There's a cap on respawns in campaign games to give you an eventual way to fail. Instead, you can spawn a new crawler and keep going. And if your crawler gets blown away in a fight, the game doesn't end. Units build out of your crawler, a class-based structure that you can pick up and walk around the map at will, allowing you to set up camp anywhere you like, for as long as you like. The major limiting factor is a command points cap, and most units take three or six points to spawn. In most games, you'll be limited to somewhere between 10 and 30-ish units at any given time. Rather than turtling up and building an elaborate base, or immediately feeling the brunt of an early game rush, C&C4 works on a much smaller scale. The disappointing part about all this is that the changes made to the franchise sound like a good idea. When placed together with a lackluster campaign and a persistent online progression system that means you won't be able to see the game's best units until you've invested way more time into the game than it deserves, Tiberian Twilight feels like it was designed to kill interest in the Command & Conquer franchise. By stripping away some of the more complex elements of resource-gathering and other staples of the real-time strategy genre, C&C4 makes individual units feel almost entirely meaningless, leaving you little reason to actually strategize your way through its campaign, since you can just pump out more units as your existing ones get taken down without penalty. For all the changes that Command & Conquer 4: Tiberian Twilight makes to the once-unbeatable C&C formula, it's surprising that the largest issue is that the game feels monotonous and tiresome right out of the box. Let us know what you think of the new release and updated website in the comments below, on our forum, community discord, or GitHub.You're usually faced with a decision between a lot of low-end units or a few high-end ones. We expect to continue improving and iterating on the new site, so let us know if you think that something important is missing or simply doesn’t look right. Lead by with feedback from our GitHub and Discord communities, the fresh look also brings some important technology upgrades that improve the website behaviour on mobile devices, and adds new features for the live games list. We are also today deploying a brand new website design. The new OpenRA website brings a new look and improved functionality. This does unfortunately mean dropping support for some older systems (typically 10+ years old) that currently can run OpenRA, but we believe that this is a necessary tradeoff for the future. Moving away from the legacy OpenGL 2.1 is important for future compatibility with modern rendering APIs (Vulkan/Metal) and for improving rendering performance with Tiberian Sun and the C&C Remastered Collection.
These features and more will be explained in more detail in the upcoming release spotlight, but for now you can look back over the previous news posts or the full changelog for more information.Īn important compatibility note is that OpenRA now requires GPU support for either OpenGL 3.2, DirectX 11, or OpenGL ES 3.
The 20210321 release spotlight has been temporarily delayed. Rather than continue to delay the release, we have commissioned our best artist to make the placeholder image below, and will post the real spotlight once it is available.
We had originally planned to announce this release with a new patch spotlight video, but an unfortunately timed computer failure has left FiveAces’ battlefield control offline until repairs are completed.
Today is the day that many have been waiting for: the new stable OpenRA Release 20210321 is now available!