Zero-K v1.12.6.0 is the most recent release of Zero-K's staff. For those unaware of what is being written here, Zero-K is a free and open-source real-time strategy game that uses the Spring game engine. There is only one faction with 100+ varied units with unique abilities. It has physically simulated units and projectiles, and it allows terrain manipulation in battle. It has a single-player campaign, a challenging, non-cheating AI, multiplayer 1v1 - 16v16, FFA, and coop, and a multiplayer online campaign. Here are the official words about Zero-K v1.12.6.0:

Likho has a new model by brunocb, giving it a proper singularity bomb. This update also has many fixes and a few balance changes. Some of the fixes are due to an engine update, such as a decades-old bug that caused reverse-built units sometimes to try to slide off the map. On the balance front, Bulkhead now has a bit more range than Stinger, Duck is a bit better, and Disco Rave Party spins faster.


Duck is no longer the equal-slowest raider.
  • Speed 90 -> 93 elmo/s (no longer matches Bandit)
  • Missile range 235 -> 232 (matches Bandit)
  • Missile turn rate increased by 16%, so it reliably hits Dart.

Bulkhead is more sturdy and can safely shoot at Stinger.
  • Stays deployed while mid-air
  • Range 600 -> 640
  • Sight range 660 -> 700

Crab and Bulkhead can deploy mid-air.

Kodachi is killed in one fewer shots by Dagger.
  • Health 680 -> 660

Disco Rave Party has all its bearings replaced.
  • Base turn rate increased by 25%
  • Maximum fire rate increased by 6.7%
  • Spin-up rate increased by 18%
  • Increased minimum turn rate by 25%
  • Can turn without spinning down so far, as a result of the above.

  • Added new Likho model (thanks brunocb).
  • Added optional radar color in LOS and fog stripes under Settings/Interface/Map/Radar Color.
  • Added animation-stun to most striders. They no longer return to a neutral stance while stunned.
  • Guarding units can now be automatically set to a lower selection rank under Settings/Interface/Selection/Filtering (thanks, Amnykon).
  • Improved overdrive payback tooltip.
  • Added metal shared, energy excesses, and energy shared graphs.
  • Mods can now include their own modoptions files.
  • Reordering factory queues no longer forgets Alt-insert.
  • Cloaked units no longer try to shoot at unseen mexes.
  • Free-For-All games are now not counted for ranking immediately, rather than being discounted when the server restarts (thanks, Shaman)

  • Fixed rally points of factories with structures right in front of them.
  • Fixed overlob prevention vs. jumpjets.
  • Fixed a shadow bug caused by UI scaling.
  • Slowed Detriment can no longer be stolen by transports.
  • Fixed defense range circles for ballistic projectiles (thanks, Helwor).
  • Fixed Djinn deployment when told to stop while stopping.
  • Fixed being able to click twice to start a skirmish game.
  • Fixed reverse-built nanoframes sometimes sliding off the map (thanks, marcushutchings).
  • Fixed queuing dense line moves (recent engine bug, thanks, marcushutchings).
  • Fixed structure ground decals persisting after death (recent engine bug, thanks, marcushutchings).
  • Fixed an issue with action registering (thanks Helwor).
  • Made UnitLeftRadar more consistent (thanks Helwor).
  • Terraform construction can no longer catch fire.
  • East-facing morphs no longer result in West-facing units.
  • Fixed lingering noammo icon on wreck tooltips.

For further information about Zero-K, visit the Official Website, and Forums. Download Zero-K v1.12.6.0 Here. And that's all for now! Have fun and enjoy Zero-K!

Howdy! Reinforcements have arrived at YouMustConstructAdditional... patrickwieth has recently made YouMustConstructAdditional v0.95.30 available for download. YouMustConstructAdditional.. is a real-time strategy game that uses the OpenRA engine. It forks Combined Arms, and it strives to create massive battles with GDI, Nod, Scrin, Allies, Soviet, and China. Here is the official announcement from YouMustConstructAdditional..'s staff about YouMustConstructAdditional v0.95.30:

The Nukular MCV mode is now functional but will be patched in the future according to how it plays out.
Nukular MCV mode is like "Exploding Kings" in AoE2. For those who do not know this, you have a King, and if you lose the King, you lose the game. Furthermore, the King dies in a gigantic nuclear explosion. In this game, it is not a King but an MCV with the same properties. This mode is best for FFA games as it gives an almost defeated player a possible purpose: get revenge with the Nukular MCV. Also, it can be used to make Conyard Sniping much stronger than usual if desired.

New Features

  • The Transport Ship now explodes like the Nukular MCV and shows the same green tilt if a Nukular MCV is loaded. Air transports (Carryall and Dropship) also show this, but their Nukular Explosion is weak in case they are downed.
  • Transports that have the Nukular MCV loaded get a speed bonus of 50%.


  • The Explosion of the Nukular MCV now spreads the nukes more evenly and thus deals more damage in a wider area.
  • Force Shield has its cooldown reduced, and in Nukular Mode, it is significantly reduced.

Bug Fixes

  • Fix Nona SVK turret sprite
  • Anti Tank Mines (French Cluster Mines) dealt 100% damage to all target types. Now, they only deal 100% vs. Heavy Tanks, 75% vs. Reflector, 10% vs. Infantry and Fortified Buildings.

If you are curious about YouMustConstructAdditional.., visit the Official Website, and Discord Channel to obtain further information about it. Download YouMustConstructAdditional.. Here. That's all, folks! Stay tuned at PPM for more news coverage on YouMustConstructAdditional..!

Notepad++ 8.6.8 has been released!
Jun 05, 2024 - 03:30
Are you picking this up? Good! Notepad++ has been recently improved with the release of Notepad++ 8.6.8. For those who are not acquainted with it, Notepad++ is a free and open-source code editor and Notepad replacement that runs on Windows. It supports several programming languages, multiple tabs, plugins, and is based on the powerful editing component Scintilla.

Here is the official announcement from Notepad++'s staff about Notepad++ 8.6.8:

Notepad++ release 8.6.8 change log:

  • Fix a crash in Column Editor caused by an arithmetic overflow.
  • Fix the issue where any negative repeat value in Column Editor causes a hang.
  • Fix an extra space being inserted in the HEX mode issue in Column Editor.
  • Fix a visual glitch in the toolbar pressed buttons in dark mode.
  • Add auto-indent feature for Python.
  • Fix the issue where “show control characters” settings are not remembered when switching to another tab.
  • Fix the missing monitoring disabled state icon from the fluent icon set on the toolbar.
  • Adjusted the inaccurate naming of indent settings in the Preferences dialog.
  • Fix the issue where the customized color of the active tab in the inactive view is missing.
  • Introduce a new plugin command “NPPM_GETTABCOLORID” to retrieve the current tab color ID.
  • Allow the tree view dark mode customization for plugins.
  • Fix the popup dialog for updating, not mentioning ‘Notepad++’.

You can find more information about Notepad++ by visiting the Official Website, and Forums. Download Notepad++ 8.6.8. That's all, folks! Stay tuned at PPM for more news coverage on Notepad++!

Vengi 0.0.32 has been released!
May 31, 2024 - 02:12
Hi everyone! It has been a while since I posted for the last time. For those who confused me for a corpse, you have made a sad mistake. Moving to a new home with limited internet and a broken PC, things can get a bit tough. So, I have been acting in the shadows like the prophet, but I am ready to return to the battlefront.

Talking about the battlefront, reinforcements have arrived from Vengi as Vengi 0.0.32 has been recently posted by mgerhardy. For those who are not acquainted with it, VoxEdit is a voxel art editor that supports several volumetric pixel file formats, such as Command & Conquer vxl, Minecraft, Quake 1 bsp, Ace of Spades vxl, as well as some other voxel editors such as Goxel and MagicaVoxel. It uses the vengi voxel engine.  Here is the official announcement from Vengi's staff about Vengi 0.0.32 and also 0.0.31 which was released during my recent silence:


A more detailed changelog can be found on github.

Join our discord server.

See the documentation for further details.

Known issues.

0.0.32 (2024-05-29)


  • Add mesh optimizer support (new cvar voxformat_optimize)
  • Fixed missing region shift for vxl (Command and Conquer)
  • Fixed MagicaVoxel vox file loading for files that don't contain instances but only models
  • Added vxc thumbnail support
  • Fixed a translation-related crash for all apps on Windows


  • Converted the text-voxel-rendering into a new brush
  • Fixed undo node transform changes as first action

0.0.31 (2024-05-09)


  • Fixed memory leak in fbx loading
  • Added support for starmade templates smtpl format
  • Fixed merging of nodes when pivots are used
  • Added support for litematic Minecraft support
  • Extended supported Minecraft materials
  • Extended Lua bindings for keyframes and transforms
  • Extended Lua bindings for HTTP requests
  • Fixed face culling for negative scale values
  • Added command and cvar dialogs to the help menus
  • Added cubzh version 5 (older version) support
  • Added support for writing uncompressed qubicle qb files
  • Fixed qubicle qb version number
  • Added basic support for thing file support
  • Optimized file dialog for large directories
  • Added translation support (po files)
  • Fixed error in up-scaling volumes
  • Fixed x-axis flip for cubzh 3zh files
  • Added cvar voxformat_rgbweightedaverage to control the color contributions for a triangle
  • Added the ability to upload crash dumps
  • Improved support for reference nodes in a lot of formats
  • Improved pivot support in a lot of formats


  • Added zip archive support for --input
  • Added the ability to export into slices with --slice when --output is a png file


  • Added support for browsing the remote voxel collections to the asset panel
  • Added modelmerge all parameter to merge all nodes at once
  • Added presentation command to cycle through all models in a scene
  • Improved position panel to edit transforms
  • Improved start-up times
  • Pasting from a different palette will search for the closest colors
  • Fixed off-by-one error in ve_regionsizes cvar handling
  • Re-enabled the yocto-pathtracer panels again
  • Moved some UI elements into other panels
  • Improved stamp brush features
  • Fixed brush regression in combination with the override mode
  • Added pathfinder brush preview


  • Fixed logic error in skipping camera nodes


  • Renamed AppStream package to io.github.vengi_voxel.vengi.voxedit for DBUS compatibility

For further information about Vengi, visit the Topic at PPM Forums, Official Website, and Discord Channel. Download Vengi Here. And that's all for now! Have fun and enjoy Vengi!

Hello, ladies and gentlemen! There is a new quick patch for Metal Factions known as Metal Factions v2.41c. Metal Factions is an open-source game made with the Spring RTS game engine. It's an evolving real-time strategy game with four factions: Aven, Gear, Claw, and Sphere. It features 3D terrain and units, intuitive physics with real-time simulated gravity, collision handling, and projectile trajectories. It has over 400 units, including humanoid robots, tanks, ships, aircraft, buildings, defenses, etc. The changes from Metal Factions v2.41c were announced with the following words:

- Fixed rare lups-related error
- Modified chat message and map marker sounds yet again

For further information about Metal Factions, visit its Official Website, Forums, and Discord Channel. Download Metal Factions v2.41c Here. And this is all for today! Enjoy Metal Factions and provide your feedback about it so it can get better.

Hello ladies and gentlemen! Openage has some interesting updates posted recently by their crew. For those unaware, Openage is a free cross-platform Real Time Strategy game engine that provides the mechanics of Age of Empires, replicating its look and feel, making it more moddable, and allowing multiplayer games with more than 8 players. Here is what you need to know about the progress on Openage:

Hello everyone, we are happy to have you here for yet another openage update. For the latter half of the month, we have taken a small break from pathfinding to work on other small internal projects that have been piling up, e.g., some leftover tasks in the renderer. That also means that, unlike last month, this update won't be 100% pathfinding exclusive, so those of you who enjoy more variety have something to look forward to!

Pathfinding in nyan API

Since the pathfinding system in the engine is mostly finished, we have been making efforts to officially use it in the movement systems of the game simulation and build it into our rudimentary map generation. The first major step in this direction is the integration of new pathfinding-related objects into our nyan modding API. This allows game objects to utilize the pathfinding functionality in several ways.

The new API object PathType can be used to define grids in the pathfinder. Usually, there exists more than one pathfinding grid per game. For example, AoE2 has two grids, one for land-based units and one for ships. If you are very generous, you could additionally consider that there is a third "air" grid, as the ambient birds flying all over the map have separate pathfinding rules. A unique air grid is also used for flying units in Star Wars: Galactic Battlegrounds.

PathType objects can be referenced by other API objects to reference a specific grid, e.g., by the Move ability with its new member path_type. This tells the engine which grid to search for pathfinding when the ability is used by a game entity. For dynamically influencing the cost of the grid, there is now a Pathable ability that changes the cost of grid cells for one or multiple grids at its location when it is active. The latter ability may, for example, be used by buildings to make parts of the grid impassable as long as the building exists.

For map generation, the Terrain API object now allows defining the pathing costs associated with each terrain via the path_costs member. This member simply assigns a cost value to each grid defined with PathType. When the map is created, the terrain generator uses these values to initialize the cost fields for the grid in the pathfinder.

Rendering Multi-textured Objects

After adding all the relevant pathfinding types to our API, we are finally able to put all the pieces together and make units move with proper pathfinding. However, there was one minor problem that we wanted to resolve first: While the game state has supported tiling with terrains for a while, the terrain renderer couldn't display them properly yet. In fact, the renderer would only use the texture of the first tile for texturing a whole 10x10 chunk, so all chunks looked like they only contained a single terrain type. Given that this is rather distracting when we want to test whether pathfinding based on specific terrain costs works, we took a slight detour to extend the renderer first. You can see the result in the screenshot below.

Previously, each terrain chunk in the renderer was handled as a single mesh that would be drawn with one texture in the shader. In the new implementation, the chunk is split up so that all tiles with matching terrain textures get their own mesh. For example, if there are six different terrain textures, then there would be six meshes created for the chunk. All of the meshes are drawn individually, but this is practically unnoticeable as the meshes border each other seamlessly. You may have also noticed the lack of terrain blending, which currently makes the tile edges very distinct.

After we updated the terrain renderer, we also applied similar changes to the world renderer (which draws unit sprites). Here, we added support for rendering animations with multiple layers. In the above screenshot, you can see this in action when you look at the castle, which consists of a main layer and a shadow layer.
The main layer is the building sprite, whereas the shadow layer is the semi-transparent grayscale sprite to the left of the building. Previously, the renderer would only draw whatever layer was defined first.

The principle is roughly the same as for the terrain chunks: Every layer gets its own mesh which is drawn individually. Draw order is a bit more important in this context because animations of different units are more likely to overlap each other than tiles in the terrain renderer. Therefore, we added the possibility to insert renderable objects by priority into the rendering pipeline. As a result, all animation parts should now be displayed properly in the game.

What's next?

Now that the terrain renderer actually displays what's happening in the gamestate, we can start working on integrating the pathfinder again. In theory, this is pretty trivial to add, but we'll have to see if we encounter some errors in the implementation.

The next obvious step for the terrain renderer is blending support. This could be much harder as we would have to find a strategy that can handle the blending styles of all the old and new releases (AoE1, Conquerors, and the Definitive Editions all have different approaches). We will probably try to tackle the classic Conquerors blending first and then iterate and adjust gradually for other styles.

You can check more information about Openage by visiting the Official Website, Forums, and YouTube Video Channel. And this is all we can offer for today regarding Openage!

A new playtest version of Shattered Paradise was posted a couple of weeks ago. For those who are not acquainted with it, Shattered Paradise is an RTS game created with OpenRA that is inspired by the Command & Conquer Tiberian Sun universe, featuring 5 factions: GDI, Nod, C.A.B.A.L., Mutants, and Scrin. Here are the updates from Shattered Paradise playtest-20240427:


Bugs Fixed:

  • Generic:

    • Low-priority alt selection is bugged and did not work for Engineers and Harvesters
    • When capturing the opposing faction's war factories, you could not build their MCVs.

  • Nod:

    • The Hatred Emitter from Lightbringer could affect air units
    • When killing Holograms, your units could gain XP

  • Scrin:

    • Hover Tank could shoot over walls, which they should not

Visuals and Tooltips:

  • GDI:

    • Added new production icon for Amphibious APC
    • Added new production icon for Mammoth Tank

  • Nod:

    • Fixed: Flames on impact have a wrong color palette for Purifying Flames

  • Mutants:

    • Rockets on top of the Lynx Tank are bigger now


  • Generic:

    • Added a crushing sound to Tree
    • Added a sound for entering and exiting transports

  • Mutants:

    • Fixed: Fiend's impact sound is global
    • Fixed: Falcon's attack sound is too loud

  • C.A.B.A.L.:

    • Fixed: Reclaimer's attack sound is global
    • Added a new attack sound for Scrin Husk


  • Generic:

    • Veterancy:

      • Heroic selfhealing speed buffed from 75 to 50
      • PercentageStep heal from 2% to 3%

    • Tiberium:

      • Lifeforms able to heal on Tiberium now heal up faster
      • Selfheal speed buffed from 100 to 50 ticks

    • Permanent Selfheal:

      • Selfheal speed buffed from 100 to 50 ticks and includes assets like Epics

    • Hospital:

      • Selfheal speed buffed from 100 to 50 ticks
      • PercentageStep heal from 1% to 3%

    • Machineshop:

      • Selfheal speed buffed from 100 to 50 ticks

    • Barracks:

      • Heal radius from 5c0 to 6c0
      • Selfheal speed buffed from 100 to 50 ticks
      • PercentageStep heal from 1% to 3%

    • Engineer:

      • Vision radius from 5 to 6
      • HP from 95 to 100
      • Movement speed from 45 to 60

    • Vehicles:

      • Upon hitting 25% of HP (red HP bar), they will now lose 25% of their movement speed
      • Vision radius of most non-artillery vehicles is from 6 to 8
      • Artillery class vehicles vision radius from 5 to 6

    • Epics:

      • Vision radius from 8 to 10

    • Aircraft:

      • Vision radius of most aircraft assets from 9 to 10
      • Fighter class aircraft vision radius from 10 to 12

    • Construction Yard:

      • Selling it will only grant 1 engineer now

    • Harvester:

      • Vision radius from 5 to 8

    • MCV:

      • Vision radius from 5 to 6
      • Speed from 60 to 75

    • Weapons:

      • RifleWarhead:

        • Damage vs Defense Armor from 5% to 15%
        • Damage vs Concrete Armor from 3% to 5%

      • ArtilleryWarhead:

        • Damage vs Light Armor from 50% to 75%
        • Damage vs Concrete Armor from 35% to 50%

          • Affects units like Juggernauts, Specters, etc.

      • BombWarhead:

        • Damage vs Light Armor from 50% to 75%
        • Damage vs Concrete Armor from 20% to 35%

          • Affects units like Orca Bombers, Demo Bikes, etc.

      • AcidWarhead:

        • Damage vs Concrete Armor from 15% to 35%

          • Affects Corruptors and Ichor Waste Turrets

      • Proned Infantry:

        • Damage dealt from melee weapons from 100% to 70%
        • Sonic Emitter weapons from 50% to 70%
        • Bike explosion from 50% to 70%
        • Mine explosion from 50% to 70%
        • Abductor weapon from 100% to 70%
        • Cyborg Commando weapon from 350% to 70%. No typo, by the way. It actually dealt that much damage vs. prone targets
        • Wasp weapon from 70% to 50%
        • Stormrider weapon from 70% to 50%

  • GDI:

    • Firestorm Generator:

      • Cost from $1000 to $1500
      • Build speed from 20 to 30 seconds

    • Sonic Emitter:

      • Vision radius from 8 to 10

    • Medic:

      • Vision Radius from 5 to 6

    • Disc Thrower:

      • Weapon Type changed from ArtilleryWarhead to BombWarhead
      • Damage vs:

        • Light Armor from 50% to 75%
        • Heavy Armor from 35% to 50%
        • Concrete Armor from 15% to 35%

    • Jump Jet:

      • Weapon Type changed from ArtilleryWarhead to BombWarhead
      • Damage vs:

        • Building Armor from 80% to 100%
        • Light Armor from 50% to 75%

    • Eagle Guard:

      • Buildtime from 25 to 20 seconds
      • Cost from $900 to $700

    • JJ Commando:

      • Damage vs:

        • Buildings from 10% to 100%. This weapon does not attack buildings, but it was adjusted for consistency reasons
        • Defences from 10% to 100%. This weapon does not attack defences, but it was adjusted for consistency reasons
        • Light Armor damage unchanged (100%)
        • Heavy Armor from 80% to 100%
        • Aircraft from 50% to 100%. Can only attack landed aircraft
        • Concrete Armor from 5% to 35%

    • Wolverine:

      • Buildtime from 10 to 15 seconds

    • Titan:

      • Build time from 25 to 20 seconds

    • Amphibious APC:

      • Buildtime from 15 to 20 seconds
      • Attackspeed buffed from 40 to 30
      • Attack range of ground weapon from 5 to 6

    • Mammoth Tank:

      • Selfheal, up to 50% speed, buffed from 100 to 50 ticks

    • Orca Fighter:

      • Cost from $1500 to $1200
      • Buildtime from 35 to 30 seconds

    • Orca Bomber:

      • Damage vs Light Armor from 80% to 75%
      • Damage vs Heavy Armor from 60% to 50%
      • Buildtime from 40 to 45 seconds

  • Nod:

    • Obelisk of Light:

      • Vision radius from 9 to 10

    • Black Hand Trooper:

      • Damage from 24 to 25
      • Hologram Militant speed from 60 to 75
      • Buildtime from 25 to 20 seconds

    • Buggy BHT:

      • Burst from 4 to 5
      • Burst Delay lowered from 5 to 3

    • Attack Bike:

      • Attack speed buff from 70 to 50

    • Demo Bike:

      • Damage vs Heavy Armor from 35% to 50%
      • Damage vs Concrete Armor from 15% to 35%
      • Build time from 25 to 20 seconds

    • Specter:

      • Cost from $1400 to $1200
      • Buildtime from 35 to 30 seconds

    • Harpy:

      • Damage vs Light Armor from 50% to 100%
      • Cost from $1500 to $1200
      • Buildtime from 35 to 30 seconds

    • Banshee:

      • Cost from $1750 to $1500
      • Buildtime from 40 to 35 seconds

    • Paladin Cruiser:

      • Cost from $2500 to $2000
      • HP from 450 to 400

    • Explosive Mixtures have been removed
    • Added new upgrade: Cardinals Emerge

      • Takes 45 seconds to research
      • Costs $1000
      • Ability:

        • Calls in 3 Cardinals via Subterranean APCs
        • Cooldown of 4:00
        • Costs $1500
        • Hooked to the Radar
        • Ability disabled when Radar is destroyed/depowered

    • Cardinals:

      • Cardinals consecrate their fellow brethren, which increases their firepower by 30%
      • Cardinals are only crushable by Epics
      • Value: $400
      • Speed: 75
      • 250 HP
      • They take up one cell on the battlefield

  • Mutants:

    • Skirmisher:

      • Vision radius from 5 to 6

    • Flak Station:

      • HP from 400 to 600

    • Battle Bus:

      • HP from 250 to 400
      • Cost from $700 to $900

    • Tunnel Network:

      • Now works like a superweapon:

        • Tunnel Network is revealed on the map. The tunnels themselves are not revealed
        • Ability has a global cooldown
        • It no longer costs money to cast

      • Increased buildup time of tunnels before they can be used. 5-second delay
      • Cargo size from 15 to 10

    • Tyrant:

      • Vision radius from 7 to 6
      • Damage vs Infantry buffed from 50% to 100%
      • Buildtime from 20 to 15 seconds

    • Carnotaurus:

      • ArmorType changed from Light to Heavy

    • Ravager:

      • Spread from 0c090 to 0c200
      • Ravagers deal splash damage now

    • Weasaurus Lord:

      • Melee weapon Spread from 0c090 to 0c256. Ravagers deal splash damage now. Same with Mini Weasaurus

    • Gargoyle:

      • Cost from $1500 to $1200
      • Buildtime from 35 to 30 seconds

    • Queen:

      • Cost from $1200 to $1100

    • Falcon:

      • Damage vs Light Armor from 50% to 100%
      • Cost from $2500 to $2000

    • Tiberium Infusion:

      • Selfheal speed buffed from 100 to 50 ticks

  • C.A.B.A.L.:

    • Eye of C.A.B.A.L.:

      • HP from 750 to 500

    • Iron Saviour:

      • Vision radius from 8 to 6

    • Cyborg:

      • Buildtime from 8 to 10 seconds

    • Gladiator:

      • Buildtime from 25 to 20 seconds

    • Abductor:

      • Buildtime from 30 to 25 seconds

    • Cyborg Commando:

      • Vision radius from 8 to 10

    • Centurion:

      • Buildtime from 25 to 20 seconds

    • Drone Hosts:

      • Self-repair speed buffed from 150 to 50 ticks
      • Buildtime from 40 to 45 seconds

    • Minotaurs:

      • Self-repair speed buffed from 150 to 50 ticks
      • Buildtime from 45 to 50 seconds

    • Wasp:

      • Cost from $1600 to $1400
      • Buildtime from 40 to 35 seconds

    • Basilisk:

      • Cost from $1750 to $2000
      • Buildtime from 40 to 50 seconds
      • HP from 450 to 500

    • Devourers:

      • Self-repair speed buffed from 150 to 50 ticks
      • Cost from $2000 to $2500
      • Buildtime from 45 to 55 seconds
      • HP from 1500 to 2000

  • Scrin:

    • Scrin Host Station:

      • Speed from 60 to 75

    • Wormhole Generator
    • Can now teleport enemy units onto terrain to kill them. Either sink them into water or teleport them onto cliffs

  • Wrath of Creator:

    • Spread from 300 to 512

  • Shield Generator:

    • HP from 400 to 600

  • Pulsar Tower:

    • Vision radius from 8 to 10

  • Razorshark:

    • Vision radius from 5 to 6
    • Damage vs Light Armor from 30% to 40%

  • Colossus:

    • Buildtime from 25 to 20 seconds

  • Hover Tank:

    • Cost from $800 to $900

  • Guardian:

    • Buildtime from 35 to 30 seconds

  • Stormrider:

    • Cost from $750 to $600

  • Destroyer:

    • Vision radius from 7 to 8

  • Assault Carrier:

    • Cost from $3000 to $2500

  • Battle Cruiser:

    • Vision radius from 11 to 12

Maps Changes:

  • Updated the following maps:

    • Industrial Strength

For further information about Shattered Paradise, visit the Forums at PPM, ModDB Profile, and Discord Channel. Download and test Shattered Paradise playtest-20240427. And that's all for now! Have fun and enjoy Shattered Paradise!

Hi everyone! Open RollerCoaster Tycoon 2 v0.4.11 has been released in these days by the developers of Open RCT2. For those unaware of what is being written here, Open RCT2 is an open-source re-implementation of RollerCoaster Tycoon 2, a construction and management simulation video game that simulates amusement park management. To play it, you must have the original files of RollerCoaster Tycoon 2. Here are the changes and the fun stuff from Open RollerCoaster Tycoon 2 v0.4.11:


  • Feature: [#11512] Coloured usernames by group on multiplayer servers.
  • Feature: [#21734] Park admittance price can now be set via text input.
  • Feature: [#21957] [Plugin] Expose whether the game is paused to the plugin API.
  • Improved: [#21728] “Fix all rides” cheat now also works if a mechanic is already fixing the ride.
  • Improved: [#21769] Expose “animation is backwards” wall property in Tile Inspector.
  • Improved: [#21855] Add a separator between “Load Game” and “Save Game”, to avoid accidental overwriting.
  • Change: [#21715] [Plugin] Remove access to the internal owner property. Note: ownership is still accessible.
  • Change: [#21855] Cheats menu dropdown no longer requires dragging.
  • Change: [#21866] Hide the FPS Counter when the top toolbar/widgets have been toggled off.
  • Change: [#21950] Construction and removal buttons can now be held down for repeated placement.
  • Fix: [#866] Boat Hire boats get stuck entering track (original bug).
  • Fix: [#10701] No reason specified when placing door over unsuitable track.
  • Fix: [#18723, #21870] Attempting to demolish a flat ride in pause mode allows you to place multiple copies.
  • Fix: [#19559] Custom rides with long descriptions extend into lower widgets.
  • Fix: [#21696] Fullscreen window option not correctly applied on macOS.
  • Fix: [#21749] Crash when loading park bigger than current limits.
  • Fix: [#21787] Map generator heightmap should respect increased height limits.
  • Fix: [#21829] When creating a new scenario, the default name contains formatting codes.
  • Fix: [#21937] Build errors with the ORIGINAL_RATINGS flag.
  • Fix: [objects#324] Cannot build Colosseum inside a turn or helix.
  • Fix: [objects#325] Sloped castle walls are vertically offset by one pixel (original bug).

You can check more information about Open RCT2 by visiting the Official Website. You can grab the latest version of Open RCT2 by clicking Here. And that's all for now! Have fun and enjoy Open RCT2!