Archived News

OpenTTD 13.1

OpenTTD 13.0 has been out for two months and we’ve found some bugs to fix.

Most notably, we’ve fixed two kinds of crashes:

  • Road vehicles inside multi-track level crossings no longer crash into the side of trains.
  • The game no longer crashes when a spectator in a network game tries to interact with a town’s local authority.

For NewGRF authors using the new engine variant feature introduced in 13.0, we’ve added a callback to select how the engine’s name is displayed in the buy menu.

As always, there are plenty of other bugfixes, which you can find in the changelog.

OpenTTD 13.0

Breaking news: OpenTTD 13.0 is now available! Depending on your perspective, we’re either two months early for our usual April 1st release, or a bit tardy for the Christmas 2022 release we intended.

We think the wait has been worth it. This is one of the largest releases we’ve done in several years, with numerous features and improvements covering the user interface, gameplay features, and modding extensions for NewGRF and Game Script creators.

Some of the highlights are:

  • Variable interface scaling at whatever size you want (not just 2x and 4x), with optional chunky bevels for that retro feel. This includes better automatic scaling when using HiDPI or mixed DPI setups.
  • Direct access to NewGRF/AI/GS settings from the new game window.
  • Various small tweaks and improvements to several windows.
  • NewGRFs can now provide engine variants that are shown hierarchically in the purchase list.
  • Multi-track level crossings to keep road vehicles from stopping in the middle of the crossing.
  • Custom league tables for GameScripts.
  • More natural rivers which get wider as they flow downstream.
  • And much more, which can be seen in the changelog or the previous release announcements!

In addition to these features and improvements, we’ve fixed lots of bugs. (If you played with the RC2 testing release, most were fixed before then. See the changelog for full details.)

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!