player to disable their trade-with-all setting (by @DeLoWaN)
🧠 Nation (AI) Improvements
- Nation difficulty rebalance - Cleaner steps, more beginner-friendly: Medium and Hard is easier now (by @FloPinguin)
- Nations overwhelm SAMs - On Impossible, nations can coordinate bomb salvos to destroy enemy SAMs (by @FloPinguin)
- Nation building upgrading - Nations can upgrade buildings and have improved difficulty-based build orders, they no longer have problems with high starting gold (by @FloPinguin)
- Smarter factory placement - Nations place factories to bridge rail networks and reach trade partners - The higher the difficulty, the smarter they are (by @deshack)
- Various nation improvements - Nations can wave 👋, ship destruction affects relation, smarter embargo/alliance logic, nations prioritize bots with structures, they no longer double-MIRV (by @FloPinguin)
- Nations reject spawn-phase alliances - Nations now reject alliance requests made during the spawn phase, fixing an exploit (by @deshack)
🐛 Bug Fixes
- Fix nation spawnkilling - Nations get 5s spawn immunity and attack earlier (by @FloPinguin)
- Ally won't annex dead defender tiles - Allies no longer accidentally take your last tiles (by @VariableVince)
- Remove alliances on death - Alliances properly cleaned up when a player dies (by @VariableVince)
- SAM targeting fix - Fixed stacked SAMs only engaging one nuke, letting others slip through (by @abdallahbahrawi1)
- Random spawn avoids water - No more reduced start tiles because of bad random spawns (by @mepoohsta)
- "Spectate" when dead on winning team - Correct button text now shows for dead winners (Instead of "Keep playing") (by @GhadiSaab)
- Multi-tab detection during replays - Multi-tab detection no longer falsely triggers when watching replays (by @FloPinguin)
- Compact map player count - Fixed incorrect public game player cap calculation for compact maps (by @FloPinguin)
- Long game save - Games now save at 170 minutes before the 3-hour server kill, so long matches retain a valid replay (by @ryanbarlow97)
- Username update on rejoin - Players who change their name and rejoin a lobby now see it correctly updated pre-game (by @ryanbarlow97)
🎨 UI/UX Improvements
- Bots renamed to Tribes - "Bots" are now called "Tribes" across the UI (by @VariableVince)
- Kick players in-game - Lobby creat...
v0.30.4
v0.30.4
- Kick players when intent too large
v0.30.3
- add rate limits for intents
v0.30.2
- increase train spawn rate ~20%
- increase gold from trade ships
- Reduce territory color range for players on the same team
- minor tweaks to UI
v0.30.1
- fix: prevent old lobbies from appearing in the public games browser
🎉 OpenFront v30 Changelog 🎉
Hey everyone! We've got an giant update packed with new features, maps, UI improvements and fixes. Here's whats new:
🌟 Main New Features
- Three public lobbies - Homepage now shows separate FFA, Teams, and Special lobbies - Special always has between 1 and 4 modifiers (by @ryanbarlow97 and @evanpelle)
- See who's playing - Visible lobby player list and settings after joining a public game, just like in private lobbies - Plus improved connection speed & handling (by @ryanbarlow97)
- Trade ship meta updated - Trade ship cap raised from ~100 to ~400, enabled by last version's pathfinding performance improvements (by @evanpelle)
- Railroad snapping - Structures built over railroads now properly split and connect to the network (by @DevelopingTom)
- Train gold diminishing returns - Railroad income now decreases after the 5th city stop, preventing excessive gold from long city chains (by @evanpelle)
- 1v1 ranked config updated - Now uses original tournament format - 40% Australia, 20% Iceland, 20% Asia, 20% Europe Classic - 50% normal map size, 50% compact (by @FloPinguin)
- Attacker troop loss rebalance - Adresses attack loss imbalance (by @1brucben)
- Reconnection - Internet problems or accidentally reloaded the page? Reconnects are possible now (by @ryanbarlow97)
- Attack ratio panel redesign - Is now centered and combined with the units display, more compact and mobile-friendly (by @evanpelle and @hkio120)
- Player info panel moved to top - Redesigned, optimized for mobile (by @evanpelle)
- Mobile UI improvements - Fixed numerous layout issues on mobile: overlapping elements, cutoff panels, inconsistent spacing and borders, tap-to-close overlays, ... (by @FloPinguin)
- Configurable nation count - Slider (0–400) replaces "Disable Nations" toggle in singleplayer and private lobbies (by @FloPinguin)
- SAM cooldown increased - SAM cooldown raised from 7.5s to 12s to compensate for previous SAM targeting improvements (by @evanpelle)
🗺️ New Maps
- Alps ⛰️ - Large land-only map for pure land warfare, train trade only (by @TsProphet94)
- The Box 🟩 - Completely flat, large land-only map, train trade only (by @sardidefcon)
- Hawaii 🏝️ - The Hawaiian island chain with real volcanic terrain (by @gabigabogabu)
- Traders Dream 🏝️ - Island-heavy map focused on trade with two large islands (by @FloPinguin)
- Yenisei re-added 🏞️ - This map got removed a while ago (technical problems), returns at ~3x smaller size (by @Duwibi)
- San Francisco - Bay area map with 21 nations based on local cities and towns (by @RickD004)
- Arctic 🐻❄️ - North Pole-centered map with Cold War themed nations using azimuthal projection (by @RickD004)
- Nile Delta 🏞️ - Egyptian delta region including the Suez Canal (by @gabigabogabu)
- Passage 🏝️ - Long, thin island-filled map with naval choke points, great for contested sea warfare (by @bijx)
- Bosphorus Straits - Smaller Turkey-focused map centered on one of the world's key strategic waterways (by @TsProphet94)
- Bering Strait - Smaller map of the Alaska–Russia strait with an enlarged center island for strategic battles (by @TsProphet94)
- Aegean 🏛️ - Greek-Turkish map centered on the Aegean Sea with ancient city-state nations, designed for island-hopping naval warfare (by @RickD004)
🧪 Public Game Modifiers
- Crowded modifier - New modifier simulates a youtuber lobby, cramps 125 players onto a small map - Can you handle the chaos? (by @FloPinguin)
- 25M Starting Gold modifier - New modifier creates chaotic high-gold matches with 2.5 min spawn immunity for preparation (by @FloPinguin)
- Hard Nations modifier - New modifier makes nations tougher in 20% of HvN games (Because the medium difficulty got nerfed), also in some Non-HvN-games (by @FloPinguin)
- PVP immunity in 5M gold games - 30s immunity to prevent instant nuking (by @FloPinguin)
- Alliances Disabled modifier - New modifier: no alliances allowed, pure fear (by @FloPinguin)
- x2 Gold modifier - New modifier: double gold income for faster-paced games (by @FloPinguin)
⚔️ Gameplay Changes
- World map more frequent - World map now appears much more often in public game rotation (by @evanpelle)
- Baikal & Four Islands team games - Baikal now favors 2-team games and Four Islands favors 4-team games; both appear twice as often in team playlists (by @FloPinguin)
- Alliance renewal in radial menu - Extend expiring alliances directly from the radial menu (by @deshack)
- Railroad hover highlight - Hovering a railroad highlights the entire connected line (by @DevelopingTom)
- Transport retreat to nearest shore - Troop transports now path back to your closest owned shoreline instead of their original launch point (by @bijx)
- Disable alliances option - Private lobbies can now disable alliances entirely for pure free-for-all games (by @FloPinguin)
- Confirm building with Enter/NumPad - Buildings selected via hotkeys can now be placed with Enter instead of requiring a mouse click (by @wozniakpl)
- Configurable attack ratio increment - New settings dropdown to choose the step size when adjusting attack ratio via keybinds (by @Aotumuri)
- Requeue button for Ranked - "Play Again" button after ranked matches to instantly re-queue (by @Skigim)
- Public game nations - Switched public game nation difficulty from "Easy" to "Medium" - Because easy nations got nerfed a lot in v29.11 (by @FloPinguin)
- Reduce bot farming - Bots try to delete captured structures to prevent farming exploits (by @FloPinguin)
- Block nuking teammate structures - Nukes blocked if they'd hit a teammate's structure (that was possible by nuking oceans / rivers) (by @FloPinguin)
- No gold from inactive players - Conquering players who joined but never played (0 attacks executed) no longer gives gold (by @FloPinguin)
- Nuke trajectory shows alliance break - Trajectory accounts for SAMs that become hostile on launch (by @bibizu)
- Cancel nukes on alliance accept - Nukes cancelled however an alliance is accepted (by @deshack)
- Improved team colors - LCH color space for more distinguishable team variations (by @rubenperezrial)
- Accept alliance during cooldown - Accept incoming requests via radial menu even during cooldown (by @deshack)
- MIRV warheads land after death - Warheads continue separating even if launcher dies (by @VariableVince)
- Nuke wars necessities: disable boats & team spawn zones - Boats can now be disabled; Four Islands (2 teams / 4 teams) & Baikal Nuke Wars (2 teams) maps support team spawn zones for random spawn (by @FloPinguin)
- Coordinate grid overlay - Hold spacebar to see an A–J / 1–N grid for easily calling out map positions to friends. Toggleable in settings (by @bijx)
- Quick chat: "Stop trading with all" - New chat option to ask a player to disable their trade-with-all setting (by @DeLoWaN)
🧠 Nation (AI) Improvements
- Nation difficulty rebalance - Cleaner steps, more beginner-friendly: Medium and Hard is easier now (by @FloPinguin)
- Nations overwhelm SAMs - On Impossible, nations can coordinate bomb salvos to destroy enemy SAMs (by @FloPinguin)
- Nation building upgrading - Nations can upgrade buildings and have improved difficulty-based build orders, they no longer have problems with high starting gold (by @FloPinguin)
- Smarter factory placement - Nations place factories to bridge rail networks and reach trade partners - The higher the difficulty, the smarter they are (by @deshack)
- Various nation improvements - Nations can wave 👋, ship destruction affects relation, smarter embargo/alliance logic, nations prioritize bots with structures, they no longer double-MIRV (by @FloPinguin)
- Nations reject spawn-phase alliances - Nations now reject alliance requests made during the spawn phase, fixing an exploit (by @deshack)
🐛 Bug Fixes
- Fix nation spawnkilling - Nations get 5s spawn immunity and attack earlier (by @FloPinguin)
- Ally won't annex dead defender tiles - Allies no longer accidentally take your last tiles (by @VariableVince)
- Remove alliances on death - Alliances properly cleaned up when a player dies (by @VariableVince)
- SAM targeting fix - Fixed stacked SAMs only engaging one nuke, letting others slip through (by @abdallahbahrawi1)
- Random spawn avoids water - No more reduced start tiles because of bad random spawns (by @mepoohsta)
- "Spectate" when dead on winning team - Correct button text now shows for dead winners (Instead of "Keep playing") (by @GhadiSaab)
- Multi-tab detection during replays - Multi-tab detection no longer falsely triggers when watching replays (by @FloPinguin)
- Compact map player count - Fixed incorrect public game player cap calculation for compact maps (by @FloPinguin)
- Long game save - Games now save at 170 minutes before the 3-hour server kill, so long matches retain a valid replay (by @ryanbarlow97)
- Username update on rejoin - Players who change their name and rejoin a lobby now see it correctly updated pre-game (by @ryanbarlow97)
🎨 UI/UX Improvements
- Bots renamed to Tribes - "Bots" are now called "Tribes" across the UI (by @VariableVince)
- Kick players in-game - Lobby creators can kick players mid-game (by @MitchZinck)
- Attacks display panel - Attacks now shown above the attack ratio panel, separate from events (by @evanpelle)
- **G...
v0.30.3
v0.30.3
- add rate limits for intents
v0.30.2
- increase train spawn rate ~20%
- increase gold from trade ships
- Reduce territory color range for players on the same team
- minor tweaks to UI
v0.30.1
- fix: prevent old lobbies from appearing in the public games browser
🎉 OpenFront v30 Changelog 🎉
Hey everyone! We've got an giant update packed with new features, maps, UI improvements and fixes. Here's whats new:
🌟 Main New Features
- Three public lobbies - Homepage now shows separate FFA, Teams, and Special lobbies - Special always has between 1 and 4 modifiers (by @ryanbarlow97 and @evanpelle)
- See who's playing - Visible lobby player list and settings after joining a public game, just like in private lobbies - Plus improved connection speed & handling (by @ryanbarlow97)
- Trade ship meta updated - Trade ship cap raised from ~100 to ~400, enabled by last version's pathfinding performance improvements (by @evanpelle)
- Railroad snapping - Structures built over railroads now properly split and connect to the network (by @DevelopingTom)
- Train gold diminishing returns - Railroad income now decreases after the 5th city stop, preventing excessive gold from long city chains (by @evanpelle)
- 1v1 ranked config updated - Now uses original tournament format - 40% Australia, 20% Iceland, 20% Asia, 20% Europe Classic - 50% normal map size, 50% compact (by @FloPinguin)
- Attacker troop loss rebalance - Adresses attack loss imbalance (by @1brucben)
- Reconnection - Internet problems or accidentally reloaded the page? Reconnects are possible now (by @ryanbarlow97)
- Attack ratio panel redesign - Is now centered and combined with the units display, more compact and mobile-friendly (by @evanpelle and @hkio120)
- Player info panel moved to top - Redesigned, optimized for mobile (by @evanpelle)
- Mobile UI improvements - Fixed numerous layout issues on mobile: overlapping elements, cutoff panels, inconsistent spacing and borders, tap-to-close overlays, ... (by @FloPinguin)
- Configurable nation count - Slider (0–400) replaces "Disable Nations" toggle in singleplayer and private lobbies (by @FloPinguin)
- SAM cooldown increased - SAM cooldown raised from 7.5s to 12s to compensate for previous SAM targeting improvements (by @evanpelle)
🗺️ New Maps
- Alps ⛰️ - Large land-only map for pure land warfare, train trade only (by @TsProphet94)
- The Box 🟩 - Completely flat, large land-only map, train trade only (by @sardidefcon)
- Hawaii 🏝️ - The Hawaiian island chain with real volcanic terrain (by @gabigabogabu)
- Traders Dream 🏝️ - Island-heavy map focused on trade with two large islands (by @FloPinguin)
- Yenisei re-added 🏞️ - This map got removed a while ago (technical problems), returns at ~3x smaller size (by @Duwibi)
- San Francisco - Bay area map with 21 nations based on local cities and towns (by @RickD004)
- Arctic 🐻❄️ - North Pole-centered map with Cold War themed nations using azimuthal projection (by @RickD004)
- Nile Delta 🏞️ - Egyptian delta region including the Suez Canal (by @gabigabogabu)
- Passage 🏝️ - Long, thin island-filled map with naval choke points, great for contested sea warfare (by @bijx)
- Bosphorus Straits - Smaller Turkey-focused map centered on one of the world's key strategic waterways (by @TsProphet94)
- Bering Strait - Smaller map of the Alaska–Russia strait with an enlarged center island for strategic battles (by @TsProphet94)
- Aegean 🏛️ - Greek-Turkish map centered on the Aegean Sea with ancient city-state nations, designed for island-hopping naval warfare (by @RickD004)
🧪 Public Game Modifiers
- Crowded modifier - New modifier simulates a youtuber lobby, cramps 125 players onto a small map - Can you handle the chaos? (by @FloPinguin)
- 25M Starting Gold modifier - New modifier creates chaotic high-gold matches with 2.5 min spawn immunity for preparation (by @FloPinguin)
- Hard Nations modifier - New modifier makes nations tougher in 20% of HvN games (Because the medium difficulty got nerfed), also in some Non-HvN-games (by @FloPinguin)
- PVP immunity in 5M gold games - 30s immunity to prevent instant nuking (by @FloPinguin)
- Alliances Disabled modifier - New modifier: no alliances allowed, pure fear (by @FloPinguin)
- x2 Gold modifier - New modifier: double gold income for faster-paced games (by @FloPinguin)
⚔️ Gameplay Changes
- World map more frequent - World map now appears much more often in public game rotation (by @evanpelle)
- Baikal & Four Islands team games - Baikal now favors 2-team games and Four Islands favors 4-team games; both appear twice as often in team playlists (by @FloPinguin)
- Alliance renewal in radial menu - Extend expiring alliances directly from the radial menu (by @deshack)
- Railroad hover highlight - Hovering a railroad highlights the entire connected line (by @DevelopingTom)
- Transport retreat to nearest shore - Troop transports now path back to your closest owned shoreline instead of their original launch point (by @bijx)
- Disable alliances option - Private lobbies can now disable alliances entirely for pure free-for-all games (by @FloPinguin)
- Confirm building with Enter/NumPad - Buildings selected via hotkeys can now be placed with Enter instead of requiring a mouse click (by @wozniakpl)
- Configurable attack ratio increment - New settings dropdown to choose the step size when adjusting attack ratio via keybinds (by @Aotumuri)
- Requeue button for Ranked - "Play Again" button after ranked matches to instantly re-queue (by @Skigim)
- Public game nations - Switched public game nation difficulty from "Easy" to "Medium" - Because easy nations got nerfed a lot in v29.11 (by @FloPinguin)
- Reduce bot farming - Bots try to delete captured structures to prevent farming exploits (by @FloPinguin)
- Block nuking teammate structures - Nukes blocked if they'd hit a teammate's structure (that was possible by nuking oceans / rivers) (by @FloPinguin)
- No gold from inactive players - Conquering players who joined but never played (0 attacks executed) no longer gives gold (by @FloPinguin)
- Nuke trajectory shows alliance break - Trajectory accounts for SAMs that become hostile on launch (by @bibizu)
- Cancel nukes on alliance accept - Nukes cancelled however an alliance is accepted (by @deshack)
- Improved team colors - LCH color space for more distinguishable team variations (by @rubenperezrial)
- Accept alliance during cooldown - Accept incoming requests via radial menu even during cooldown (by @deshack)
- MIRV warheads land after death - Warheads continue separating even if launcher dies (by @VariableVince)
- Nuke wars necessities: disable boats & team spawn zones - Boats can now be disabled; Four Islands (2 teams / 4 teams) & Baikal Nuke Wars (2 teams) maps support team spawn zones for random spawn (by @FloPinguin)
- Coordinate grid overlay - Hold spacebar to see an A–J / 1–N grid for easily calling out map positions to friends. Toggleable in settings (by @bijx)
- Quick chat: "Stop trading with all" - New chat option to ask a player to disable their trade-with-all setting (by @DeLoWaN)
🧠 Nation (AI) Improvements
- Nation difficulty rebalance - Cleaner steps, more beginner-friendly: Medium and Hard is easier now (by @FloPinguin)
- Nations overwhelm SAMs - On Impossible, nations can coordinate bomb salvos to destroy enemy SAMs (by @FloPinguin)
- Nation building upgrading - Nations can upgrade buildings and have improved difficulty-based build orders, they no longer have problems with high starting gold (by @FloPinguin)
- Smarter factory placement - Nations place factories to bridge rail networks and reach trade partners - The higher the difficulty, the smarter they are (by @deshack)
- Various nation improvements - Nations can wave 👋, ship destruction affects relation, smarter embargo/alliance logic, nations prioritize bots with structures, they no longer double-MIRV (by @FloPinguin)
- Nations reject spawn-phase alliances - Nations now reject alliance requests made during the spawn phase, fixing an exploit (by @deshack)
🐛 Bug Fixes
- Fix nation spawnkilling - Nations get 5s spawn immunity and attack earlier (by @FloPinguin)
- Ally won't annex dead defender tiles - Allies no longer accidentally take your last tiles (by @VariableVince)
- Remove alliances on death - Alliances properly cleaned up when a player dies (by @VariableVince)
- SAM targeting fix - Fixed stacked SAMs only engaging one nuke, letting others slip through (by @abdallahbahrawi1)
- Random spawn avoids water - No more reduced start tiles because of bad random spawns (by @mepoohsta)
- "Spectate" when dead on winning team - Correct button text now shows for dead winners (Instead of "Keep playing") (by @GhadiSaab)
- Multi-tab detection during replays - Multi-tab detection no longer falsely triggers when watching replays (by @FloPinguin)
- Compact map player count - Fixed incorrect public game player cap calculation for compact maps (by @FloPinguin)
- Long game save - Games now save at 170 minutes before the 3-hour server kill, so long matches retain a valid replay (by @ryanbarlow97)
- Username update on rejoin - Players who change their name and rejoin a lobby now see it correctly updated pre-game (by @ryanbarlow97)
🎨 UI/UX Improvements
- Bots renamed to Tribes - "Bots" are now called "Tribes" across the UI (by @VariableVince)
- Kick players in-game - Lobby creators can kick players mid-game (by @MitchZinck)
- Attacks display panel - Attacks now shown above the attack ratio panel, separate from events (by @evanpelle)
- Ghost railway preview - See railway connections befo...
v0.30.2
v0.30.2
- increase train spawn rate ~20%
- increase gold from trade ships
- Reduce territory color range for players on the same team
- minor tweaks to UI
v0.30.1
- fix: prevent old lobbies from appearing in the public games browser
🎉 OpenFront v30 Changelog 🎉
Hey everyone! We've got an giant update packed with new features, maps, UI improvements and fixes. Here's whats new:
🌟 Main New Features
- Three public lobbies - Homepage now shows separate FFA, Teams, and Special lobbies - Special always has between 1 and 4 modifiers (by @ryanbarlow97 and @evanpelle)
- See who's playing - Visible lobby player list and settings after joining a public game, just like in private lobbies - Plus improved connection speed & handling (by @ryanbarlow97)
- Trade ship meta updated - Trade ship cap raised from ~100 to ~400, enabled by last version's pathfinding performance improvements (by @evanpelle)
- Railroad snapping - Structures built over railroads now properly split and connect to the network (by @DevelopingTom)
- Train gold diminishing returns - Railroad income now decreases after the 5th city stop, preventing excessive gold from long city chains (by @evanpelle)
- 1v1 ranked config updated - Now uses original tournament format - 40% Australia, 20% Iceland, 20% Asia, 20% Europe Classic - 50% normal map size, 50% compact (by @FloPinguin)
- Attacker troop loss rebalance - Adresses attack loss imbalance (by @1brucben)
- Reconnection - Internet problems or accidentally reloaded the page? Reconnects are possible now (by @ryanbarlow97)
- Attack ratio panel redesign - Is now centered and combined with the units display, more compact and mobile-friendly (by @evanpelle and @hkio120)
- Player info panel moved to top - Redesigned, optimized for mobile (by @evanpelle)
- Mobile UI improvements - Fixed numerous layout issues on mobile: overlapping elements, cutoff panels, inconsistent spacing and borders, tap-to-close overlays, ... (by @FloPinguin)
- Configurable nation count - Slider (0–400) replaces "Disable Nations" toggle in singleplayer and private lobbies (by @FloPinguin)
- SAM cooldown increased - SAM cooldown raised from 7.5s to 12s to compensate for previous SAM targeting improvements (by @evanpelle)
🗺️ New Maps
- Alps ⛰️ - Large land-only map for pure land warfare, train trade only (by @TsProphet94)
- The Box 🟩 - Completely flat, large land-only map, train trade only (by @sardidefcon)
- Hawaii 🏝️ - The Hawaiian island chain with real volcanic terrain (by @gabigabogabu)
- Traders Dream 🏝️ - Island-heavy map focused on trade with two large islands (by @FloPinguin)
- Yenisei re-added 🏞️ - This map got removed a while ago (technical problems), returns at ~3x smaller size (by @Duwibi)
- San Francisco - Bay area map with 21 nations based on local cities and towns (by @RickD004)
- Arctic 🐻❄️ - North Pole-centered map with Cold War themed nations using azimuthal projection (by @RickD004)
- Nile Delta 🏞️ - Egyptian delta region including the Suez Canal (by @gabigabogabu)
- Passage 🏝️ - Long, thin island-filled map with naval choke points, great for contested sea warfare (by @bijx)
- Bosphorus Straits - Smaller Turkey-focused map centered on one of the world's key strategic waterways (by @TsProphet94)
- Bering Strait - Smaller map of the Alaska–Russia strait with an enlarged center island for strategic battles (by @TsProphet94)
- Aegean 🏛️ - Greek-Turkish map centered on the Aegean Sea with ancient city-state nations, designed for island-hopping naval warfare (by @RickD004)
🧪 Public Game Modifiers
- Crowded modifier - New modifier simulates a youtuber lobby, cramps 125 players onto a small map - Can you handle the chaos? (by @FloPinguin)
- 25M Starting Gold modifier - New modifier creates chaotic high-gold matches with 2.5 min spawn immunity for preparation (by @FloPinguin)
- Hard Nations modifier - New modifier makes nations tougher in 20% of HvN games (Because the medium difficulty got nerfed), also in some Non-HvN-games (by @FloPinguin)
- PVP immunity in 5M gold games - 30s immunity to prevent instant nuking (by @FloPinguin)
- Alliances Disabled modifier - New modifier: no alliances allowed, pure fear (by @FloPinguin)
- x2 Gold modifier - New modifier: double gold income for faster-paced games (by @FloPinguin)
⚔️ Gameplay Changes
- World map more frequent - World map now appears much more often in public game rotation (by @evanpelle)
- Baikal & Four Islands team games - Baikal now favors 2-team games and Four Islands favors 4-team games; both appear twice as often in team playlists (by @FloPinguin)
- Alliance renewal in radial menu - Extend expiring alliances directly from the radial menu (by @deshack)
- Railroad hover highlight - Hovering a railroad highlights the entire connected line (by @DevelopingTom)
- Transport retreat to nearest shore - Troop transports now path back to your closest owned shoreline instead of their original launch point (by @bijx)
- Disable alliances option - Private lobbies can now disable alliances entirely for pure free-for-all games (by @FloPinguin)
- Confirm building with Enter/NumPad - Buildings selected via hotkeys can now be placed with Enter instead of requiring a mouse click (by @wozniakpl)
- Configurable attack ratio increment - New settings dropdown to choose the step size when adjusting attack ratio via keybinds (by @Aotumuri)
- Requeue button for Ranked - "Play Again" button after ranked matches to instantly re-queue (by @Skigim)
- Public game nations - Switched public game nation difficulty from "Easy" to "Medium" - Because easy nations got nerfed a lot in v29.11 (by @FloPinguin)
- Reduce bot farming - Bots try to delete captured structures to prevent farming exploits (by @FloPinguin)
- Block nuking teammate structures - Nukes blocked if they'd hit a teammate's structure (that was possible by nuking oceans / rivers) (by @FloPinguin)
- No gold from inactive players - Conquering players who joined but never played (0 attacks executed) no longer gives gold (by @FloPinguin)
- Nuke trajectory shows alliance break - Trajectory accounts for SAMs that become hostile on launch (by @bibizu)
- Cancel nukes on alliance accept - Nukes cancelled however an alliance is accepted (by @deshack)
- Improved team colors - LCH color space for more distinguishable team variations (by @rubenperezrial)
- Accept alliance during cooldown - Accept incoming requests via radial menu even during cooldown (by @deshack)
- MIRV warheads land after death - Warheads continue separating even if launcher dies (by @VariableVince)
- Nuke wars necessities: disable boats & team spawn zones - Boats can now be disabled; Four Islands (2 teams / 4 teams) & Baikal Nuke Wars (2 teams) maps support team spawn zones for random spawn (by @FloPinguin)
- Coordinate grid overlay - Hold spacebar to see an A–J / 1–N grid for easily calling out map positions to friends. Toggleable in settings (by @bijx)
- Quick chat: "Stop trading with all" - New chat option to ask a player to disable their trade-with-all setting (by @DeLoWaN)
🧠 Nation (AI) Improvements
- Nation difficulty rebalance - Cleaner steps, more beginner-friendly: Medium and Hard is easier now (by @FloPinguin)
- Nations overwhelm SAMs - On Impossible, nations can coordinate bomb salvos to destroy enemy SAMs (by @FloPinguin)
- Nation building upgrading - Nations can upgrade buildings and have improved difficulty-based build orders, they no longer have problems with high starting gold (by @FloPinguin)
- Smarter factory placement - Nations place factories to bridge rail networks and reach trade partners - The higher the difficulty, the smarter they are (by @deshack)
- Various nation improvements - Nations can wave 👋, ship destruction affects relation, smarter embargo/alliance logic, nations prioritize bots with structures, they no longer double-MIRV (by @FloPinguin)
- Nations reject spawn-phase alliances - Nations now reject alliance requests made during the spawn phase, fixing an exploit (by @deshack)
🐛 Bug Fixes
- Fix nation spawnkilling - Nations get 5s spawn immunity and attack earlier (by @FloPinguin)
- Ally won't annex dead defender tiles - Allies no longer accidentally take your last tiles (by @VariableVince)
- Remove alliances on death - Alliances properly cleaned up when a player dies (by @VariableVince)
- SAM targeting fix - Fixed stacked SAMs only engaging one nuke, letting others slip through (by @abdallahbahrawi1)
- Random spawn avoids water - No more reduced start tiles because of bad random spawns (by @mepoohsta)
- "Spectate" when dead on winning team - Correct button text now shows for dead winners (Instead of "Keep playing") (by @GhadiSaab)
- Multi-tab detection during replays - Multi-tab detection no longer falsely triggers when watching replays (by @FloPinguin)
- Compact map player count - Fixed incorrect public game player cap calculation for compact maps (by @FloPinguin)
- Long game save - Games now save at 170 minutes before the 3-hour server kill, so long matches retain a valid replay (by @ryanbarlow97)
- Username update on rejoin - Players who change their name and rejoin a lobby now see it correctly updated pre-game (by @ryanbarlow97)
🎨 UI/UX Improvements
- Bots renamed to Tribes - "Bots" are now called "Tribes" across the UI (by @VariableVince)
- Kick players in-game - Lobby creators can kick players mid-game (by @MitchZinck)
- Attacks display panel - Attacks now shown above the attack ratio panel, separate from events (by @evanpelle)
- Ghost railway preview - See railway connections before placing a city or port (by @deshack)
- **L...
v0.30.1
v0.30.1
- fix: prevent old lobbies from appearing in the public games browser
🎉 OpenFront v30 Changelog 🎉
Hey everyone! We've got an giant update packed with new features, maps, UI improvements and fixes. Here's whats new:
🌟 Main New Features
- Three public lobbies - Homepage now shows separate FFA, Teams, and Special lobbies - Special always has between 1 and 4 modifiers (by @ryanbarlow97 and @evanpelle)
- See who's playing - Visible lobby player list and settings after joining a public game, just like in private lobbies - Plus improved connection speed & handling (by @ryanbarlow97)
- Trade ship meta updated - Trade ship cap raised from ~100 to ~400, enabled by last version's pathfinding performance improvements (by @evanpelle)
- Railroad snapping - Structures built over railroads now properly split and connect to the network (by @DevelopingTom)
- Train gold diminishing returns - Railroad income now decreases after the 5th city stop, preventing excessive gold from long city chains (by @evanpelle)
- 1v1 ranked config updated - Now uses original tournament format - 40% Australia, 20% Iceland, 20% Asia, 20% Europe Classic - 50% normal map size, 50% compact (by @FloPinguin)
- Attacker troop loss rebalance - Adresses attack loss imbalance (by @1brucben)
- Reconnection - Internet problems or accidentally reloaded the page? Reconnects are possible now (by @ryanbarlow97)
- Attack ratio panel redesign - Is now centered and combined with the units display, more compact and mobile-friendly (by @evanpelle and @hkio120)
- Player info panel moved to top - Redesigned, optimized for mobile (by @evanpelle)
- Mobile UI improvements - Fixed numerous layout issues on mobile: overlapping elements, cutoff panels, inconsistent spacing and borders, tap-to-close overlays, ... (by @FloPinguin)
- Configurable nation count - Slider (0–400) replaces "Disable Nations" toggle in singleplayer and private lobbies (by @FloPinguin)
- SAM cooldown increased - SAM cooldown raised from 7.5s to 12s to compensate for previous SAM targeting improvements (by @evanpelle)
🗺️ New Maps
- Alps ⛰️ - Large land-only map for pure land warfare, train trade only (by @TsProphet94)
- The Box 🟩 - Completely flat, large land-only map, train trade only (by @sardidefcon)
- Hawaii 🏝️ - The Hawaiian island chain with real volcanic terrain (by @gabigabogabu)
- Traders Dream 🏝️ - Island-heavy map focused on trade with two large islands (by @FloPinguin)
- Yenisei re-added 🏞️ - This map got removed a while ago (technical problems), returns at ~3x smaller size (by @Duwibi)
- San Francisco - Bay area map with 21 nations based on local cities and towns (by @RickD004)
- Arctic 🐻❄️ - North Pole-centered map with Cold War themed nations using azimuthal projection (by @RickD004)
- Nile Delta 🏞️ - Egyptian delta region including the Suez Canal (by @gabigabogabu)
- Passage 🏝️ - Long, thin island-filled map with naval choke points, great for contested sea warfare (by @bijx)
- Bosphorus Straits - Smaller Turkey-focused map centered on one of the world's key strategic waterways (by @TsProphet94)
- Bering Strait - Smaller map of the Alaska–Russia strait with an enlarged center island for strategic battles (by @TsProphet94)
- Aegean 🏛️ - Greek-Turkish map centered on the Aegean Sea with ancient city-state nations, designed for island-hopping naval warfare (by @RickD004)
🧪 Public Game Modifiers
- Crowded modifier - New modifier simulates a youtuber lobby, cramps 125 players onto a small map - Can you handle the chaos? (by @FloPinguin)
- 25M Starting Gold modifier - New modifier creates chaotic high-gold matches with 2.5 min spawn immunity for preparation (by @FloPinguin)
- Hard Nations modifier - New modifier makes nations tougher in 20% of HvN games (Because the medium difficulty got nerfed), also in some Non-HvN-games (by @FloPinguin)
- PVP immunity in 5M gold games - 30s immunity to prevent instant nuking (by @FloPinguin)
- Alliances Disabled modifier - New modifier: no alliances allowed, pure fear (by @FloPinguin)
- x2 Gold modifier - New modifier: double gold income for faster-paced games (by @FloPinguin)
⚔️ Gameplay Changes
- World map more frequent - World map now appears much more often in public game rotation (by @evanpelle)
- Baikal & Four Islands team games - Baikal now favors 2-team games and Four Islands favors 4-team games; both appear twice as often in team playlists (by @FloPinguin)
- Alliance renewal in radial menu - Extend expiring alliances directly from the radial menu (by @deshack)
- Railroad hover highlight - Hovering a railroad highlights the entire connected line (by @DevelopingTom)
- Transport retreat to nearest shore - Troop transports now path back to your closest owned shoreline instead of their original launch point (by @bijx)
- Disable alliances option - Private lobbies can now disable alliances entirely for pure free-for-all games (by @FloPinguin)
- Confirm building with Enter/NumPad - Buildings selected via hotkeys can now be placed with Enter instead of requiring a mouse click (by @wozniakpl)
- Configurable attack ratio increment - New settings dropdown to choose the step size when adjusting attack ratio via keybinds (by @Aotumuri)
- Requeue button for Ranked - "Play Again" button after ranked matches to instantly re-queue (by @Skigim)
- Public game nations - Switched public game nation difficulty from "Easy" to "Medium" - Because easy nations got nerfed a lot in v29.11 (by @FloPinguin)
- Reduce bot farming - Bots try to delete captured structures to prevent farming exploits (by @FloPinguin)
- Block nuking teammate structures - Nukes blocked if they'd hit a teammate's structure (that was possible by nuking oceans / rivers) (by @FloPinguin)
- No gold from inactive players - Conquering players who joined but never played (0 attacks executed) no longer gives gold (by @FloPinguin)
- Nuke trajectory shows alliance break - Trajectory accounts for SAMs that become hostile on launch (by @bibizu)
- Cancel nukes on alliance accept - Nukes cancelled however an alliance is accepted (by @deshack)
- Improved team colors - LCH color space for more distinguishable team variations (by @rubenperezrial)
- Accept alliance during cooldown - Accept incoming requests via radial menu even during cooldown (by @deshack)
- MIRV warheads land after death - Warheads continue separating even if launcher dies (by @VariableVince)
- Nuke wars necessities: disable boats & team spawn zones - Boats can now be disabled; Four Islands (2 teams / 4 teams) & Baikal Nuke Wars (2 teams) maps support team spawn zones for random spawn (by @FloPinguin)
- Coordinate grid overlay - Hold spacebar to see an A–J / 1–N grid for easily calling out map positions to friends. Toggleable in settings (by @bijx)
- Quick chat: "Stop trading with all" - New chat option to ask a player to disable their trade-with-all setting (by @DeLoWaN)
🧠 Nation (AI) Improvements
- Nation difficulty rebalance - Cleaner steps, more beginner-friendly: Medium and Hard is easier now (by @FloPinguin)
- Nations overwhelm SAMs - On Impossible, nations can coordinate bomb salvos to destroy enemy SAMs (by @FloPinguin)
- Nation building upgrading - Nations can upgrade buildings and have improved difficulty-based build orders, they no longer have problems with high starting gold (by @FloPinguin)
- Smarter factory placement - Nations place factories to bridge rail networks and reach trade partners - The higher the difficulty, the smarter they are (by @deshack)
- Various nation improvements - Nations can wave 👋, ship destruction affects relation, smarter embargo/alliance logic, nations prioritize bots with structures, they no longer double-MIRV (by @FloPinguin)
- Nations reject spawn-phase alliances - Nations now reject alliance requests made during the spawn phase, fixing an exploit (by @deshack)
🐛 Bug Fixes
- Fix nation spawnkilling - Nations get 5s spawn immunity and attack earlier (by @FloPinguin)
- Ally won't annex dead defender tiles - Allies no longer accidentally take your last tiles (by @VariableVince)
- Remove alliances on death - Alliances properly cleaned up when a player dies (by @VariableVince)
- SAM targeting fix - Fixed stacked SAMs only engaging one nuke, letting others slip through (by @abdallahbahrawi1)
- Random spawn avoids water - No more reduced start tiles because of bad random spawns (by @mepoohsta)
- "Spectate" when dead on winning team - Correct button text now shows for dead winners (Instead of "Keep playing") (by @GhadiSaab)
- Multi-tab detection during replays - Multi-tab detection no longer falsely triggers when watching replays (by @FloPinguin)
- Compact map player count - Fixed incorrect public game player cap calculation for compact maps (by @FloPinguin)
- Long game save - Games now save at 170 minutes before the 3-hour server kill, so long matches retain a valid replay (by @ryanbarlow97)
- Username update on rejoin - Players who change their name and rejoin a lobby now see it correctly updated pre-game (by @ryanbarlow97)
🎨 UI/UX Improvements
- Bots renamed to Tribes - "Bots" are now called "Tribes" across the UI (by @VariableVince)
- Kick players in-game - Lobby creators can kick players mid-game (by @MitchZinck)
- Attacks display panel - Attacks now shown above the attack ratio panel, separate from events (by @evanpelle)
- Ghost railway preview - See railway connections before placing a city or port (by @deshack)
- Lobby close confirmation - Added a confirmation dialog when closing the host lobby via click-outside or Escape, preventing accidental exits (by @FloPinguin)
- **Tro...
v0.30.0
🎉 OpenFront v30 Changelog 🎉
Hey everyone! We've got an giant update packed with new features, maps, UI improvements and fixes. Here's whats new:
🌟 Main New Features
- Three public lobbies - Homepage now shows separate FFA, Teams, and Special lobbies - Special always has between 1 and 4 modifiers (by @ryanbarlow97 and @evanpelle)
- See who's playing - Visible lobby player list and settings after joining a public game, just like in private lobbies - Plus improved connection speed & handling (by @ryanbarlow97)
- Trade ship meta updated - Trade ship cap raised from ~100 to ~400, enabled by last version's pathfinding performance improvements (by @evanpelle)
- Railroad snapping - Structures built over railroads now properly split and connect to the network (by @DevelopingTom)
- Train gold diminishing returns - Railroad income now decreases after the 5th city stop, preventing excessive gold from long city chains (by @evanpelle)
- 1v1 ranked config updated - Now uses original tournament format - 40% Australia, 20% Iceland, 20% Asia, 20% Europe Classic - 50% normal map size, 50% compact (by @FloPinguin)
- Attacker troop loss rebalance - Adresses attack loss imbalance (by @1brucben)
- Reconnection - Internet problems or accidentally reloaded the page? Reconnects are possible now (by @ryanbarlow97)
- Attack ratio panel redesign - Is now centered and combined with the units display, more compact and mobile-friendly (by @evanpelle and @hkio120)
- Player info panel moved to top - Redesigned, optimized for mobile (by @evanpelle)
- Mobile UI improvements - Fixed numerous layout issues on mobile: overlapping elements, cutoff panels, inconsistent spacing and borders, tap-to-close overlays, ... (by @FloPinguin)
- Configurable nation count - Slider (0–400) replaces "Disable Nations" toggle in singleplayer and private lobbies (by @FloPinguin)
- SAM cooldown increased - SAM cooldown raised from 7.5s to 12s to compensate for previous SAM targeting improvements (by @evanpelle)
🗺️ New Maps
- Alps ⛰️ - Large land-only map for pure land warfare, train trade only (by @TsProphet94)
- The Box 🟩 - Completely flat, large land-only map, train trade only (by @sardidefcon)
- Hawaii 🏝️ - The Hawaiian island chain with real volcanic terrain (by @gabigabogabu)
- Traders Dream 🏝️ - Island-heavy map focused on trade with two large islands (by @FloPinguin)
- Yenisei re-added 🏞️ - This map got removed a while ago (technical problems), returns at ~3x smaller size (by @Duwibi)
- San Francisco - Bay area map with 21 nations based on local cities and towns (by @RickD004)
- Arctic 🐻❄️ - North Pole-centered map with Cold War themed nations using azimuthal projection (by @RickD004)
- Nile Delta 🏞️ - Egyptian delta region including the Suez Canal (by @gabigabogabu)
- Passage 🏝️ - Long, thin island-filled map with naval choke points, great for contested sea warfare (by @bijx)
- Bosphorus Straits - Smaller Turkey-focused map centered on one of the world's key strategic waterways (by @TsProphet94)
- Bering Strait - Smaller map of the Alaska–Russia strait with an enlarged center island for strategic battles (by @TsProphet94)
- Aegean 🏛️ - Greek-Turkish map centered on the Aegean Sea with ancient city-state nations, designed for island-hopping naval warfare (by @RickD004)
🧪 Public Game Modifiers
- Crowded modifier - New modifier simulates a youtuber lobby, cramps 125 players onto a small map - Can you handle the chaos? (by @FloPinguin)
- 25M Starting Gold modifier - New modifier creates chaotic high-gold matches with 2.5 min spawn immunity for preparation (by @FloPinguin)
- Hard Nations modifier - New modifier makes nations tougher in 20% of HvN games (Because the medium difficulty got nerfed), also in some Non-HvN-games (by @FloPinguin)
- PVP immunity in 5M gold games - 30s immunity to prevent instant nuking (by @FloPinguin)
- Alliances Disabled modifier - New modifier: no alliances allowed, pure fear (by @FloPinguin)
- x2 Gold modifier - New modifier: double gold income for faster-paced games (by @FloPinguin)
⚔️ Gameplay Changes
- World map more frequent - World map now appears much more often in public game rotation (by @evanpelle)
- Baikal & Four Islands team games - Baikal now favors 2-team games and Four Islands favors 4-team games; both appear twice as often in team playlists (by @FloPinguin)
- Alliance renewal in radial menu - Extend expiring alliances directly from the radial menu (by @deshack)
- Railroad hover highlight - Hovering a railroad highlights the entire connected line (by @DevelopingTom)
- Transport retreat to nearest shore - Troop transports now path back to your closest owned shoreline instead of their original launch point (by @bijx)
- Disable alliances option - Private lobbies can now disable alliances entirely for pure free-for-all games (by @FloPinguin)
- Confirm building with Enter/NumPad - Buildings selected via hotkeys can now be placed with Enter instead of requiring a mouse click (by @wozniakpl)
- Configurable attack ratio increment - New settings dropdown to choose the step size when adjusting attack ratio via keybinds (by @Aotumuri)
- Requeue button for Ranked - "Play Again" button after ranked matches to instantly re-queue (by @Skigim)
- Public game nations - Switched public game nation difficulty from "Easy" to "Medium" - Because easy nations got nerfed a lot in v29.11 (by @FloPinguin)
- Reduce bot farming - Bots try to delete captured structures to prevent farming exploits (by @FloPinguin)
- Block nuking teammate structures - Nukes blocked if they'd hit a teammate's structure (that was possible by nuking oceans / rivers) (by @FloPinguin)
- No gold from inactive players - Conquering players who joined but never played (0 attacks executed) no longer gives gold (by @FloPinguin)
- Nuke trajectory shows alliance break - Trajectory accounts for SAMs that become hostile on launch (by @bibizu)
- Cancel nukes on alliance accept - Nukes cancelled however an alliance is accepted (by @deshack)
- Improved team colors - LCH color space for more distinguishable team variations (by @rubenperezrial)
- Accept alliance during cooldown - Accept incoming requests via radial menu even during cooldown (by @deshack)
- MIRV warheads land after death - Warheads continue separating even if launcher dies (by @VariableVince)
- Nuke wars necessities: disable boats & team spawn zones - Boats can now be disabled; Four Islands (2 teams / 4 teams) & Baikal Nuke Wars (2 teams) maps support team spawn zones for random spawn (by @FloPinguin)
- Coordinate grid overlay - Hold spacebar to see an A–J / 1–N grid for easily calling out map positions to friends. Toggleable in settings (by @bijx)
- Quick chat: "Stop trading with all" - New chat option to ask a player to disable their trade-with-all setting (by @DeLoWaN)
🧠 Nation (AI) Improvements
- Nation difficulty rebalance - Cleaner steps, more beginner-friendly: Medium and Hard is easier now (by @FloPinguin)
- Nations overwhelm SAMs - On Impossible, nations can coordinate bomb salvos to destroy enemy SAMs (by @FloPinguin)
- Nation building upgrading - Nations can upgrade buildings and have improved difficulty-based build orders, they no longer have problems with high starting gold (by @FloPinguin)
- Smarter factory placement - Nations place factories to bridge rail networks and reach trade partners - The higher the difficulty, the smarter they are (by @deshack)
- Various nation improvements - Nations can wave 👋, ship destruction affects relation, smarter embargo/alliance logic, nations prioritize bots with structures, they no longer double-MIRV (by @FloPinguin)
- Nations reject spawn-phase alliances - Nations now reject alliance requests made during the spawn phase, fixing an exploit (by @deshack)
🐛 Bug Fixes
- Fix nation spawnkilling - Nations get 5s spawn immunity and attack earlier (by @FloPinguin)
- Ally won't annex dead defender tiles - Allies no longer accidentally take your last tiles (by @VariableVince)
- Remove alliances on death - Alliances properly cleaned up when a player dies (by @VariableVince)
- SAM targeting fix - Fixed stacked SAMs only engaging one nuke, letting others slip through (by @abdallahbahrawi1)
- Random spawn avoids water - No more reduced start tiles because of bad random spawns (by @mepoohsta)
- "Spectate" when dead on winning team - Correct button text now shows for dead winners (Instead of "Keep playing") (by @GhadiSaab)
- Multi-tab detection during replays - Multi-tab detection no longer falsely triggers when watching replays (by @FloPinguin)
- Compact map player count - Fixed incorrect public game player cap calculation for compact maps (by @FloPinguin)
- Long game save - Games now save at 170 minutes before the 3-hour server kill, so long matches retain a valid replay (by @ryanbarlow97)
- Username update on rejoin - Players who change their name and rejoin a lobby now see it correctly updated pre-game (by @ryanbarlow97)
🎨 UI/UX Improvements
- Bots renamed to Tribes - "Bots" are now called "Tribes" across the UI (by @VariableVince)
- Kick players in-game - Lobby creators can kick players mid-game (by @MitchZinck)
- Attacks display panel - Attacks now shown above the attack ratio panel, separate from events (by @evanpelle)
- Ghost railway preview - See railway connections before placing a city or port (by @deshack)
- Lobby close confirmation - Added a confirmation dialog when closing the host lobby via click-outside or Escape, preventing accidental exits (by @FloPinguin)
- Troop count on transport boats - Shown in invasion messages and hover info (by @FloPing...
v0.30.0-beta5
🎉 OpenFront v30 Changelog 🎉
Hey everyone! We've got an giant update packed with new features, maps, UI improvements and fixes. Here's whats new:
🌟 Main New Features
- Three public lobbies - Homepage now shows separate FFA, Teams, and Special lobbies - Special always has between 1 and 4 modifiers (by @ryanbarlow97 and @evanpelle)
- See who's playing - Visible lobby player list and settings after joining a public game, just like in private lobbies - Plus improved connection speed & handling (by @ryanbarlow97)
- Trade ship meta updated - Trade ship cap raised from ~100 to ~400, enabled by last version's pathfinding performance improvements (by @evanpelle)
- Railroad snapping - Structures built over railroads now properly split and connect to the network (by @DevelopingTom)
- 1v1 ranked config updated - Now uses original tournament format - 40% Australia, 20% Iceland, 20% Asia, 20% Europe Classic - 50% normal map size, 50% compact (by @FloPinguin)
- Attacker troop loss rebalance - Adresses attack loss imbalance (by @1brucben)
- Reconnection - Internet problems or accidentally reloaded the page? Reconnects are possible now (by @ryanbarlow97)
- Attack ratio panel redesign - Is now centered and combined with the units display, more compact and mobile-friendly (by @evanpelle and @hkio120)
- Player info panel moved to top - Redesigned, optimized for mobile (by @evanpelle)
- Mobile UI improvements - Fixed numerous layout issues on mobile: overlapping elements, cutoff panels, inconsistent spacing and borders, tap-to-close overlays, ... (by @FloPinguin)
- Configurable nation count - Slider (0–400) replaces "Disable Nations" toggle in singleplayer and private lobbies (by @FloPinguin)
🗺️ New Maps
- Alps ⛰️ - Large land-only map for pure land warfare, train trade only (by @TsProphet94)
- The Box 🟩 - Completely flat, large land-only map, train trade only (by @sardidefcon)
- Hawaii 🏝️ - The Hawaiian island chain with real volcanic terrain (by @gabigabogabu)
- Traders Dream 🏝️ - Island-heavy map focused on trade with two large islands (by @FloPinguin)
- Yenisei re-added 🏞️ - This map got removed a while ago (technical problems), returns at ~3x smaller size (by @Duwibi)
- San Francisco - Bay area map with 21 nations based on local cities and towns (by @RickD004)
- Arctic - North Pole-centered map with Cold War themed nations using azimuthal projection (by @RickD004)
- Nile Delta - Egyptian delta region including the Suez Canal (by @gabigabogabu)
- Passage - Long, thin island-filled map with naval choke points, great for contested sea warfare (by @bijx)
- Bosphorus Straits - Smaller Turkey-focused map centered on one of the world's key strategic waterways (by @TsProphet94)
- Bering Strait - Smaller map of the Alaska–Russia strait with an enlarged center island for strategic battles (by @TsProphet94)
🧪 Public Game Modifiers
- Crowded modifier - New modifier simulates a youtuber lobby, cramps 125 players onto a small map - Can you handle the chaos? (by @FloPinguin)
- 25M Starting Gold modifier - New modifier creates chaotic high-gold matches with 2.5 min spawn immunity for preparation (by @FloPinguin)
- Hard Nations modifier - New modifier makes nations tougher in 20% of HvN games (Because the medium difficulty got nerfed), also in some Non-HvN-games (by @FloPinguin)
- PVP immunity in 5M gold games - 30s immunity to prevent instant nuking (by @FloPinguin)
⚔️ Gameplay Changes
- Baikal & Four Islands team games - Baikal now favors 2-team games and Four Islands favors 4-team games; both appear twice as often in team playlists (by @FloPinguin)
- Alliance renewal in radial menu - Extend expiring alliances directly from the radial menu (by @deshack)
- Railroad hover highlight - Hovering a railroad highlights the entire connected line (by @DevelopingTom)
- Transport retreat to nearest shore - Troop transports now path back to your closest owned shoreline instead of their original launch point (by @bijx)
- Confirm building with Enter/NumPad - Buildings selected via hotkeys can now be placed with Enter instead of requiring a mouse click (by @wozniakpl)
- Configurable attack ratio increment - New settings dropdown to choose the step size when adjusting attack ratio via keybinds (by @Aotumuri)
- Requeue button for Ranked - "Play Again" button after ranked matches to instantly re-queue (by @Skigim)
- Public game nations - Switched public game nation difficulty from "Easy" to "Medium" - Because easy nations got nerfed a lot in v29.11 (by @FloPinguin)
- Reduce bot farming - Bots try to delete captured structures to prevent farming exploits (by @FloPinguin)
- Block nuking teammate structures - Nukes blocked if they'd hit a teammate's structure (that was possible by nuking oceans / rivers) (by @FloPinguin)
- No gold from inactive players - Conquering players who joined but never played (0 attacks executed) no longer gives gold (by @FloPinguin)
- Nuke trajectory shows alliance break - Trajectory accounts for SAMs that become hostile on launch (by @bibizu)
- Cancel nukes on alliance accept - Nukes cancelled however an alliance is accepted (by @deshack)
- Improved team colors - LCH color space for more distinguishable team variations (by @rubenperezrial)
- Accept alliance during cooldown - Accept incoming requests via radial menu even during cooldown (by @deshack)
- MIRV warheads land after death - Warheads continue separating even if launcher dies (by @VariableVince)
- Nuke wars necessities: disable boats & team spawn zones - Boats can now be disabled; Four Islands (2 teams / 4 teams) & Baikal Nuke Wars (2 teams) maps support team spawn zones for random spawn (by @FloPinguin)
- Coordinate grid overlay - Hold spacebar to see an A–J / 1–N grid for easily calling out map positions to friends. Toggleable in settings (by @bijx)
- Quick chat: "Stop trading with all" - New chat option to ask a player to disable their trade-with-all setting (by @DeLoWaN)
🧠 Nation (AI) Improvements
- Nation difficulty rebalance - Cleaner steps, more beginner-friendly: Medium and Hard is easier now (by @FloPinguin)
- Nations overwhelm SAMs - On Impossible, nations can coordinate bomb salvos to destroy enemy SAMs (by @FloPinguin)
- Nation building upgrading - Nations can upgrade buildings and have improved difficulty-based build orders, they no longer have problems with high starting gold (by @FloPinguin)
- Smarter factory placement - Nations place factories to bridge rail networks and reach trade partners - The higher the difficulty, the smarter they are (by @deshack)
- Various nation improvements - Nations can wave 👋, ship destruction affects relation, smarter embargo/alliance logic, nations prioritize bots with structures, they no longer double-MIRV (by @FloPinguin)
- Nations reject spawn-phase alliances - Nations now reject alliance requests made during the spawn phase, fixing an exploit (by @deshack)
🐛 Bug Fixes
- Fix nation spawnkilling - Nations get 5s spawn immunity and attack earlier (by @FloPinguin)
- Ally won't annex dead defender tiles - Allies no longer accidentally take your last tiles (by @VariableVince)
- Remove alliances on death - Alliances properly cleaned up when a player dies (by @VariableVince)
- SAM targeting fix - Fixed stacked SAMs only engaging one nuke, letting others slip through (by @abdallahbahrawi1)
- Random spawn avoids water - No more reduced start tiles because of bad random spawns (by @mepoohsta)
- "Spectate" when dead on winning team - Correct button text now shows for dead winners (Instead of "Keep playing") (by @GhadiSaab)
- Multi-tab detection during replays - Multi-tab detection no longer falsely triggers when watching replays (by @FloPinguin)
- Compact map player count - Fixed incorrect public game player cap calculation for compact maps (by @FloPinguin)
- Long game save - Games now save at 170 minutes before the 3-hour server kill, so long matches retain a valid replay (by @ryanbarlow97)
- Username update on rejoin - Players who change their name and rejoin a lobby now see it correctly updated pre-game (by @ryanbarlow97)
🎨 UI/UX Improvements
- Bots renamed to Tribes - "Bots" are now called "Tribes" across the UI (by @VariableVince)
- Kick players in-game - Lobby creators can kick players mid-game (by @MitchZinck)
- Attacks display panel - Attacks now shown above the attack ratio panel, separate from events (by @evanpelle)
- Ghost railway preview - See railway connections before placing a city or port (by @deshack)
- Lobby close confirmation - Added a confirmation dialog when closing the host lobby via click-outside or Escape, preventing accidental exits (by @FloPinguin)
- Troop count on transport boats - Shown in invasion messages and hover info (by @FloPinguin)
- Starting gold in millions - Starting gold input now accepts values in millions with decimal support (e.g. enter "5" for 5M, "6.6" for 6.6M) (by @FloPinguin)
- Map picker with tabs - Featured/All tabs and random map option in singleplayer and host lobby (by @Aotumuri)
- New favicon - Updated browser tab icon to a blue warship matching the game's color palette (by @evanpelle)
- New version notification dot - Red dot on "News" when a new version drops, plus mobile dot improvements (by @FloPinguin)
- Troubleshooting panel - Diagnose common issues and copy system info for bug reports (by @jrouillard)
- "Catching up..." indicator - Message shown when replaying ticks after reconnect or refresh (by @FloPinguin)
- Orange betrayal button - Orange when no betrayal debuff applies (by @FloPinguin)
- Usernames linkable in news - Contributor GitHub names are ...
v0.30.0-beta4
🎉 OpenFront v30 Changelog 🎉
Hey everyone! We've got an giant update packed with new features, maps, UI improvements and fixes. Here's whats new:
🌟 Main New Features
- Three public lobbies - Homepage now shows separate FFA, Teams, and Special lobbies - Special always has between 1 and 4 modifiers (by @ryanbarlow97 and @evanpelle)
- See who's playing - Visible lobby player list and settings after joining a public game, just like in private lobbies - Plus improved connection speed & handling (by @ryanbarlow97)
- Trade ship meta updated - Trade ship cap raised from ~100 to ~400, enabled by last version's pathfinding performance improvements (by @evanpelle)
- Railroad snapping - Structures built over railroads now properly split and connect to the network (by @DevelopingTom)
- 1v1 ranked config updated - Now uses original tournament format - 40% Australia, 20% Iceland, 20% Asia, 20% Europe Classic - 50% normal map size, 50% compact (by @FloPinguin)
- Attacker troop loss rebalance - Adresses attack loss imbalance (by @1brucben)
- Reconnection - Internet problems or accidentally reloaded the page? Reconnects are possible now (by @ryanbarlow97)
- Attack ratio panel redesign - Is now centered and combined with the units display, more compact and mobile-friendly (by @evanpelle and @hkio120)
- Player info panel moved to top - Redesigned, optimized for mobile (by @evanpelle)
- Mobile UI improvements - Fixed numerous layout issues on mobile: overlapping elements, cutoff panels, inconsistent spacing and borders, tap-to-close overlays, ... (by @FloPinguin)
- Configurable nation count - Slider (0–400) replaces "Disable Nations" toggle in singleplayer and private lobbies (by @FloPinguin)
🗺️ New Maps
- Alps ⛰️ - Large land-only map for pure land warfare, train trade only (by @TsProphet94)
- The Box 🟩 - Completely flat, large land-only map, train trade only (by @sardidefcon)
- Hawaii 🏝️ - The Hawaiian island chain with real volcanic terrain (by @gabigabogabu)
- Traders Dream 🏝️ - Island-heavy map focused on trade with two large islands (by @FloPinguin)
- Yenisei re-added 🏞️ - This map got removed a while ago (technical problems), returns at ~3x smaller size (by @Duwibi)
- San Francisco - Bay area map with 21 nations based on local cities and towns (by @RickD004)
- Arctic - North Pole-centered map with Cold War themed nations using azimuthal projection (by @RickD004)
- Nile Delta - Egyptian delta region including the Suez Canal (by @gabigabogabu)
- Passage - Long, thin island-filled map with naval choke points, great for contested sea warfare (by @bijx)
- Bosphorus Straits - Smaller Turkey-focused map centered on one of the world's key strategic waterways (by @TsProphet94)
- Bering Strait - Smaller map of the Alaska–Russia strait with an enlarged center island for strategic battles (by @TsProphet94)
🧪 Public Game Modifiers
- Crowded modifier - New modifier simulates a youtuber lobby, cramps 125 players onto a small map - Can you handle the chaos? (by @FloPinguin)
- 25M Starting Gold modifier - New modifier creates chaotic high-gold matches with 2.5 min spawn immunity for preparation (by @FloPinguin)
- Hard Nations modifier - New modifier makes nations tougher in 20% of HvN games (Because the medium difficulty got nerfed), also in some Non-HvN-games (by @FloPinguin)
- PVP immunity in 5M gold games - 30s immunity to prevent instant nuking (by @FloPinguin)
⚔️ Gameplay Changes
- Baikal & Four Islands team games - Baikal now favors 2-team games and Four Islands favors 4-team games; both appear twice as often in team playlists (by @FloPinguin)
- Alliance renewal in radial menu - Extend expiring alliances directly from the radial menu (by @deshack)
- Railroad hover highlight - Hovering a railroad highlights the entire connected line (by @DevelopingTom)
- Transport retreat to nearest shore - Troop transports now path back to your closest owned shoreline instead of their original launch point (by @bijx)
- Confirm building with Enter/NumPad - Buildings selected via hotkeys can now be placed with Enter instead of requiring a mouse click (by @wozniakpl)
- Configurable attack ratio increment - New settings dropdown to choose the step size when adjusting attack ratio via keybinds (by @Aotumuri)
- Requeue button for Ranked - "Play Again" button after ranked matches to instantly re-queue (by @Skigim)
- Public game nations - Switched public game nation difficulty from "Easy" to "Medium" - Because easy nations got nerfed a lot in v29.11 (by @FloPinguin)
- Reduce bot farming - Bots try to delete captured structures to prevent farming exploits (by @FloPinguin)
- Block nuking teammate structures - Nukes blocked if they'd hit a teammate's structure (that was possible by nuking oceans / rivers) (by @FloPinguin)
- No gold from inactive players - Conquering players who joined but never played (0 attacks executed) no longer gives gold (by @FloPinguin)
- Nuke trajectory shows alliance break - Trajectory accounts for SAMs that become hostile on launch (by @bibizu)
- Cancel nukes on alliance accept - Nukes cancelled however an alliance is accepted (by @deshack)
- Improved team colors - LCH color space for more distinguishable team variations (by @rubenperezrial)
- Accept alliance during cooldown - Accept incoming requests via radial menu even during cooldown (by @deshack)
- MIRV warheads land after death - Warheads continue separating even if launcher dies (by @VariableVince)
- Nuke wars necessities: disable boats & team spawn zones - Boats can now be disabled; Four Islands (2 teams / 4 teams) & Baikal Nuke Wars (2 teams) maps support team spawn zones for random spawn (by @FloPinguin)
- Coordinate grid overlay - Hold spacebar to see an A–J / 1–N grid for easily calling out map positions to friends. Toggleable in settings (by @bijx)
- Quick chat: "Stop trading with all" - New chat option to ask a player to disable their trade-with-all setting (by @DeLoWaN)
🧠 Nation (AI) Improvements
- Nation difficulty rebalance - Cleaner steps, more beginner-friendly: Medium and Hard is easier now (by @FloPinguin)
- Nations overwhelm SAMs - On Impossible, nations can coordinate bomb salvos to destroy enemy SAMs (by @FloPinguin)
- Nation building upgrading - Nations can upgrade buildings and have improved difficulty-based build orders, they no longer have problems with high starting gold (by @FloPinguin)
- Smarter factory placement - Nations place factories to bridge rail networks and reach trade partners - The higher the difficulty, the smarter they are (by @deshack)
- Various nation improvements - Nations can wave 👋, ship destruction affects relation, smarter embargo/alliance logic, nations prioritize bots with structures, they no longer double-MIRV (by @FloPinguin)
- Nations reject spawn-phase alliances - Nations now reject alliance requests made during the spawn phase, fixing an exploit (by @deshack)
🐛 Bug Fixes
- Fix nation spawnkilling - Nations get 5s spawn immunity and attack earlier (by @FloPinguin)
- Ally won't annex dead defender tiles - Allies no longer accidentally take your last tiles (by @VariableVince)
- Remove alliances on death - Alliances properly cleaned up when a player dies (by @VariableVince)
- SAM targeting fix - Fixed stacked SAMs only engaging one nuke, letting others slip through (by @abdallahbahrawi1)
- Random spawn avoids water - No more reduced start tiles because of bad random spawns (by @mepoohsta)
- "Spectate" when dead on winning team - Correct button text now shows for dead winners (Instead of "Keep playing") (by @GhadiSaab)
- Multi-tab detection during replays - Multi-tab detection no longer falsely triggers when watching replays (by @FloPinguin)
- Compact map player count - Fixed incorrect public game player cap calculation for compact maps (by @FloPinguin)
- Long game save - Games now save at 170 minutes before the 3-hour server kill, so long matches retain a valid replay (by @ryanbarlow97)
- Username update on rejoin - Players who change their name and rejoin a lobby now see it correctly updated pre-game (by @ryanbarlow97)
🎨 UI/UX Improvements
- Bots renamed to Tribes - "Bots" are now called "Tribes" across the UI (by @VariableVince)
- Kick players in-game - Lobby creators can kick players mid-game (by @MitchZinck)
- Attacks display panel - Attacks now shown above the attack ratio panel, separate from events (by @evanpelle)
- Ghost railway preview - See railway connections before placing a city or port (by @deshack)
- Lobby close confirmation - Added a confirmation dialog when closing the host lobby via click-outside or Escape, preventing accidental exits (by @FloPinguin)
- Troop count on transport boats - Shown in invasion messages and hover info (by @FloPinguin)
- Starting gold in millions - Starting gold input now accepts values in millions with decimal support (e.g. enter "5" for 5M, "6.6" for 6.6M) (by @FloPinguin)
- Map picker with tabs - Featured/All tabs and random map option in singleplayer and host lobby (by @Aotumuri)
- New favicon - Updated browser tab icon to a blue warship matching the game's color palette (by @evanpelle)
- New version notification dot - Red dot on "News" when a new version drops, plus mobile dot improvements (by @FloPinguin)
- Troubleshooting panel - Diagnose common issues and copy system info for bug reports (by @jrouillard)
- "Catching up..." indicator - Message shown when replaying ticks after reconnect or refresh (by @FloPinguin)
- Orange betrayal button - Orange when no betrayal debuff applies (by @FloPinguin)
- Usernames linkable in news - Contributor GitHub names are ...
v0.30.0-beta3
🎉 OpenFront v30 Changelog 🎉
Hey everyone! We've got an giant update packed with new features, maps, UI improvements and fixes. Here's whats new:
🌟 Main New Features
- Three public lobbies - Homepage now shows separate FFA, Teams, and Special lobbies - Special always has between 1 and 4 modifiers (by @ryanbarlow97 and @evanpelle)
- See who's playing - Visible lobby player list and settings after joining a public game, just like in private lobbies - Plus improved connection speed & handling (by @ryanbarlow97)
- Trade ship meta updated - Trade ship cap raised from ~100 to ~400, enabled by last version's pathfinding performance improvements (by @evanpelle)
- Railroad snapping - Structures built over railroads now properly split and connect to the network (by @DevelopingTom)
- 1v1 ranked config updated - Now uses original tournament format - 40% Australia, 20% Iceland, 20% Asia, 20% Europe Classic - 50% normal map size, 50% compact (by @FloPinguin)
- Attacker troop loss rebalance - Adresses attack loss imbalance (by @1brucben)
- Reconnection - Internet problems or accidentally reloaded the page? Reconnects are possible now (by @ryanbarlow97)
- Attack ratio panel redesign - Is now centered and combined with the units display, more compact and mobile-friendly (by @evanpelle and @hkio120)
- Player info panel moved to top - Redesigned, optimized for mobile (by @evanpelle)
- Mobile UI improvements - Fixed numerous layout issues on mobile: overlapping elements, cutoff panels, inconsistent spacing and borders, tap-to-close overlays, ... (by @FloPinguin)
- Configurable nation count - Slider (0–400) replaces "Disable Nations" toggle in singleplayer and private lobbies (by @FloPinguin)
🗺️ New Maps
- Alps ⛰️ - Large land-only map for pure land warfare, train trade only (by @TsProphet94)
- The Box 🟩 - Completely flat, large land-only map, train trade only (by @sardidefcon)
- Hawaii 🏝️ - The Hawaiian island chain with real volcanic terrain (by @gabigabogabu)
- Traders Dream 🏝️ - Island-heavy map focused on trade with two large islands (by @FloPinguin)
- Yenisei re-added 🏞️ - This map got removed a while ago (technical problems), returns at ~3x smaller size (by @Duwibi)
- San Francisco - Bay area map with 21 nations based on local cities and towns (by @RickD004)
- Arctic - North Pole-centered map with Cold War themed nations using azimuthal projection (by @RickD004)
- Nile Delta - Egyptian delta region including the Suez Canal (by @gabigabogabu)
- Passage - Long, thin island-filled map with naval choke points, great for contested sea warfare (by @bijx)
- Bosphorus Straits - Smaller Turkey-focused map centered on one of the world's key strategic waterways (by @TsProphet94)
- Bering Strait - Smaller map of the Alaska–Russia strait with an enlarged center island for strategic battles (by @TsProphet94)
🧪 Public Game Modifiers
- Crowded modifier - New modifier simulates a youtuber lobby, cramps 125 players onto a small map - Can you handle the chaos? (by @FloPinguin)
- 25M Starting Gold modifier - New modifier creates chaotic high-gold matches with 2.5 min spawn immunity for preparation (by @FloPinguin)
- Hard Nations modifier - New modifier makes nations tougher in 20% of HvN games (Because the medium difficulty got nerfed), also in some Non-HvN-games (by @FloPinguin)
- PVP immunity in 5M gold games - 30s immunity to prevent instant nuking (by @FloPinguin)
⚔️ Gameplay Changes
- Baikal & Four Islands team games - Baikal now favors 2-team games and Four Islands favors 4-team games; both appear twice as often in team playlists (by @FloPinguin)
- Alliance renewal in radial menu - Extend expiring alliances directly from the radial menu (by @deshack)
- Railroad hover highlight - Hovering a railroad highlights the entire connected line (by @DevelopingTom)
- Transport retreat to nearest shore - Troop transports now path back to your closest owned shoreline instead of their original launch point (by @bijx)
- Confirm building with Enter/NumPad - Buildings selected via hotkeys can now be placed with Enter instead of requiring a mouse click (by @wozniakpl)
- Configurable attack ratio increment - New settings dropdown to choose the step size when adjusting attack ratio via keybinds (by @Aotumuri)
- Requeue button for Ranked - "Play Again" button after ranked matches to instantly re-queue (by @Skigim)
- Public game nations - Switched public game nation difficulty from "Easy" to "Medium" - Because easy nations got nerfed a lot in v29.11 (by @FloPinguin)
- Reduce bot farming - Bots try to delete captured structures to prevent farming exploits (by @FloPinguin)
- Block nuking teammate structures - Nukes blocked if they'd hit a teammate's structure (that was possible by nuking oceans / rivers) (by @FloPinguin)
- No gold from inactive players - Conquering players who joined but never played (0 attacks executed) no longer gives gold (by @FloPinguin)
- Nuke trajectory shows alliance break - Trajectory accounts for SAMs that become hostile on launch (by @bibizu)
- Cancel nukes on alliance accept - Nukes cancelled however an alliance is accepted (by @deshack)
- Improved team colors - LCH color space for more distinguishable team variations (by @rubenperezrial)
- Accept alliance during cooldown - Accept incoming requests via radial menu even during cooldown (by @deshack)
- MIRV warheads land after death - Warheads continue separating even if launcher dies (by @VariableVince)
- Nuke wars necessities: disable boats & team spawn zones - Boats can now be disabled; Four Islands (2 teams / 4 teams) & Baikal Nuke Wars (2 teams) maps support team spawn zones for random spawn (by @FloPinguin)
- Coordinate grid overlay - Hold spacebar to see an A–J / 1–N grid for easily calling out map positions to friends. Toggleable in settings (by @bijx)
- Quick chat: "Stop trading with all" - New chat option to ask a player to disable their trade-with-all setting (by @DeLoWaN)
🧠 Nation (AI) Improvements
- Nation difficulty rebalance - Cleaner steps, more beginner-friendly: Medium and Hard is easier now (by @FloPinguin)
- Nations overwhelm SAMs - On Impossible, nations can coordinate bomb salvos to destroy enemy SAMs (by @FloPinguin)
- Nation building upgrading - Nations can upgrade buildings and have improved difficulty-based build orders, they no longer have problems with high starting gold (by @FloPinguin)
- Smarter factory placement - Nations place factories to bridge rail networks and reach trade partners - The higher the difficulty, the smarter they are (by @deshack)
- Various nation improvements - Nations can wave 👋, ship destruction affects relation, smarter embargo/alliance logic, nations prioritize bots with structures, they no longer double-MIRV (by @FloPinguin)
- Nations reject spawn-phase alliances - Nations now reject alliance requests made during the spawn phase, fixing an exploit (by @deshack)
🐛 Bug Fixes
- Fix nation spawnkilling - Nations get 5s spawn immunity and attack earlier (by @FloPinguin)
- Ally won't annex dead defender tiles - Allies no longer accidentally take your last tiles (by @VariableVince)
- Remove alliances on death - Alliances properly cleaned up when a player dies (by @VariableVince)
- SAM targeting fix - Fixed stacked SAMs only engaging one nuke, letting others slip through (by @abdallahbahrawi1)
- Random spawn avoids water - No more reduced start tiles because of bad random spawns (by @mepoohsta)
- "Spectate" when dead on winning team - Correct button text now shows for dead winners (Instead of "Keep playing") (by @GhadiSaab)
- Multi-tab detection during replays - Multi-tab detection no longer falsely triggers when watching replays (by @FloPinguin)
- Compact map player count - Fixed incorrect public game player cap calculation for compact maps (by @FloPinguin)
- Long game save - Games now save at 170 minutes before the 3-hour server kill, so long matches retain a valid replay (by @ryanbarlow97)
- Username update on rejoin - Players who change their name and rejoin a lobby now see it correctly updated pre-game (by @ryanbarlow97)
🎨 UI/UX Improvements
- Bots renamed to Tribes - "Bots" are now called "Tribes" across the UI (by @VariableVince)
- Kick players in-game - Lobby creators can kick players mid-game (by @MitchZinck)
- Attacks display panel - Attacks now shown above the attack ratio panel, separate from events (by @evanpelle)
- Ghost railway preview - See railway connections before placing a city or port (by @deshack)
- Lobby close confirmation - Added a confirmation dialog when closing the host lobby via click-outside or Escape, preventing accidental exits (by @FloPinguin)
- Troop count on transport boats - Shown in invasion messages and hover info (by @FloPinguin)
- Starting gold in millions - Starting gold input now accepts values in millions with decimal support (e.g. enter "5" for 5M, "6.6" for 6.6M) (by @FloPinguin)
- Map picker with tabs - Featured/All tabs and random map option in singleplayer and host lobby (by @Aotumuri)
- New favicon - Updated browser tab icon to a blue warship matching the game's color palette (by @evanpelle)
- New version notification dot - Red dot on "News" when a new version drops, plus mobile dot improvements (by @FloPinguin)
- Troubleshooting panel - Diagnose common issues and copy system info for bug reports (by @jrouillard)
- "Catching up..." indicator - Message shown when replaying ticks after reconnect or refresh (by @FloPinguin)
- Orange betrayal button - Orange when no betrayal debuff applies (by @FloPinguin)
- Usernames linkable in news - Contributor GitHub names are ...