Please start here for the overview of the set -->LINK<--
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September 24, 2020 - Wasteland 0.5 is released! This update brings some minor changes such as the addition of roadtypes, several bugfixes, and some new graphics scattered about. As promised, this version is compatible with the last, so if you somehow still have a Wasteland game going from 2 years ago don't worry; it is safe to update Just make sure you have at least OpenTTD 1.10 or newer! Download it below or through the in-game content service. Enjoy!
======PREVIOUS ENTRIES=======
- [+] Spoiler
[0.4.0]
Wasteland 0.4 is now live! Featuring many improvements including random industry production changes based on service, autorefit support, revamped industry graphics behavior, and much more. As usual, the list of changes can be found in the changelog bundled with the GRF in the .tar file below, or you can update through BaNaNaS (still listed as Wasteland 0.2.0!). Please note, Wasteland 0.4 is not compatible with previous releases; hopefully this is the last time! Also, if you haven't clicked that big link above in a while, I've updated a lot of the information on the website to match the current status of the set, with more to come later. It might be worth a read just for a refresher. Enjoy!
[0.3.1]
After exactly 21 months since the release of 0.3.0 comes a new, but minor update: Wasteland 0.3.1! This is a very small update which only adds a few parameters to allow disabling of the core railtypes, as well as enabling static behavior for industries. Since this update doesn't add anything useful for a currently-active game, savegame compatibility was broken again, so no need to update unless you want to start a new game. You can find the .tar file and source bundle attached below, or update through BaNaNaS.
[0.3.0]
Hello All!
After almost a year of delay I have finally finished the 0.3 release! Over 8,000 lines of code and 1,553 kb of file size have been added in this release, far more than I was originally expecting, but the result is definitely worth it
This release brings a ton of changes, including:
- A new industry chain
- Completely revamped road vehicle stats
- Trains
- Aircraft
- Ships
- Town growth changes
The new industry chain consists of a Trading Post, Offshore Colony, and Power Plant. Although it doesn't produce any cargoes necessary for town growth it does give more purpose to Irradiated Food as well as ship and air travel. Speaking of ship and air travel, a full roster of ships, aircraft, and trains have been added in this release, in addition to a completely revamped road vehicle roster. RVs should be much more distinct than they were before, with much more varied stats.
Here's a list of all vehicles currently available:
[attachment=2]wasteland_vehicle_list_0.3.0.png[/attachment]
I've also fixed the problem of towns shrinking when only delivering one town growth cargo. Towns should no longer shrink unless Wastelanders are being transported away without the delivery of town growth cargoes in return. I've made a few other changes to town growth including:
- Raising the limit for self-sustained buildings to start appearing
- Improving the failsafe to make new shack buildings near other existing buildings, to prevent town spread
- Preventing lesser class buildings from over-building better ones
There have also been a number of changes on my end to make changing stats easier in the future without breaking compatibility, at least when it comes to vehicles, and also an uncountable amount of other minor changes.
As with the last major release the new vehicles have not been thoroughly tested (if at all) and may even be completely broken. I'm in need of some players to test them and possibly offer suggestions on how to improve them. Please let me know if you encounter any problems.
Also be aware that this release requires at least OpenTTD version 1.3.1 (r25115) and is not compatible with previous releases, and also that a plane speed factor of 1:1 is now recommended for this set!
Please see the first post of this thread or the in-game content system for the download. Also note this update (0.3.0) is still found under Wasteland 0.2.0 on BaNaNaS due to my earlier mistake.
Enjoy!
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[0.2.0]
Update time! Finally!
Sorry to those of you who have been waiting to see some progress on the set, it's taken MUCH longer than I wanted it to to get this ready, but I've made some decent progress at least. Version 0.2.0 brings some big updates, most notably the addition of Road Vehicles! I've included a full compliment of nearly 150 unique road vehicles spanning over 100 years of gameplay. Now be warned, there's been next to no playtesting with these vehicles yet, so all I know is that these vehicles will be somewhere between 100% perfect and completely broken There is much tweaking and balancing to be done for sure, but only with thorough playtesting can that be achieved. That takes a lot of time which I haven't had, so if you have some suggestions please bring them forward!
I've also not had the time to draw unique graphics for all of these vehicles, as that's also very time consuming. I'll be pecking away at it in the months (years?) to come but if you have some sprites you'd like to contribute, or even just some ideas on some vehicle designs, that would be awesome. There's no shortage of vehicles available to fill graphics in, so any help is appreciated!
Another fairly major change is that I've corrected the behavior of the Food Lab industry such that all required cargoes must be delivered in order to produce Clean Food, unlike before where any delivered cargo would trigger production. Once all three cargoes are available in the stockpile the industry will begin producing Clean Food until the supplies of one or all of the cargoes are exhausted. I wasn't able to implement it exactly the way I wanted to (where delivery is time-dependent), but at least it works better than it did.
Also included in this update are better house sprites (i.e. no more colored cubes!), proper river/canal graphics, matching road surfaces for bridges/tunnels/etc, several parameters to turn off each part of the set, improved cargo icons courtesy DanMack, and some other miscellaneous tweaks and fixes. Unfortunately a few of the changes made it necessary to break savegame compatibility so this update will not work with existing games. I'll try not to break compatibility too often from here on so as not to ruin any new games.
Well, I think that's everything. I'm making Wasteland 0.2.0 available on Bananas in addition to here to reach a wider audience, and so if anyone wants to test it online it will be more available. Enjoy!
Also, about a month ago I released a Wasteland Town Name set on Bananas which greatly expands on the idea started by Redirect Left. I definitely recommend using it in your games to complete the apocalyptic atmosphere!
======ORIGINAL POST=======
This is my idea of a post-apocalypse set for OpenTTD. I wanted to do something a little different than just a graphical change, I wanted a new challenge, so I came up with the idea of making this set goal-driven (there is no GameScript or anything to go with it, but maybe in the future). I'd like to get some feedback on the concept as well as the play-ability of the set. I've done a little playtesting myself, but I want to see how other players fare, and how many problems can be encountered. In particular, there should never be a case where a town can't be saved, so if you manage to get stuck somehow, let me know.
Not everything is fully functional yet (many industries aren't complete code-wise, railtypes half-finished, etc.), and especially the house graphics aren't exactly pretty , but it should be enough to make the core gameplay work. There are also no vehicles yet, so you'll need separate vehicle sets which support additional cargoes (I recommend OpenGFX+ Trains/RV's, it's what I've used for testing and seems to work ok).
I hate to release it so incomplete, but some outside testers might be useful at this point. And maybe it'll get someone else interested in helping (mostly with graphics!)
This set requires OpenTTD 1.3.0 (r24186) or greater. Also, don't expect future releases to be savegame compatible, so don't get too attached to your games. Hope you enjoy it
9-24-20 - 0.5.0 released, adding roadtypes, new graphics, and bugfixes
7-8-18 - 0.4.0 released, adding revamped industry behavior, autorefit support, and much more
5-20-18 - 0.3.1 released, adding some parameters
8-20-16 - 0.3.0 released, adding trains, ships, aircraft, and a lot more
6-26-15 - 0.2.1 released, just fixing some bugs
5-31-15 - 0.2.0 released adding road vehicles, new houses, and more. Also now released on Bananas
5-3-14 - New version uploaded, just fixing a few things. This version should be savegame compatible with the first one
4-25-14 - Initial test release[/size]