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OpenKingdoms v0.5.8
OpenKingdoms 0.5.8, an engine for Total Annihilation: Kingdoms.
Play in a browser at openkingdoms.net, or download below and play on the desktop.
This release works through a round of playtest reports: building at a
distance, invisible lodestones, units that could not be hurt, a campaign
mission that could not be won, and computer players that sat on their
islands. All players need 0.5.8: browser players just reload the page.
Building
- A building goes up only once its builder stands at the site, as in the
original. Before, an order put an invisible frame down straight away.
That let a builder start a building from across the map, left invisible
lodestones behind an interrupted order, and could keep you off a
lodestone site a computer player had only ordered. A later builder of
the same side joins a frame it finds there. (#488) - A factory opens its yard before it trains, and the doors play. A unit
on a factory's pad can be hit now, so a unit stuck there is no longer
safe until the building falls. Idle units are sent off a yard. (#490)
Transports and the campaign
- Units aboard a transport stay in the battle. Builders on a ship keep
paying in their mana. Riders die with a lost transport, as in the
original, and that includes a monarch aboard. (#489) - Mission 3 of the Book of Darien is no longer lost the moment Joreth
boards the transport. (#489) - Seven campaign missions whose script commands did nothing now run them.
(#489)
In battle
- Crossbowmen and other ranged units stop stuttering as they aim. (#491)
- A melee unit on its way to a far target takes what walks past it. Units
on a move order still walk on, which the original does not do. (#491) - A ranged unit whose shots are blocked walks closer until they land, and
a fixed unit such as a Trebuchet passes over a target it cannot hit for
a minute. (#491) - Water and roads now set a unit's speed. Most ground units wade 19
percent slower and move 21 percent faster on roads, and the Swamp Beast
goes about twice as fast in water. (#491)
Computer players
- A computer player spaces its base by the original's grid, so its
buildings and builders pile up far less. (#492) - A computer player cut off by water keeps crossing rather than stopping
after its first boat, trains warships and fights at sea, sends more
boats for a large army, and lets a builder ride to a site it cannot walk
to. It lands more of its army, and it pays for that in losses. (#492,
#493) - Units at a computer player's home no longer take orders on targets over
water and stand stuck for the rest of the game. (#493)
Multiplayer and the site
- The host of a battle room can set a computer player's team, side and
colour. (#476) - The home page says less, and its text no longer covers the Start
button. (#475)
For modders
A sight jammer now lays a pale haze on the ground it covers, in both
views, for its owner, its allies and anyone watching the whole map. Those
it jams see only the fog. A jammer with no script and activatewhenbuilt
now comes on when built. (#494)
Multiplayer compatibility
Everyone in a room must be on the same version. A room hosted on another
version is greyed in the list and says to reload or update. After an
update, refresh the page before you host or join, and have everyone else
in the room do the same. Desktop builds older than this one cannot join
games hosted with it, and the other way round. Replays play only on the
version that recorded them.
OpenKingdoms v0.5.7
OpenKingdoms 0.5.7, an engine for Total Annihilation: Kingdoms.
Play in a browser at openkingdoms.net, or download below and play on the desktop.
This release keeps a multiplayer match together when a player's tab goes
to the background or their connection drops, and brings a long list of
the original's battlefield behaviour to the engine. All players need
0.5.7: browser players just reload the page.
Multiplayer stays together
- A browser tab in the background, a minimised window or one on another
desktop keeps playing. Before, the game went quiet, the match stopped
for everyone with the waiting countdown, and the player was cut off.
(#466) - A battle that loses its connection now reconnects by itself and is
handed the match back. While the server still holds the seat it tries
again every few seconds. Before, the battle stood still without a word
until the page was reloaded. (#466) - Orders given after coming back into a match count again. Before, every
order from a player who had reconnected was quietly ignored. (#466) - A match can be rejoined or watched however long it runs. A player who
comes back, a watcher and a player who drops in now take another
player's game as it stands and the turns after it, so they are back in
seconds rather than replaying the whole match from the start. (#447) - A finished match stays finished. After a win, a loss or leaving a
match, opening Multiplayer goes to the games list instead of back into
the battle to watch it again, and a decided game leaves the list.
(#472, #473)
Loading the page
The page says what it is doing from its first moment, shows how much of
your stored game files it has read, and no longer sits on a black screen
or freezes on a return visit. If the engine cannot download or start, the
page says so. (#468)
In battle
- Sky Knights and other flyers hold the point they picked instead of
being pushed back by walkers, and a Dark Priest crowded by flyers goes
on building, as in the original. (#451, #453) - A shot at a ground point leaves when the unit's attack script lets it
go, as a shot at a unit does, and one drawn at a point the order then
moves out of reach is called off. (#455) - Radar shows other players' units as blips on the minimap beyond sight,
as in the original. Mods can give units radardistancejam and
sightdistancejam to hide units from radar and fog the ground round a
jammer. (#319) - The Sea Fort, the Floating Tower and the Iron Plague Navy Yard float at
their waterline instead of sitting on the sea floor, and a Sea Fort
launches ship after ship instead of stopping at its first. (#457, #458) - Damaged units burn and smoke by the original's rules, and steam, the
purple flash of a change of form, the Pillar of Light's light, and the
wakes and thrust of units that wade, swim or fly over water are drawn.
(#381) - A selected unit that dies no longer takes the orders panel with it, so
Patrol and the other orders stay for the rest of the selection. (#452) - The Sacred Fire's Active and Inactive buttons work, and the buttons
light the state the selection shares. (#456) - Acolytes, priests, the Pillar of Light and the Sacred Fire heal what
stands round them, and the Titan and the Shaman raise the armour and
attack of what is round them, as in the original. Healing is paid for
in mana at what the healed unit cost to build, so a wounded monarch
beside a healer can take the whole treasury, as it does in the
original. (#456) - A computer player cut off by water builds a transport, or a yard to
make one, and carries its army over to attack. (#454) - Units show their action and construction feedback again, and selection
rings are animated. (#371)
Multiplayer compatibility
Everyone in a room must be on the same version. A room hosted on another
version is greyed in the list and says to reload or update. After an
update, refresh the page before you host or join, and have everyone else
in the room do the same. Desktop builds older than this one cannot join
games hosted with it, and the other way round. Replays play only on the
version that recorded them.
OpenKingdoms v0.5.6
OpenKingdoms 0.5.6, an engine for Total Annihilation: Kingdoms.
Play in a browser at openkingdoms.net, or download below and play on the desktop.
This release lets players whose game folders differ play multiplayer
together again. All players need 0.5.6: browser players just reload the
page.
Loose models no longer keep players apart
Some copies of the game, the GOG one among them, have an objects3d folder
of 20 building models beside the archives, and others do not. Those models
decide where a blast reaches a unit, so two players whose folders differed
fell out of step minutes into a match, and 0.5.4 and 0.5.5 refused to put
them in the same game. A multiplayer battle now uses only the models in
the game's archives, whatever the game folder holds. So do watchers, a
battle brought back into step from another player's game, and the replay
of a match. Players with and without the folder can host and join each
other again, and the lobby no longer asks anyone to remove it. A skirmish
or a campaign still uses the folder's models as before. In the browser,
models added with "Add 3D models" or with the game folder are used outside
multiplayer only.
If you moved your objects3d folder out of the game folder to play 0.5.4
or 0.5.5, you can put it back. (#449)
Smaller changes
- A player on another version of OpenKingdoms who joins by code or link
is now told to reload or update before anything is said about their
game data. (#449)
Multiplayer compatibility
Everyone in a room must be on the same version. A room hosted on another
version is greyed in the list and says to reload or update. After an
update, refresh the page before you host or join, and have everyone else
in the room do the same. Desktop builds older than this one cannot join
games hosted with it, and the other way round. Replays play only on the
version that recorded them.
OpenKingdoms v0.5.5
OpenKingdoms 0.5.5, an engine for Total Annihilation: Kingdoms.
Play in a browser at openkingdoms.net, or download below and play on the desktop.
This release makes a multiplayer battle that falls out of step catch up in
seconds instead of replaying the whole match. All players need 0.5.5:
browser players just reload the page.
Rejoining in seconds
When one player's battle falls out of step with the others, it no longer
starts again from the first second and replays the whole match behind the
"Rejoining the battle" screen, which late in a long game took a minute or
more. The game server now asks another player's game for its battle as it
stands, passes it on, and the player who fell out of step carries on from
there with only the last few seconds to catch up. Their camera and the
units they had selected stay as they were, and everyone else plays on
without a pause. When two players disagree and there is no way to tell
which is right, the host's battle settles it, once a game. Such a game
still goes on the record but does not count for the standings, since a
host could change a battle that way. If a battle cannot be brought back
this way, for instance because the other player left at that moment, the
old way of replaying the match is still there as a fallback, and a battle
that keeps falling out of step is never sent round in a loop. (#446)
Smaller changes
- A unit fading out of a magic death is now kept in a saved game, so a
battle saved at that moment loads exactly as it was. (#446) - A game on another version of OpenKingdoms now says to reload the page
or update the game, and a full game says it is full. (#446) - In the browser, the "Add 3D models" button now takes .3do models picked
one by one, as dropping them on the page already did. (#446)
Multiplayer compatibility
Everyone in a room must be on the same version. A room hosted on another
version is greyed in the list and says to reload or update. After an
update, refresh the page before you host or join, and have everyone else
in the room do the same. Desktop builds older than this one cannot join
games hosted with it, and the other way round. Replays play only on the
version that recorded them.
OpenKingdoms v0.5.4
OpenKingdoms 0.5.4, an engine for Total Annihilation: Kingdoms.
Play in a browser at openkingdoms.net, or download below and play on the desktop.
This release finds and fixes why multiplayer games fell out of step, and
lets a beaten player stay and watch the rest of the battle. Everyone in a
multiplayer room has to be on this version, so refresh the page after the
update.
Multiplayer games that fell out of step
Some copies of the game, the GOG one among them, have an objects3d folder
of 20 building models beside the archives, and the game uses those models
in place of the archives' own. A model decides where a blast reaches a
building. So a player with that folder and a player without it played
slightly different battles, and the game stopped with "the players'
battles no longer agree", often many minutes in. The lobby now checks
those models too. When they differ, the game is greyed in the list and
says which folder and how many models, and the host's room says who could
not join and why. Both players need the same files: both include the
objects3d folder, or both leave it out. In the browser, Choose game folder
brings the folder along and Choose game files does not. (#444)
When two battles do fall out of step, they are rebuilt from the game
server's record instead of stopping. The rebuilt player sees "Rejoining
the battle" until they are back at the present, and everyone else plays
on without a pause. A battle that falls out of step again after two
rebuilds is not rebuilt a third time. The computer takes over that
player's army and they watch, and the message line says so. (#443, #444)
Watching after a defeat
When your monarch falls with Monarch Expendable off, your army goes with
it, and you now stay to watch while the others fight on. The Defeat
banner shows for three seconds, then the whole map shows with no fog.
Tab looks through each player's eyes in turn and then back to the whole
map, as it does for a watcher. In a multiplayer game your own fog used
to stay up, and with nothing of yours left on the map you saw nothing of
the battle. In a skirmish the statistics screen now waits until one side
is left. (#441)
A beaten player gives up their seat to watch, so their battle is checked
like a watcher's and never decides whether the players agree. (#444)
The leaderboard records a beaten player who leaves before the end at
the moment they were beaten, so leaving early never lifts anyone's
place. (#441)
Messages
The line that names a fallen player now shows every time a player or a
computer falls, the moment its army goes, in a skirmish or a multiplayer
game. Before, it could be missed when the fall came early in a battle or
while a battle was ending. (#441)
A short low horn over a muffled drum now sounds with that line, for every
player who falls. The original asks for a message sound there that its
game files do not include, so a fall used to pass in silence. The new
sound is made by the game itself and follows the sound volume. (#444)
When a multiplayer game stops for good, because the connection to the
game server dropped, the message line now says so instead of leaving the
battle standing still. (#441)
Multiplayer compatibility
Everyone in a room must be on the same version. A room hosted on an older
or newer version is greyed in the list with the reason. After an update,
refresh the page before you host or join, and have everyone else in the
room do the same. Desktop builds older than this one cannot join games
hosted with it, and the other way round. Replays play only on the version
that recorded them.
OpenKingdoms v0.5.2
OpenKingdoms 0.5.2, an engine for Total Annihilation: Kingdoms.
Play in a browser at openkingdoms.net, or download below and play on the desktop.
This release fixes Kirenna's Water Blast, which 0.5.1 broke, and adds the
Asset Atlas, a page for modders that browses the game's art. Everyone in a
multiplayer room has to be on this version, so refresh the page after the
update.
Combat
Kirenna's Water Blast goes off again when you cast it at a spot she has to
walk to. Since 0.5.1 she walked into reach and stood there with her mana
full. A unit whose script never says it has aimed now fires after two
seconds once it has stopped with its target in reach, as it did before
0.5.1. Every other weapon still waits for its script as in the original.
(#438)
Asset Atlas
openkingdoms.net/atlas.html lists
every picture, animation and 3D model in your copy of the game, with
search, a preview and a 3D view. It reads the game files the game page
already keeps in your browser, or asks for your game folder. Nothing
leaves your machine.
Models and scenery that have a Stars of Darien remaster stand beside it
under one camera. You can keep notes, ratings and tags on any asset and
share them as a file, export a picture, an animation's frames or a model,
and see which file a new model has to replace. (#437)
Multiplayer compatibility
Everyone in a room must be on the same version. A room hosted on an older
or newer version is greyed in the list with the reason. After an update,
refresh the page before you host or join, and have everyone else in the
room do the same. Desktop builds older than this one cannot join games
hosted with it, and the other way round. Replays play only on the version
that recorded them.
OpenKingdoms v0.5.1
OpenKingdoms 0.5.1, an engine for Total Annihilation: Kingdoms.
Play in a browser at openkingdoms.net, or download below and play on the desktop.
This release answers two rounds of playtesting on openkingdoms.net. Your
army looks after itself again. Units stop chasing an enemy to their death,
patrols and guards fight and mend, and new units step off the factory pad.
Weapons, flyers, ships and spells behave as in the original, assassins
cloak, Tab opens the full screen radar, and the computer opponent takes
and holds ground with a varied army. The game options you pick are kept
for the next battle, Use Crusades Units among them. Everyone in a
multiplayer room has to be on this version, so refresh the page after the
update.
Your army
A unit that picks its own fight gives up once it is its leash from where
the fight began, 500 pixels for most units, and walks back. Until now it
followed a fleeing enemy across the map. Units on Defensive still hold
their ground. (#425)
Patrols fight in any stance but Passive. A patrolling unit breaks off
from its route to fight, comes back to where it left and carries on.
Builders on patrol repair damaged allies they see along the route and
help finish your frames. (#425)
A guard attacks whoever hits the unit it guards, repairs it, and helps it
build or repair whatever it is working on, then goes back to guarding. It
keeps the original's distance from a building it guards instead of
standing inside it. (#426)
A unit that leaves a factory with no orders walks to a spot of its own
near it, and the factory waits for a clear pad before it starts the next.
Units no longer pile up on each other at the door. (#434)
Dragging the clean up cursor over an area clears every tree, rock and
ruin in the box, nearest first, as in the original. (#434)
Combat
A splash shot that strikes its target bursts on the target's body and
does its whole damage. Shots used to burst a little short, so a Rictus did
about 560 to a swordsman where the original does 817. (#424)
Units turn to their target only the way the original lets them, and fire
once they face it within their aim. Breath weapons no longer fire in every
direction at once, and the Tortoise aims its turret instead of spinning
round. (#431)
Creon's freeze and stone shots work as in the original. They do no damage,
and on a roll they turn the target into an ice or stone statue painted
with its kingdom's ice or stone. Buildings, monarchs and unfinished units
are left alone. (#431, #433)
The Long Term Stun and the other paralyzers hold what they hit for a time
instead of wounding it, up to a minute. (#433)
A weapon fires once its unit's script says it has aimed, so the Fire
Spout breathes every reload instead of once. (#433)
Every unit with a weapon gets the Attack order, as in the original. The
Beast Handler's whip and the Shaman's lightning can be ordered to attack,
and the Beast Tamer, which has no weapon, no longer shows the button.
(#431)
Assassins and every unit with a cloak cost can cloak, from the sidebar or
with K. A cloaked unit pays its mana as it goes, shows see through to you
and cannot be seen by the enemy. It comes out for a while when an enemy
comes close, when it fires or builds, or when its mana runs short. (#429)
Ctrl+D self destructs the units you have selected, lodestones included,
after the original's two second countdown, and Ctrl+D again calls it off.
It now asks first. (#426, #429)
The message list names a player who falls, with one of the original's
lines. (#426)
Flyers
Dirigibles, the Ghost Ship, the Taros priests and the other flyers whose
scripts have no flight call now take off, keep apart from each other and
land when they have nothing to do. They used to hover where they stopped
and stack up. (#434)
A flyer on the ground takes off before it fires. A flyer taken over by
mind control stays in the air. A swordsman ordered aboard a flying
transport still boards it after it lifts off. (#434)
The computer opponent
The computer settles every free lodestone it can safely reach, sends
fighters to cover builders it sends far from home, and after it wins a
fight it holds the ground or presses on to the next target instead of
walking home. Its castles train a varied army: Veruna's no longer turns
out mostly Centaurs. Against the previous version it won 36 of 64 test
games and lost 17. (#435)
Game options
The skirmish screen and a game you host remember their options for the
next battle, as the original does: Use Crusades Units, Line of Sight, Map
Revealed, Monarch Expendable, random start positions, cheats, the unit
limit, and on the skirmish screen your side and the enemy's. If your
battles felt harder hitting lately, Use Crusades Units had been switching
itself off. Tick it once and it stays. Players who join a room always play
the host's rules. (#424)
On screen
Tab puts the original's full screen radar over the battle, with the fog,
your view and every unit's blip in its player's colour. Click it to look
there, and Tab again to put it away. (#429)
The build cursor judges a site only by what you can see, as the original
does, so it no longer shows whether an enemy has taken a lodestone out of
sight. A builder sent there finds out when it arrives. (#429)
Ships ride at their waterline in both views instead of sitting on the sea
floor, and units that wade stand in the water the same way. Mer Warriors
swim instead of walking on the sea, and in the classic view the part of a
unit under the water is drawn darker and bluer. (#423, #432)
Ghost Ships are see through in both views. (#432)
In the classic view a tree covers a unit standing behind it, and flyers
draw over everything. The Veruna bastion's stone fins no longer cover the
blue band down the front of its walls. (#432, #436)
Thirsha's lightning leaves her, not the ground under her. In the 3D view
the ground past the edge of the map is black, as in the classic view,
instead of sky, and a selection ring beside a cliff no longer climbs it.
(#423, #427)
Multiplayer
A player who leaves a versus game loses their army, as in the original,
and the players left go on at once instead of waiting. The win goes to
whoever stays. (#419, #420)
In a match the in-game menu is the multiplayer one, with no Restart, Save
or Load, and the game keeps running while it is open. (#421)
Also
In the browser, a Shift whose release the page missed no longer stays
held, so a click on a build button queues one unit again, and Shift+click
five. (#422)
The site counts its visits and battles for a private stats page, without
cookies or anything that tells you apart. The privacy page says what it
keeps. (#415, #417)
Multiplayer compatibility
Everyone in a room must be on the same version. A room hosted on an older
or newer version is greyed in the list with the reason. After an update,
refresh the page before you host or join, and have everyone else in the
room do the same. Desktop builds older than this one cannot join games
hosted with it, and the other way round. Replays play only on the version
that recorded them.
OpenKingdoms v0.5.0
OpenKingdoms 0.5.0, an engine for Total Annihilation: Kingdoms.
Play in a browser at openkingdoms.net, or download below and play on the desktop.
The battlefield now breaks and burns the way the original's does. Blasts
fell trees, knock down walls and cave in buildings, fire catches in the
woods and the wind blows. A new room option, Remastered Battlefield, takes
it further. Flyers spread out instead of piling up, builders help each
other, Zhon summons are much easier to place, and mind control can miss
again. Everyone in a multiplayer room has to be on this version, so
refresh the page after the update.
Scenery that breaks and burns
Blasts now wound the scenery they reach, as in the original. A tree hit
hard enough plays its death and leaves a stump, a wall drops a stage and
then lies as rubble, and buildings cave in. Each stage blocks the ground
its file says it does, and units find their way round what is left.
Weapons that only hurt units leave scenery alone. (#384)
Fire weapons set trees and other scenery that can burn alight. A burning
tree plays its flames and leaves a burnt stump, and its spark can light
the scenery near it and downwind. With the original's timings most fires
burn out before their spark, so a fire stops where the flame reached, as
it did in 1999. (#384)
The wind blows now. It changes speed and turns a little every few seconds
within the limits the map sets, and flags and sails follow it. (#384)
Splash and death blasts
A blast reaches half of its weapon's area of effect, with the original's
curved falloff toward the edge. Until now every splash weapon reached
twice as far as in the original and hit harder at range. A small blast
that strikes a unit hits that unit alone. (#382)
Units whose file names a death weapon burst with it as their death ends.
The Grenadier, the Kamikaze Rat, the Dirigible, the Bomb Sprinkler, the
Fire Wagon and the Shock Trooper have one, and the Crusades units add the
Giant Orm. The blast hurts friend and foe alike and breaks scenery, and
what it kills counts for the dead unit's owner. A unit that was never
finished, or one a builder takes apart, never bursts. (#388)
Remastered Battlefield
A new option, Remastered Battlefield, sits under the original's rules on
the skirmish screen and in the battle room. It is off by default, and the
game list marks a room that plays it. (#385)
With it on, the battlefield works like this:
- Rocks, ruins, spires and grass break too, and leave nothing behind, so
a path opens. Lodestones and sacred sites never break. - Spells that only hurt units in the original reach scenery like any
other blast. - Fire spreads through the woods of the shipped maps. A burning tree
throws several sparks before it burns out, they reach further, and the
wind drives the fire on. A fire usually crosses a wood more slowly than
infantry walks, and even a wood of ten thousand trees ablaze keeps the
game running smoothly. (#389, #399, #408) - Burning scenery hurts units standing in it, 25 damage every half
second. - The rubble of walls and buildings blocks the way until a builder sweeps
it, which pays its mana as clearing does. - Computer players sweep rubble that has their units stuck and walk their
units out of fire. (#391)
Burning buildings
Damaged buildings show the flames and smoke their scripts call for, as in
the original. The flames follow the building's model, and the smoke stops
once the building is repaired. This is the first new feature from outside
the project. Thank you, tgilgs! (#369)
Flyers
Flyers that share space in the air step apart, as the original's air
traffic does. A flock sent to one point spreads out round it instead of
stacking, and lands with room between its flyers. (#396)
Flyers with a hover attack, such as the Harpy, hold their own bearing
round their target at the distance their file gives and fire as they move.
Against twelve Harpies on one target, one Water Ball now takes at most
three where it took ten. (#412, #413)
Flyers land only on clear, dry ground. A flyer stopped over the sea flies
on or circles until it finds land, and over water it keeps its height
above the surface instead of the sea floor, so dragons are no longer drawn
under the waves. (#397, #409)
A Harpy in the air no longer stands on a building site, so Harpies
summoned without end keep coming. (#403, #404)
Builders and summons
A second builder or a monarch can help build a frame another builder
started, and the work adds up, so two builders finish in half the time for
the same mana. As in the original, a monarch can help with anything of
yours, other builders only with what they could build themselves, and
nobody helps an ally's frame. The hammer cursor shows only when a selected
unit can help. (#392)
Ctrl on a walking builder's button summons that unit without end, as Zhon
players will know from the original. Click one spot and the builder keeps
summoning there, each finished unit stepping off for the next. The button
shows +++, and a right click on it ends the summons. (#393)
A summons can be placed over units that can walk away. The ghost turns
green, and the summons waits for them to leave its spot before it starts.
(#395)
Mind control
Mind control shots fly by the original's rules again. A shot leads a
walking target, misses a unit that steps out of its way, ends at its range
and dies with its caster. Mind control can miss as it did in the original
instead of taking nearly every unit it is aimed at. A hit still takes a
recruit four times in five. (#402)
Wandering spells
The Weather Witch's Tornado works. The Tornado, the gods' Fire and Water
Vortexes and the Hurricane now wander away from the caster as in the
original, turning as they go and hurting whatever they pass on every frame
of their run. A Tornado fells the trees in its path. (#411)
Minimap
The minimap's buttons work as in the original. Hold the right button on it
to look around, and drag to follow the pointer, whatever you have
selected. With your units selected, a left click on the minimap gives the
order a click on the field would give there. They move to open ground,
attack an enemy standing there, or carry out the command you have armed.
With nothing of yours selected, the left button still looks. (#394, #406)
3D view
The 3D view draws scenery dying and burning, with its flames, as the
classic view does. (#390)
Also
Running the test suite no longer touches your own options. Options and
saved games live in your user folder, and setting TAK_CONFIG_DIR keeps
them somewhere else. (#410)
The engine keeps a record of each battle for a front end's end screen, and
a front end can hear each blast, each piece a dying unit throws and what
happens to each piece of scenery, to draw them its own way. (#380, #383,
#386, #387)
Saved games
Saves from older versions that hold a unit with a death weapon, such as a
Grenadier or a Kamikaze Rat, do not load in this version.
Multiplayer compatibility
Everyone in a room must be on the same version. A room hosted on an older
or newer version is greyed in the list with the reason. After an update,
refresh the page before you host or join, and have everyone else in the
room do the same. Desktop builds older than this one cannot join games
hosted with it, and the other way round. Replays play only on the version
that recorded them.
OpenKingdoms v0.4.4
OpenKingdoms 0.4.4, an engine for Total Annihilation: Kingdoms.
Play in a browser at openkingdoms.net, or download below and play on the desktop.
This release brings back the original's select keys, fixes lodestones that
refused to go down beside a busy sacred site, and makes sure the site always
runs the newest engine. Everyone in a room has to be on this version, so
refresh the page after the update.
Select keys
The original's select keys are in, as its key file binds them:
- Ctrl+Z adds every unit of the types you have selected, across the whole
map. It only ever adds to the selection. - Ctrl+A selects all your units, and Ctrl+U your units on the screen.
- Ctrl with a letter selects a kind of unit: B builders, E melee, F
factories, G magic, M your monarch, N boats, R ballistic, W armed and Y
flyers. Hold Shift as well to add them to the selection. - Ctrl+Shift with a number adds that group to the selection.
With Ctrl held, W, A, S and D no longer scroll the map. In a browser, Ctrl+W
and Ctrl+N still belong to the browser. The README lists every key. (#378)
Lodestones beside a sacred site
A builder working on one lodestone could stop a few pixels over the edge of
the next sacred site, and that site then refused every lodestone. As in the
original, a unit now only blocks the ground it stands on, so the next site
stays free. (#378)
Always the newest engine
After an update, a returning visitor used to get the old engine for one
more visit while the new one downloaded, and a tab left open never updated.
The site now checks for a new version before it starts, and an open tab
takes the update the next time it is on the menu or the game list, never in
a room or a battle. With no network, the game still starts from what the
browser saved. (#377)
Also
The engine can keep a lost skirmish going between the computers, for a
front end that lets a beaten player watch the rest of the battle. (#376)
Multiplayer compatibility
Everyone in a room must be on the same version. A room hosted on an older
or newer version is greyed in the list with the reason. After an update,
refresh the page before you host or join, and have everyone else in the
room do the same. Desktop builds older than this one cannot join games
hosted with it, and the other way round. Replays play only on the version
that recorded them.
OpenKingdoms v0.4.3
OpenKingdoms 0.4.3, an engine for Total Annihilation: Kingdoms.
Play in a browser at openkingdoms.net, or download below and play on the desktop.
This release gives ships room to sit side by side and fixes attacking
flyers. Everyone in a room has to be on this version, so refresh the page
after the update.
Ships keep apart
In the original, every ship gets a small square on the map, while its hull
is up to three times longer. So fleets piled on top of each other. A ship
now takes up the shape of its own hull, long and thin, so a fleet sent to
one spot settles side by side without overlapping, and ships moving
together stay clear of each other.
A shipyard waits for its pad to be clear before it starts the next ship,
and sends each finished ship out to open water. Route planning still uses
the old squares, so narrow straits stay open, though a fleet takes a little
longer to file through one. Land, hover and flying units are unchanged.
(#373)
Attacking flyers
In the 3D view, pointing at a dragon or another flyer found nothing unless
the camera was at its default tilt, so you got the plain pointer and a
click became a move. A flyer is now picked where it is drawn, in the air,
from any camera angle.
The cursor now follows the original's rules for each selected unit. You get
the attack cursor when any of them can hit the flyer, and the red cursor
when none of them can, as with cannoneers and war galleys. On a click, the
units that can hit it attack, armed units that can't keep what they were
doing, and unarmed ones walk to the spot.
(#374)
Multiplayer compatibility
Everyone in a room must be on the same version. A room hosted on an older
or newer version is greyed in the list with the reason. After an update,
refresh the page before you host or join, and have everyone else in the
room do the same. Desktop builds older than this one cannot join games
hosted with it, and the other way round. Replays play only on the version
that recorded them.