Hi everyone! OpenTTD developers have progressed with the development of the upcoming Open TTD 13.0  as OpenTTD 13.0-beta2 has been recently released by their team. For those unfamiliar with it, OpenTTD is an open-source re-creation of Transport Tycoon Deluxe, a business simulation game where you control a transport company. OpenTTD extends the experience of Transport Tycoon Deluxe with bigger map sizes, customizable artificial intelligence bots, downloadable customizations, ports for several operating systems, support for many languages, etc. Here are the updates from OpenTTD 13.0-beta2:

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 that 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!

For further information about OpenTTD, visit the Official Website. OpenTTD's latest beta version is downloadable at This Address. And that's all for now! Have fun and enjoy OpenTTD!

There is a lot of work on the upcoming paint.net 5.0. And in order to show what's coming to it, there was a release of paint.net 5.0 alpha (build 8361) during the week with a complete explanation of the upcoming features for it.

For those unfamiliar with it, paint.net is a free and open-source image and photo editing software for Windows with a quite rich set of features.

The list of features were presented with the following words:

NOTE: This alpha build is not available via the in-app updater. You can use the download links below to get either the installer or the portable version of the app. I plan on enabling the in-app updater within the next few weeks once it's clear that it's ready for a larger audience.

Welcome to Paint.NET 5.0! This is the first public alpha build of this large update which has many major performance improvements, new features including pressure sensitivity for pens and drawing tablets, and a brand new effect plugin system with GPU rendering support.  Almost all of the built-in adjustments and effects now render using the GPU, greatly improving their performance and quality.

Development on this new version began after the release of v4.3 and has been proceeding at a breakneck pace for the last year. And now it's time to share it with all of you

What's New

Pressure Sensitivity

Back by popular demand*, pressure sensitivity is now supported, enabling you to draw beautiful, natural-looking brush strokes (see above). Support for the Windows "pointer" input system (aka "Windows Ink") is required. Most devices support this, including the Surface Pen and various drawing tablets from Wacom, UGEE, and more.

Path smoothing, sometimes called stabilization, is now implemented (enabled by default in the toolbar):

There is a new spacing property in the toolbar. The default is 15% which does a great job, but sometimes you need finer control. This also enables new styles of drawing, such as the following which was drawn with a spacing value of 200%:

The newly rewritten brush engine is supported by all of the brush tools: Paintbrush, Eraser, Clone Stamp, and Recolor. Support for more brush shapes and types, including custom brushes, will be making an appearance in a future update.


Paint.NET, since v4.0, has already been using hardware accelerated rendering for drawing the canvas to the screen. In v4.1, GPU acceleration was added to a few effects (blurs, mostly). In v5.0, support for the GPU has been greatly expanded. More of the UI is now using using the GPU, including the Layers and History windows, the ruler, the image list at the top of the main windows, and the UI for the Curves and Levels adjustments. This improves performance, and also helps battery life on laptops.

In addition, (almost**) all adjustments and effects now use the GPU, resulting in much higher performance by leveraging Direct2D's imaging and effects system with pixel shaders implemented using Sergio Pedri's @sergiopedri fantastic ComputeSharp.D2D1 library. These effects are now running with full 32-bit floating point precision (128-bits per pixel), which greatly improves the quality of rendering and the accuracy of colors as they move through the processing pipeline.

Effect plugins can now use the GPU for rendering as well, including full access to Windows graphics libraries (Direct2D, DirectWrite, and Windows Imaging Component (WIC)). More on that later. (File Type plugins can also use these libraries, but GPU rendering is not supported there.)

The Move Selected Pixels has been upgraded to use the GPU when the Bicubic sampling option is selected. The performance of this was so good that it is now the default mode (unless you are using software rendering or an Intel HD/UHD GPU, in which case Bilinear is still the default). A new Anisotropic sampling mode has been added, which also uses the GPU. Whether you use Bicubic or Anisotropic is up to personal taste; the former produces a sharper result, while the latter produces a smoother/softer result.

(Click for full-size image)

Configuration of GPU support is split into two sections: hardware acceleration for UI/canvas, which can be enabled or disabled, and selection of the GPU that is used for rendering (tools, adjustments, and effects). By default, Paint.NET will use what Windows identifies as the "performance GPU" for rendering, which ensures you get the best performance on laptops that have both an integrated GPU ("iGPU") and a discrete GPU ("dGPU"). Previously, Paint.NET would only ever use the iGPU. The UI/canvas will always use what Windows identifies as the "default" GPU, which is usually the iGPU, and this helps ensure better battery life.

Apply Embedded Color Profile

Paint.NET does not have a Color Management System (CMS) like Photoshop, Krita, or The GIMP. I'm hoping to add that in a future update, but for now Image -> Apply Embedded Color Profile is a pragmatic solution that will help you make your images look correct.

Paint.NET, since v4.2, does a great job at preserving image metadata, including color profiles. However, it does nothing with the color profile. If you've ever opened an image and the colors looked wrong inside the app and different outside of it (e.g. in your web browser), this is probably why. This command will convert the image to the sRGB color space and then remove the color profile metadata, enabling you to make edits while seeing the image in the way that it was meant to be seen.

Before and after example: (image source)

Image -> Resize Improvements

Image -> Resize has been updated with new resampling modes: Adaptive and Lanczos. The Bicubic and Bilinear modes have been updated with improved quality, while the old implementation of Bilinear is now called Bilinear (Low Quality) and is akin to linear filtering in 3D graphics engines (only 4 samples per output pixel). Other than Bilinear (Low Quality), Nearest Neighbor, and Fant, these are all powered by Clinton Ingram's @saucecontrol amazing PhotoSauce.MagicScaler library. It produces extremely high quality results, and is also ultrafast.

Please note that the Super Sampling mode has been removed. The Adaptive mode produces superior quality, and should be used instead.

New Adjustments

There are a handful of new adjustments in this release: Exposure, Highlights & Shadows, and Temperature & Tint. These are staples of photo editing that you have previously needed to install plugins for.

In addition, the Sepia adjustment has been improved with an Intensity slider. A value of 0 produces grayscale, 50 is equivalent to previous versions of Paint.NET, and 100 is much more saturated.

New Effects

There's a new Straighten effect, located in the Effects -> Photo submenu, which makes it easy to rotate and automatically zoom an image so that it fits within the canvas without any transparency creeping in along the edges:

There's now a built-in Drop Shadow effect, available in the Effects -> Object submenu. With the new Direct2D GPU image processing system, this was very easy to implement, and the performance is fantastic:

Bokeh Blur Effect

Lastly, Paint.NET now has a very high-quality Bokeh blur effect! Similar to the older Unfocus blur effect, this simulates the aesthetic quality of the blur produced by out-of-focus parts of an image. Developed in collaboration with Sergio Pedri @sergiopedri and Mike Pound (as seen on the Computerphile YouTube channel, like this one about Complex Bokeh Blurs), this version of Bokeh has a Quality slider that goes up to 10 instead of the usual 6 that you may have seen in other implementations such as ImageSharp's (further details available on GitHub). This produces an extremely high quality result that eliminates almost all fringing artifacts, even on images with a large dynamic range and a lot of contrasting edges. Be sure to crank the quality up when you're also increasing the Gamma property, but be warned: it's a bit of a GPU killer!*** This is available in the Effects -> Blurs menu:

New Effect Plugin System

There's a brand new, fully modernized system for effect plugins to use. The old system still works, and older plugins are still compatible. However, the new system has a lot of benefits and should be the basis for any new effect plugins.

The biggest new feature is hardware accelerated GPU rendering using Direct2D, its effects system, and pixel shaders. The base class for this is GpuEffect, although most plugins will want to use GpuImageEffect (or PropertyBasedGpuImageEffect to leverage IndirectUI) in order to best make use of the graph-based ("node-based") effects and image processing system. There is also GpuDrawingEffect for when you want to issue imperative drawing commands (geometry, text, etc.). If you want to see how to work with all of this, I have written some sample plugins and the source code is available on GitHub.

On the CPU side, BitmapEffect is the replacement for the "classic" Effect class, and has some goodies of its own including expanded pixel format support: you can now read the image and its layers, and produce your output, in the pixel format of your choice including BGRA32, PBGRA32, RGBA64, or even CMYK32. Anything other than BGRA32 will eventually be converted back to BGRA32, but for now this enables you to more easily perform rendering at higher precision. Eventually, layers themselves will support these other pixel formats, and this will ensure that your effect is able to read and render at native precision.

Effect plugins can now access all layers of the current image. This is a big one! In addition, there's also the ability to retrieve a composite bitmap of the whole image (all layers blended together).

Effect plugins can now access the image's metadata, including EXIF, XMP, and IPTC (thanks @null54 for the IPTC support!). This is already being used in an update for @null54's PSFilterPdn plugin.

Effect plugins can now render outside of the active selection by using the DisableSelectionClipping rendering flag. This makes it possible to implement effects like drop shadows that are drawn around the selection, not just inside of it.

Effect plugins can now add tabs to their UI! IndirectUI-based plugins (e.g. PropertyBasedGpuImageEffect) can now add tabs to their UI in arbitrary configurations. @BoltBait has been using this a lot in his updated plugin pack, and has written a tutorial on how to use it in your own plugins.  It's also possible, in your rendering code, to know which tab is active, which is useful when you want to render decorations that you don't include in the final rendering (you'd have a "Finish" tab with any final configuration properties). "Classic" effects (deriving from PropertyBasedEffect) can also use tabs.

There's a new Label control which you can use to add text that isn't tied to a property, or even just for adding some whitespace. There's a new ShowHeaderLine property which you can use to remove the horizontal line from the property's header (most of the built-in effects now use this). Drop-down controls can also set Multiline to false so that the label and the dropdown are drawn on the same line.

Here's a screenshot from @BoltBait's updated plugin pack, which makes great use of tabs and other new IndirectUI features:

Effects with custom UI (not IndirectUI-based) can use Direct2DControl to create custom controls using Direct2D, including support for hardware accelerated rendering on the GPU. There is also a Direct2DPictureBox control that you can use to display a static bitmap and render additional content above or below it.

Improved and Updated Effects

Many of the existing effects have been improved and updated, in addition to all being run on the GPU now:

  • Layers -> Rotate / Zoom, technically a distortion effect, now has a Quality slider, a Sampling property, and redone tiling capability.

    • The Tiling checkbox has been replaced with a Tiling Mode dropdown where you can choose between Transparent, Wrap, or Mirror.
    • Setting the Sampling property to Nearest Neighbor, while also zooming in, produces a pixelated and antialiased appearance.

  • Effects -> Blurs -> Gaussian Blur has an increased range for its radius property which can now be specified in 0.1 pixel increments. It now also has a Gamma property and a Quality slider.

    • The Gamma property can be used to increase the prominence of brighter regions of the image. Values less than 1 produce a strange color bleeding effect that can be fun.
    • The quality level ranges from 1 to 4. The first 3 correspond to the optimization property of Direct2D's Gaussian Blur effect, while the 4th level is a custom implementation that renders at an obscenely high level of quality and is intended for use with a raised Gamma value.
    • Previous versions of Paint.NET (v4.1 - v4.3) always rendered equivalently to a quality value of 3.
    • Warning: the 4th quality level is a GPU killer*** -- even the fastest GPUs will struggle with this one!

  • Effects -> Blurs -> Motion Blur now has an Edge Mode property to control how pixel samples outside of the image are determined.
  • Effects -> Blurs -> Radial Blur has improved rendering quality, and its quality slider can now be set between 1.0 and 8.0 in steps of 0.1.
  • Effects -> Blurs -> Zoom Blur has improved rendering quality and a Focus property to control the balance between the foreground and background. It now also has a quality slider thar can be set between 1.0 and 8.0 in steps of 0.1.
  • Effects -> Distort -> Bulge now has an Edge Behavior property and a Quality slider.
  • Effects -> Distort -> Dents now has an Angle property, and its Quality slider now goes up to 8 instead of 5.
  • Effects -> Distort -> Frosted Glass now has a Diffusion property and a Randomize button. Its Quality slider now also goes up to 8 instead of 5.

    • The Diffusion property controls how pixels are distributed between the Minimum and Maximum Scatter Radius. Lower values will distribute pixels closer to the minimum radius, a value of 1.0 (the default) will evenly distribute pixels, and higher values will distribute pixels closer to the maximum radius.
    • Previously, the randomization would be reset every time you changed one of the property sliders. Now you can modify the effect in a more stable way and only re-randomize when you want to.

  • Effects -> Distort -> Pixelate now lets you specify a Scale Down and a Scale Up mode (pixelation is implemented by first scaling the image down, and then scaling it back up). This allows you to fine-tune the look of the effect for what you want to achieve.
  • Effects -> Distort -> Polar Inversion is just a lot faster now that it's running on the GPU! Its Quality slider now also goes up to 8 instead of 5.
  • Effects -> Distort -> Tile Reflection now has an Edge Behavior property, which can produce some really interesting results ... Its Quality slider now also goes up to 8 instead of 5.
  • Effects -> Noise -> Add Noise now has a Randomize button. It will not re-randomize on every property change like it used to.
  • Effects -> Photo -> Sharpen was completely rewritten to produce much better results. It now has a Threshold slider.
  • Effects -> Render -> Clouds now has a large number of additional blend modes.
  • Effects -> Render -> Julia Fractal and Mandelbrot Fractal are immensely faster now that they're running on the GPU. Depending on your CPU and GPU, the difference can be 30x or even 100x.

    • You can now also choose a Blend Mode for these effects.

  • Effects -> Render -> Turbulence now has a Blend Mode dropdown instead of a Blend checkbox.
  • Effects -> Stylize -> Edge Detect has been completely rewritten. Instead of an Angle property, it now has Strength and Blurring sliders, an Algorithm dropdown (Sobel or Prewitt), and an Overlay Edges checkbox.


There are a lot of smaller changes throughout the app as well:
  • The Line/Curve tool has higher quality antialiasing, and a new Straight mode (in addition to Spline and Bezier).

  • The Shapes tool has higher quality antialiasing as well.
  • The brightness of the transparency checkerboard can now be configured in Settings.

  • Thumbnails in the Layers window have been made larger by 20%, making them easier to see at a glance.
  • IPTC metadata is now preserved. Plugins can also read/write IPTC metadata. Thanks to @null54 for implementing this!
  • You can now click-and-hold on +/- buttons in the toolbar instead of repeatedly clicking on them.
  • The selection is now rendered using the GPU, which helps with both performance and battery life.
  • Effects now run at a higher, smoother framerate. Previously the screen was updated at a fixed 20 frames-per-second, but now these updates are done as soon as possible. On a fast system with a high-refresh rate monitor you will really see the difference.
  • On non-English systems, Paint.NET will attempt to auto-localize the submenu names that effect plugins specify. For example: an Italian user will now see just a "Sfocature" sub-menu instead of both "Sfocature" and "Blurs".
  • 32-bit CMYK images are now correctly imported. They are transformed to 32-bit BGRA sRGB and the color profile is removed. Thanks to Clinton Ingram @saucecontrol for suggesting and consulting on this.
  • There has been significant optimization through the rendering engine to reduce and remove transient allocations. Most rendering code is now able to run completely free of allocations. The whole app feels smoother! (When I've run v4.3.12 and v5.0 side-by-side, the new version was noticeably smoother at updating the canvas.)
  • The app has been updated to run on .NET 7, and all legacy C++/CLI code has been ported to C# with the help of Tanner Gooding's excellent TerraFX.Interop.Windows library.

System Requirements

  • Windows 10 v1809+ or Windows 11
    • NOTE: Windows 8.1 and Windows 7 SP1 are no longer supported.

  • 64-bit CPU and 64-bit version of Windows
    • Both Intel/AMD x64 and ARM64 are natively supported.
    • NOTE: 32-bit x86 is no longer supported.

  • Optional:
    • A pen or drawing tablet that supports Windows Ink

  • Recommended:
    • A CPU that supports SSE4.2, which is almost all CPUs released since 2011.
    • A discrete GPU such as an NVIDIA GeForce, AMD Radeon, or Intel Arc
      • or an AMD Radeon APU (a type of integrated GPU)
      • or an Intel Iris Plus or Iris Xe integrated GPU

    • The GPU must support Direct3D 11. Otherwise the CPU will be used for rendering, which will have poor performance.
    • Use of an Intel CPU with an Intel "HD" or "UHD" iGPU works fine but will probably not show much, if any, performance improvement over previous versions of Paint.NET (which used the CPU for most rendering). The default quality used across the app (e.g. in distortion effects, and the Move Selected Pixels tool) will be automatically lowered to compensate.


Offline installers, portable ZIPs, and deployable MSIs are available over on GitHub. The "web installer" will be available at a later date.

Here are direct download links for convenience:

* Pressure sensitivity was removed in v3.5, back in 2009, due to various technical issues with its implementation and lack of suitable hardware to test on.

** The only effects/adjustments that do not yet run on the GPU are: Auto-Level, Curves, Levels, Oil Painting, Surface Blur, Unfocus, Quantize, Median, Reduce Noise, Red Eye Removal, and Outline

*** Not literally. It will not damage your GPU, it just requires a lot of processing power.

Note that this is a development version. It is not stable. If you still want to download it instead of waiting for the official 5.0, you can download it at This Address. For further information about paint.net, visit its Official Website. And that's all regarding paint.net for now. Stay tuned at PPM for more news about paint.net!

Howdy! Reinforcements have arrived from Zero-K as Zero-K v1.10.11.3 has been recently released by their team. For those unaware, 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 changes and the fun stuff from Zero-K v1.10.11.3:

We have been testing an engine update since Wednesday, and this time it seems stable enough to adopt. The update corresponds to about ten months of work and mostly involves the graphics backend. As a result, performance has improved for many people, and some AMD graphics issues have been fixed, although, in testing, we found the current beta graphics drivers to be unreliable. Be sure to ask on the forums or Discord if you encounter issues. The engine also has a few new features, with the biggest being the ability to shrink the space factories try to clear of allied units. The update also has some new music tracks from Superintendent, and the commander morph rate nerf has been reduced.


Commander upgrade has its recent nerfs reduced, particularly at high levels.

  • Morph rate 5/5/7.5/7.5/10/10/10... -> 5/7.5/10/12.5/15/15/15... per level


  • Performance should be improved for many people.
  • Allied units can loiter much closer to factories without being told to go away.
  • The auto-assist toggle sends constructors directly sideways to save time.
  • Added more tracks by Superintendent.
  • Show Selection Rank by default.
  • Improve the RoI tracker and add a hotkey to toggle it.

You can check more information about Zero-K by visiting the Official Website. Zero-K is downloadable at This Address. And that's all for now! Have fun and enjoy Zero-K!

Hi everyone! The crew from Metal Factions has recently released Metal Factions 1.96. For those who are not acquainted with it, 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. Here are the goodies that come with Metal Factions 1.96:

2022/11/19 ------------------ NOTES v1.96 ----------------------

--- Balance / Mechanics

- Building an L2 metal extractor triggers an automatic reclaim of nearby allied L1 metal extractors, if any
(for easier management and to avoid efficiency issues with the power grid)

--- UI

- Info panel when power nodes are selected also shows extra metal income and energy use associated with extractors within the grid

--- AI

- Fixed issues that lead to AVEN and CLAW skirmisher strategies not building mobile radars

--- Performance

- Modified explosion shock wave animations to improve performance and appearance in most situations
- Enforce Lua garbage collection settings and force it to run more often to avoid crashing with "out-of-memory" errors
- Miscellaneous performance optimizations, namely when MFAI is used

For further information about Metal Factions, visit its Official Website. You can grab the latest version of Metal Factions by clicking Here. And that's all for now! Have fun and enjoy Metal Factions!

Zero-K v1.10.11.1 - Down to Earth
Nov 20, 2022 - 02:59
A couple of days ago, we started to cover Spring engine, here at Project Perfect Game. There is another interesting game being created with it that is called Zero-K.

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.

The team from Zero-K has recently released Zero-K v1.10.11.1. The changes from Zero-K v1.10.11.1 were announced with the following words:

Dirtbags cannot go to space, commanders deal a little less damage, and economy coordination is smoother. New music tracks by the player Superintendent are now available in-game in the track list under Settings/Audio. Conjurer cloak has the largest nerfs since its inception, core cloak bots have small nerfs, and the assault vehicles are tankers. Paladin is a little harder to maneuver, and Krow has a lot more damage, but with Krow being a niche for so long, it is hard to say how the balance will shake out.


Dirtbag hits slightly less hard and can no longer create very steep terrain.

  • Health 580 -> 560
  • Damage reduced by 13%
  • Dropped dirt now has a slope limit (5x normal terraform slope).
  • In particular, maximum thin spike height -> 700 elmos.

Conjurer is easier to find when the area is cloaking.

  • Movement speed reduced to 66% while area cloaking.
  • Area cloak cost 8 -> 10
  • Jamming and area cloak radius 184 -> 175
  • Decloak radius while area cloaking 184 -> 220

Ronin has reduced survivability.

  • Health 420 -> 400
  • Turn rate reduced by 15%

Reaver is worse at dodging and shooting.

  • Turn rate reduced by 10%
  • Range 270 -> 265

Mason is slower to slow down Rover expansion.

  • Speed 72 -> 69

Ravager is a tanker and better at hitting mobiles.

  • Health 1920 -> 2000
  • Projectile velocity increased by 5.7%

Minotaur is also a tanker and better at hitting mobiles.

  • Health 6800 -> 7200
  • Projectile velocity increased by 2%

Krow bombs are easier to target, and their laser now demands respect.

  • Maneuverability while bombing 25% reduction -> 25% increase
  • Speed while bombing is still reduced by 25%
  • Reduced cluster bomb spray angle by 6.6%
  • Increased laser fire tolerance by 10%
  • Laser range 383 -> 395
  • Laser DPS increased by 19%

Paladin is less manoeuvrable.

  • Speed 46.5 -> 43.5
  • Turn rate reduced by 10%
  • Torso turn rate reduced by 10%
  • Head turn rate reduced by 20%


Strike chassis gains a unique attribute at level 1.

  • Added innate jamming with 175 radius (matches Conjurer)

Guardian loses the free battle drone as it is too powerful.

  • Removed free battle drone on level 5.

Morph is slower but cheaper at higher levels.

  • Morph costs 75/100/650/200/300/400/500... -> 50/100/650/200/250/300/350...
  • Morph rate 10/15/20/25/30/30/30... -> 5/5/7.5/7.5/10/10/10...
  • Basic weapon cost 5 -> 25

The most common weapons mostly have damage nerfs, while Flamethrower has a buff.

  • Beam Laser DPS reduced by 4%
  • Light Particle Beam DPS reduced by 8%
  • Disruptor Beam DPS reduced by 6%
  • Riot Cannon reload time 1.63s -> 1.8s
  • Riot Cannon range 300 -> 285
  • Rocket Launcher projectile velocity reduced by 6%
  • Rocket Launcher area of effect 96 -> 90
  • Flamethrower DPS increased by 13.6%

Team Economy

Constructing your economy as a team is easier as shared projects now generate shared payback.

  • Temporary payback for constructing mexes and energy is now proportional to the number of resources spent on each structure rather than only paying the owner.
  • Mex payback increased 50% -> 80%.
  • Energy payback increased 50% -> 60%.
  • Energy maximum payback rate increased by 6%.
  • Fixed a bug that caused the old mex payback to be closer to 35-40%.
  • Fixed payback sent to AFK players simply disappearing.

Unit AI

Some units gain the Ronin Lotus-fighting AI while others shoot less at hidden mexes.

  • Added Lotus and running away on firing to Moderator and Scalpel.
  • Ogre only shoots at nearby hidden mexes, not though at max range.
  • Crab doesn't shoot at hidden mexes.
  • Krow now skirmishes everything to avoid enemies walking under it.
  • Tweak move clumping to be slightly more lenient for large units.


  • Added a work-in-progress alternate music track by Superintendent.
  • It can be enabled in-game under "Settings/Audio/Track list".


Zhurou (DRP) is a bit easier on Easy.

  • Shifted Detriments later on Easy.
  • Added an allied antinuke on Easy.
  • Added a player Fusion on Easy and Normal (for some energy leeway).

Hibiliha (Funnelweb) is also a bit easier on Easy.

  • Added Ultimatum temporary unlock.
  • Hampered initial enemy income on Easy by removing backline mexes and the remaining Fusions.
  • Thinned out the initial enemy army on Easy.


  • Improved Pyro firing animation.
  • Ctrl+Click formation move now obeys current maximum move speed.
  • Merged unit spotter widget improvements from rollmops.
  • Adv Geo blast radius shows while placing Geos.
  • Tweak the antinuke range lines to be slightly thinner.
  • Placing a morphable structure with Ctrl held now queues the morph after completion.
  • Antinuke now gains one level per nuke interception.
  • The stealth tag is now supported for modding.
  • Right-clicking on a unit in a factory now guards the factory. This avoids accidentally repairing rather than assisting. Queuing a command after the guard cancels the guard, so the common use case is preserved.
  • Self destructing a large portion of your stuff now blocks the command and prints a warning rather than automatically resigning. Note that resignation is bindable for those that want it.


  • Saved 10% or so of allocated Lua memory.
  • Limited the commands created by large-area attacks for performance reasons.
  • Reduced the complexity of Dirtbag animation at high unit counts.
  • Fixed overwriting existing guard commands with Shift, sometimes not remove the command.
  • Fixed Caretaker guard order dropping logic.
  • Fixed rare build ETA crash for spectators.
  • Fixed a crash for mods that try to set fractional stun times.
  • Fixed some changes to the in-game menu for player-based hosting (Skirmish and Steam Coop).
  • Fixed a mixup in skirmish behavior between 2D and 3D ranges.
  • Fixed a value in the terraform raise/lower tooltip.

For further information about Zero-K, visit its Official Website. You can download Zero-K v1.10.11.1 Here. And that's all for now! Have fun and enjoy Zero-K!

Greetings, commander! A new version of Open Hard Vacuum has been released recently by their crew. For those unaware, Open Hard Vacuum is a game that uses OpenRA Engine and it is inspired by an old game called Hard Vacuum, which ended up not being released at all, except for its art graphics.
Here are the official words about OpenHV Pre-Release 20221119:

We fixed countless bugs and started to polish existing maps to prepare for an upcoming stable release.

339 is a new experimental map with a twist: It is tiny.

Business as Usual, one of the first maps made, got a remaster.

A more fleshed out shell map and the Flatpak now works with Wayland.

  • Fixed pre-placed buildings with construction beams never becoming capturable.
  • Fixed miner being buildable without a base but never appearing.
  • Fixed a crash in the observer screen when selecting vision.
  • Fixed Fire fighting tank no longer destroying forest when rolling over.
  • Fixed tech not being disabled when a building is powered down.
  • Fixed production not shutting down on low-power.
  • Fixed double button effect on faction flags in the observer screen.
  • Fixed AI bots not waiting for construction to finish.
  • Fixed AI bots building too many power plants.
  • Fixed AI bots building too few AA defenses.
  • Fixed AI bots putting themselves into low power too often.
  • Fixed ammo and mine pips being too large.
  • Fixed AA turrets not dealing significant damage.
  • Fixed Ore Smelter being too expensive (as it also requires power to operate)
  • Fixed walls being capturable by engineers.
  • Fixed pre-placed scrap in the editor, crashing the game.
  • Fixed Watch Tower and Flag Post being capturable by engineers.
  • Fixed Harbors not being placeable in deeper water.
  • Added ammo pips to the mine layer.
  • Added auto-targeting to armed transport aircraft.
  • Added more details to the title screen map.
  • Added a new map 339 by @nmoskopp.
  • Added a remastered version of the map Business As Usual.
  • Removed storage as a prerequisite for base defenses.

Based on an upcoming stable version of @OpenRA.

This is the first release to be notarized by Apple for seamless installation on macOS.

You can find more information about Open Hard Vacuum by visiting the Official Website. Download Open Hard Vacuum Here. That's all folks! Stay tuned at PPM for more news coverage on Open Hard Vacuum!

Hello ladies and gentlemen! Members of the Command & Conquer community will start celebrating the anniversary of the Red Alert games in the following days, starting tomorrow. Red Alert 2's birthday already happened on October 23th (22 years old), while Red Alert 3's was on October 28th (14 years old), and Red Alert 1's will be celebrated on November 22nd (26 years old). There will be tournaments, game night events, and videos spotlighting mods and their features. Here's the calendar of the event:

Check PPM daily for further information on each of the mini-events and the official date that will still be announced of Chrono Divide, if it happens.