OpenTTD turns 20 this year, and to celebrate we are preparing for one of our largest ever releases.
It's packed with 40 new features, 80 changes, and almost 150 fixes. In the upcoming weeks we will share more posts explaining some of these features in depth. For now, we need your help testing our work.
We need as many people as possible to test this beta version of the 14.X release series, so you can find and we can squash as many bugs as possible before the actual release.
To guide you a bit towards what you should be looking for:
Generic gameplay bugs and crashes.
There is a new Ship Pathfinder; test it out. Buoys are optional to use.
You can now automatically unbunch your vehicles at a depot.
We added our own interpretation of daylength to the game. More on this soon in another blog post.
There are many GUI improvements throughout the game. More consistent look, better GUI scaling.
There are many more things worth talking about, and this will be made more clear when we approach the release of 14.0. But for now, play the game, and please report any issues you find. You can find this beta under the "testing" beta in Steam.
The usual titlegame competition has also been announced on the forums. See the page for the exact competition rules if you are interested.
OpenTTD 13.0 has been out for two months and we've found some bugs to fix in 13.1!
Most notably, we've fixed two kinds of crashes: * Road vehicles inside multi-track level crossings no longer crash into the side of trains. * The game no longer crashes when a spectator in a network game tries to interact with a town's local authority.
For NewGRF authors using the new engine variant feature, we've added a callback to select how the engine's name is displayed in the buy menu.
Breaking news: OpenTTD 13.0 is now available! Depending on your perspective, we're either two months early for our usual April 1st release, or a bit tardy for the Christmas 2022 release we intended.
We think the wait has been worth it. This is one of the largest releases we've done in several years, with numerous features and improvements covering the user interface, gameplay features, and modding extensions for NewGRF and Game Script creators.
Some of the highlights are:
Variable interface scaling at whatever size you want (not just 2x and 4x), with optional chunky bevels for that retro feel. This includes better automatic scaling when using HiDPI or mixed DPI setups.
Direct access to NewGRF/AI/GS settings from the new game window.
Various small tweaks and improvements to several windows.
NewGRFs can now provide engine variants that are shown hierarchically in the purchase list.
Multi-track level crossings to keep road vehicles from stopping in the middle of the crossing.
Custom league tables for GameScripts.
More natural rivers which get wider as they flow downstream.
And much more, which can be seen in the changelog or the previous release announcements!
In addition to these features and improvements, we've fixed lots of bugs. (If you played with the RC2 testing release, most were fixed before then. See the changelog for full details.)
We found some bugs in the 13.0-RC1 testing release that need cleaning up.
The new 13.0-RC2 testing release should fix these and bring us into the home stretch for a final release. Go check it out today and help us find any last minute bugs we don't know about yet!
If you are a translator, we'd appreciate your help for a translation check before the final release.
Rejoice, for we are now in feature freeze for the 13.0 release series just in time for a new year!
Some last minute features and fixed made it into the new year. Especially notable are the new vehicle variants feature for NewGRFs and automatic flipping support for shorten-than-default NewGRF-defined vehicles. On the fixing side, focus was on polishing the new fractional GUI zoom and some other minor bits and pieces.
Testing is more important than ever, so please keep it up, and report any issues as normal!
Multiple beta releases often indicate lots of bugs to be fixed, but in this case we got carried away adding features and thought more testing was needed.
New features since beta1 include:
Variable interface scaling at whatever size you want (not just 2x and 4x), with optional chunky bevels for that retro feel.
Multi-track level crossings to keep road vehicles from stopping in the middle of the crossing.
A new Generate World menu which now includes NewGRF, AI, and Game Script configuration menus.
Cargo filters for vehicle lists (such as at stations) to allow better visualization of traffic.
Optional cargo names above vehicles in vehicle lists, to show at a glance what they carry.
The ability to clone or share orders with vehicles grouped by shared orders.
An improved local authority action window which now shows you actions you can't afford, instead of hiding them.
In addition, some new tools are available to AI and Game Script authors:
Scriptable league tables which can replace the default scoring system
AI and Game Scripts can now be modified in Scenario Editor for existing scenarios (although not savegames)
(As ever, see the changelog for further details).
If you've been working on an entry for the title game competition, it's time to finish and submit it!
Are you spooked? We are too with this spooky release date, even if nothing in OpenTTD itself is spooky.
Luckily, I can offer you the first testing release of the 13.X release series. We collected whatever we could find on the cutting room floor to get you a Halloween release.
Some of the higlights of this release include:
Build NewGRF objects over an era with click-and-drag.
Wider rivers on map generation.
Improved handling of HiDPI and mixed-DPI screens.
Some more GUI improvements like a cleaned up finance window.
Many bug-fixes (over 50 of them), tweaks, changes, and other additions.
(As ever, see the changelog for further details).
The usual titlegame competition has been announced on the forums. See the page for the exact competition rules if you are interested.
We tried to release OpenTTD 13 on April 1st, but supply chain issues are affecting new feature production and forced us to delay the release.
To compensate, we swept the factory floor for bits and pieces that where left around and could be repurposed. We found enough to be able to produce a 12.2 maintenance release for you.
We’ve addressed some of the more prominent criticisms of the 12.0 release along with a few others. Notably the scrolling titlescreen will no longer scroll when you’re interacting with the game (and fixed the occasional crash) and we’ve added a nice button to reenable the advanced signals that we’re pretty sure you don’t need to be using anyway.