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opencol v0.7-alpha

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@AbuDhabi AbuDhabi released this 29 Sep 09:41
· 204 commits to main since this release

Changelog

0.7-alpha — 2026-09-29

The lists below are not exhaustive — they pick the changes a
player is most likely to notice.

The project is now called OpenCol; the
binary is opencol.

Gameplay

  • Rival European AI plays properly: it expands, its colonies pick real build
    projects, its Pioneers plow, clear and road, and its ships no longer idle in
    Europe or circle the map. [953] [954]
  • AI colonies seat workers sensibly — food tiles get farmers and fishermen,
    building jobs are not abandoned, and colonies stop starving for no reason.
    [562] [567] [568] [569] [572]
  • Braves attack units caught in the open instead of standing next to them, and
    raids burn the lowest owned building tier as the original does. [822] [925]
  • Factory-tier production math matches the original when inputs run short —
    Rum, Cigars, Cloth, Tools and Muskets. [897] [910]
  • Coastal forts no longer fire on neutral or allied ships. [465]
  • Treasure Trains need the right Galleon capacity and cash in correctly,
    including the King's transport offer. [484] [736] [738]
  • Veteran Dragoons harden into Continental Cavalry, not Continental Army. [534]
  • Founding Father effects corrected (Bolivar, Brebeuf, Las Casas, Pocahontas);
    more invented effects removed. [476] [477]
  • Trade routes actually carry their configured cargo instead of running empty.
    [949] [982]
  • Wagon Trains can no longer board ships. [482]

Graphics

  • Damaged and sunk ships pixelate away inside the dissolve animation, whether
    the kill came from combat or from a coastal fort. [462] [464]
  • Your own winning unit no longer plays the death dissolve. [533]
  • Map draw order fixed so plowed fields sit correctly under roads and rivers.
    [622]
  • Units outside a colony keep the original's fixed position as the
    fortification is upgraded. [536]
  • Damaged Artillery uses its damaged icon, and the sidebar shows a repair
    countdown instead of a stale order letter. [763] [705]

Sound

  • Every sound cue in the original was traced and wired: combat now picks the
    attacker- and defender-specific shot, loss and sinking cues, native attacks
    get their own stings, and colony, Europe, mission, tea-party and raid events
    all fire the right sound.
  • Title-menu music is back — the menu opens on the Natives theme and then
    cycles tunes like the map does.
  • The three original option flags (Background Music, Event Music, Sound
    Effects) now gate exactly what they gate in the original.
  • Scout and native-encounter cue order fixed. [502] [729] [765] [849]

User Interface

  • Report screens repaired: Religious, Congress, Economic and Naval Adviser had
    wrong fonts, missing columns and mis-formatted numbers. [973]-[979]
  • Popups that showed blank choice labels now show their text, and a batch of
    invented English popup strings was replaced with the original's own text (or
    removed). [541] [542] [543] [983]-[990]
  • Unit and sidebar names corrected, including Continental Cavalry showing as
    "Soldier". [538] [591]
  • Diplomacy text no longer substitutes a nation name for a leader's name. [468]
    [474]
  • The colony jobs popup lists indoor jobs, not just the nine field jobs. [900]
  • Trade route editor regained its table headers; long cargo names stop
    overflowing. [945] [946]
  • Simultaneous fortress fire resolves one combat at a time instead of stacking
    every announcement ahead of every result. [535]
  • "This unit cannot attack" no longer wedges input during a Go To. [469]

Quality of Life

  • Optional message log strip under the screen (display.window_log_lines in
    settings.json, 0-24 rows) keeps the popups you just dismissed readable.
  • Placing a colonist from the fence picks a job that makes sense for the tile.
    [944]
  • Sentried units wake for approaching enemies, including REF landings. [539]
  • Popups raised inside a colony are no longer held back by a detour to the map
    or the Colonopedia, and the docks-required warning appears at once. [950]
    [951]
  • Confirmation prompt restored before attacking a village on reduced movement.
    [940]

Technical Improvements

  • Save/load: a long list of state that used to reset on reload now survives —
    cargo on trade-route carriers, ships' passengers, Brewster's immigration
    filter, and more. [972] [981] [982]
  • The original's music driver is emulated rather than approximated, so song
    selection and the tune pools behave as the DOS build does.
  • docs/known_divergences.md records the deliberate differences from the
    original, so they stop being re-reported as bugs.
  • The largest source files were split by feature (AI, colony, Europe, units,
    reports, turn, game loop) with matching test targets.