Archived News

OpenTTD 13.0-RC2

OpenTTD 13.0-RC2 is now available, which fixes a bunch of issues found during RC1 playtesting.

Most fixes are related to AI/GS scripting, the recent GUI zoom improvements and the engine variant support. (As ever, see the changelog for further details).

With only a short time left before release, please take the effort to test our latest Release Candidate, to find any issues that are still left! Any issues can be reported in the usual place.

Additionally, if you are a translator, please see if your language has any missing translations. We greatly appreciate your contribution!

OpenTTD 13.0-RC1

Rejoice, for we are now in feature freeze for the 13.0 release series just in time for a new year!

Some last minute features and fixed made it into the new year. Especially notable are the new vehicle variants feature for NewGRFs and automatic flipping support for shorten-than-default NewGRF-defined vehicles. On the fixing side, focus was on polishing the new fractional GUI zoom and some other minor bits and pieces.

Testing is more important than ever, so please keep it up, and report any issues as normal!

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 which now shows you actions you can’t afford, instead of hiding them.

In addition, some new tools are available to AI and Game Script authors:

  • Scriptable league tables which can replace the default scoring system
  • AI and Game Scripts can now be modified in Scenario Editor for existing scenarios (although not savegames)

(As ever, see the changelog for further details).

If you’ve been working on an entry for the title game competition, it’s time to finish and submit it!

OpenTTD 13.0-beta1

Are you spooked? We are too with this spooky release date, even if nothing in OpenTTD itself is spooky.

Luckily, I can offer you the first testing release of the 13.X release series. We collected whatever we could find on the cutting room floor to get you a Halloween release.

Some of the higlights of this release include:

  • Build NewGRF objects over an era with click-and-drag.
  • Wider rivers on map generation.
  • Improved handling of HiDPI and mixed-DPI screens.
  • Some more GUI improvements like a cleaned up finance window.
  • Many bug-fixes (over 50 of them), tweaks, changes, and other additions.

(As ever, see the changelog for further details).

The usual titlegame competition has been announced on the forums. See the page for the exact competition rules if you are interested.

OpenTTD 12.2

We tried to release OpenTTD 13 on April 1st, but supply chain issues are affecting new feature production and forced us to delay the release.

To compensate, we swept the factory floor for bits and pieces that where left around and could be repurposed. We found enough to be able to produce a 12.2 maintenance release for you.

More details in the changelog below.