github openfrontio/OpenFrontIO v0.30.0-beta1

3 hours ago

πŸŽ‰ OpenFront v30 Changelog πŸŽ‰

Hey everyone! We've got an big 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 at least one modifier (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)
  • Crowded modifier - New public game modifier simulates a youtuber lobby, cramps 125 players onto a small map - Can you handle the chaos? (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 - More compact and mobile-friendly (by @evanpelle)
  • 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)

πŸ—ΊοΈ 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)

βš”οΈ Gameplay Changes

  • PVP immunity in 5M gold games - 30s immunity to prevent instant nuking (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)
  • 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)

🧠 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 πŸ‘‹, ship destruction affects relation, smarter embargo/alliance logic, nations prioritize bots with structures, they no longer double-MIRV (by @FloPinguin)

πŸ› 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)

🎨 UI/UX Improvements

  • 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)
  • Troop count on transport boats - Shown in invasion messages and hover info (by @FloPinguin)
  • Ghost railway preview - See railway connections before placing a city or port (by @deshack)
  • Map picker with tabs - Featured/All tabs and random map option in singleplayer and host lobby (by @Aotumuri)
  • 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 now clickable (by @ryanbarlow97)
  • In-game UI improvements - Panel offsets, text overflow, unified backgrounds and border-radius, relation coloring (by @FloPinguin)
  • Improved 1v1 and clan leaderboards - Consistent tables, visible player names on mobile (by @FloPinguin)
  • 1v1 leaderboard refresh time shown (by @wneel)
  • Win modal animation removed - Snappier feel (by @FloPinguin)
  • Singleplayer modal improvements - Achievement warning shows after enabling custom settings, no medals on maps without nations (by @FloPinguin)
  • In-game leaderboard button improvements (by @martinIvovIv)
  • "Not Logged In" opens Account page - Clickable in skins, singleplayer, and matchmaking (by @FloPinguin)
  • Leaderboard modal background aligned - Matches other modal styling (by @Aotumuri)
  • Text truncation fixes - Button labels, language names, and flag names no longer get cut off (by @Aotumuri)
  • Join Private Lobby form enhanced - You can now press Enter to submit the lobby code instead of clicking the button (by @Nonolanlan1007)
  • Performance Overlay rework - Draggable/resizable overlay with TPS reporting, per-layer tick profiling, and zero overhead when hidden (by @scamiv)

⚑ Performance

  • Spectate/replay catchup - Faster catchup mechanic for spectating and replays (by @ryanbarlow97)
  • Less lag during combat - Territory captures, border changes, and nuke explosions are smoother - nukes in particular dropped from ~100ms lag spikes to 4–20ms (by @scamiv, @DevelopingTom)
  • Smoother railroad performance - Destroying large rail networks and spawning trains is more performant (by @DevelopingTom, @scamiv)
  • Better FPS overall - Multiple core game systems were optimized; ghost structures alone dropped from eating 20–30% of frame time to just 1–3% (by @scamiv, @jrouillard, @VariableVince)

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