CHANGELOG
v33.14: Modal Scrolling Restored and Overtime Now Defaults On
Player-focused OpenFront v33.14 notes: modal scrolling works again, public FFA defaults to Overtime, and earlier v33 gameplay rules remain active.
v33.14 and v33.13: scroll modals and expect Overtime in public FFA
The official v0.33.14 Release fixes ad-layout issues that prevented modal scrolling. If a long settings, account, profile, or lobby panel could not reach its lower controls, retry it on v33.14. This is a user-interface recovery, not a new unit, economy, spawn, or combat rule.
The preceding v0.33.13 Release makes Overtime the default for public FFA games. Overtime itself still uses the rule introduced in v0.33.11: the normal 80% threshold holds through minute 30, then drops by 1 percentage point every 30 seconds, and a leader wins only when territory share is strictly greater than the live threshold. The playlist boundary changed from a one-quarter roll at launch to default-on public FFA; Team and Special do not inherit that default.
| Current patch | Player-visible result | Decision boundary |
|---|---|---|
| v33.14 | Long modals can scroll despite the ad layout | Retry blocked controls; no match strategy changed |
| v33.13 | Public FFA defaults to Overtime | Read the live orange threshold after minute 30 |
| v33.12 | A disconnected station no longer blocks every Train attempt | Routes still need usable stops and connections |
v33.12 update: disconnected stations no longer stop every train spawn
The official v0.33.12 Release fixes a failure where a disconnected train station could prevent a Train from spawning. A Factory may now continue its generation attempts when one station has lost its connection. This is a reliability fix, not a promise that every spawned Train has a profitable destination: range, segment length, ownership, diplomacy, travel time, and the ten-stop payout penalty still decide whether the route earns Gold.
If a rail network looked idle after a capture or map cut, test it again in v0.33.12. Count completed City and Port stops for 60–120 ticks, then repair the missing node or shorten the route. Read the train network guide for the 110-tile station search, approximately 155.6-tile segment boundary, Factory-count rate, and stop ledger.
| v33.12 change | Player result | Boundary to remember |
|---|---|---|
| Disconnected train-station spawn fix | One broken station no longer blocks every Factory attempt | A spawned Train still needs a usable station path to pay |
| Rail economy guidance | Use the measured hub, branch, and stop-count decisions | This is a strategy response, not a new payout formula |
Direct answer: Overtime history from v33.11 to v33.13
The official v0.33.11 Release introduced Overtime as an anti-stalemate modifier used in one quarter of public FFA games at launch. The normal 80% territory win threshold stays fixed through minute 30, then falls by 1 percentage point every 30 seconds. The leading player wins when their share is strictly greater than the live threshold, so a stalled leader must protect territory rather than wait for 80% forever. Since v0.33.13, public FFA enables Overtime by default rather than using that one-quarter roll.
The same Release also moves game traffic to a custom binary format that reduces websocket transfer, while v0.33.10 adds the press site. Those delivery changes do not alter a build order. Overtime does: read the lobby modifier, compare your share with the orange threshold, and decide whether to defend a winning lead or take the cheapest land before the next step.
| Patch | What changed | Player decision |
|---|---|---|
| v33.14 | Modal scrolling works with the current ad layout | Retry any panel whose lower controls were unreachable; match rules are unchanged |
| v33.13 | Overtime becomes the public FFA default | Expect the live threshold in public FFA; Team and Special remain separate |
| v33.11 | Overtime lowers the public FFA win threshold after minute 30 | Protect or overtake the live territory lead; use the complete Overtime guide |
| v33.10 | Press site entry | No match-rule change |
| v33.9 | Desktop clients can read a release descriptor | Keep the desktop client current; match rules are unchanged |
| v33.8 | The game server HTTP API follows the configured host | Treat it as a connection reliability fix, not a gameplay rule |
| v33.7 | Spectator join, higher Team Doomsday rungs, and wasteland rot | Use the gameplay guidance below |
v33.7 gameplay update: spectators and Team Doomsday
The official v0.33.7 Release lets you join a game as a spectator without taking a player slot. Enter a lobby code and choose Spectate; you do not spawn or receive a team, while a finished game still opens as a replay.
Team Doomsday now climbs through 3%, 6%, 10%, 15%, 21%, 28%, and 35%. FFA keeps 2%, 4%, 7%, 11%, 17%, 25%, and 35%. Rotted territory becomes wasteland rather than neutral land that a neighbor absorbs for free.
| v33.7 change | Player result | Boundary to remember |
|---|---|---|
| Spectator join | Watch without spawning or taking a team slot | Switching back to Play is lobby-phase only |
| Higher team Doomsday rungs | Team sides need more combined territory at intermediate waves | The final ceiling remains 35% |
| Wasteland rot | Decayed tiles must be actively retaken | The territory leader still cannot be doomed |
v33.6 update: can you replay an older game?
Yes. The official v0.33.6 Release adds versioned replay shells. When an archived game’s build no longer matches the live client, the game checks https://replay.<domain>/<gameId> and opens the shell built with the rules that recorded the match.
Open the old game link or replay entry again; do not force it through the current /game/<id> page. If the matching shell was not archived for a pre-feature build, the existing version-mismatch message remains the honest result. Replays simulate locally, preserve the canonical replay URL, and do not consume a new multiplayer slot.
| v33.6 change | Player result | Boundary to remember |
|---|---|---|
| Versioned replay shells | Older archived games can replay under their original build | It is a replay path, not a way to make a current lobby use old rules |
Luna public multiplayer frequency 6 → 2 | Luna appears less often in public multiplayer rotation | This changes map rotation, not Luna’s terrain or rules |
| Rejoin rate limit | Normal reconnects continue to work without a visible change | More than 5 rejoin frames per client per minute are limited |
v33.5 update: managed lobbies still have a separate boundary
The official v0.33.5 Release improved managed events: featured lobbies can carry a custom label and remain listed longer, while games created through the adminbot can pin players to teams. Pinned teammates can now see each other when anonymous names are enabled.
This does not add a pinned-team control to the normal Host menu. Ordinary hosts still choose Team and the visible lobby settings; the pinned-team input belongs to the admin game-creation path. Infinite Gold also shows the x5 ghost badge when costs are zero, but that is feedback, not a new resource or batch rule.
| v33.5 change | Who can rely on it | Boundary to remember |
|---|---|---|
| Custom featured label and longer listing window | Players joining a managed featured event | Not every hosted lobby becomes featured |
| Admin-pinned teams | Organizers using the adminbot create-game path | No new pinned-team button in the ordinary Host UI |
| Pinned teammates visible under anonymous names | Players already assigned as teammates | Opponents remain anonymized by the room rule |
| x5 ghost badge at zero cost | Infinite Gold drills | Costs and normal batch limits are not redefined |
The v33.4 controls remain current: eligible structure upgrades and loaded Atom Bombs can be batched, one Silo spaces queued bombs by one tick, and separate ready Silos can fire together. Doomsday territory rot, MIRV interception, Ranked 2v2, warship veterancy, and the 22-map addition also remain in force.
v33.4 update: batch the action, then check capacity
Double-tapping the same number key does not build five new structures. It selects x5 only when the target is an existing upgradable structure or when 8 has armed an Atom Bomb. New placements, Hydrogen Bombs, and MIRVs remain single actions.
The radial menu exposes the exact batch before you commit. Structure totals use the escalating cost of each next level, so x5 is not simply five times the displayed single-upgrade price.
For Atom Bombs, xMax cannot exceed the currently loaded tubes across your Silos. A same-Silo salvo trails by one tick per bomb instead of overlapping; different Silos can still launch together.
Use x2 or x5 only after checking target value, SAM coverage, loaded tubes, and the total Gold label. Bulk input removes clicking, not the cost or interception decision.
v33.3 fixes: single-player archives and Las Vegas Strip
Single-player wins are now archived at win time instead of depending on page teardown, so completed games are less likely to disappear. The Las Vegas Strip map also received a top-right geometry fix.
Neither fix creates a separate strategy page: one protects the result of a finished solo game, and the map is outside the current five-map editorial pilot.
v33.2 update: recover before territory rot
All four speed presets still keep a 10-minute grace period, but the live share now rises through 2%, 4%, 7%, 11%, 17%, 25%, and 35%. Falling below it starts the same 30-second warning.
After the warning, the protected troop and warship floor decays from 40% to 5% over 90 seconds. A side pinned at the floor then loses territory, routes, and structures toward a deadline 150 seconds after the skull first appeared.
Crossing the live bar or becoming the territory leader clears the skull and stops both unit drain and territory rot. The decision is no longer “wait safely at 5%”; preserve a cheap connected capture route and use it before the rot removes it.
v33.1 hotfix: replays and tribe leaderboard work again
The v33.1 patch fixes replay desync errors and restores custom tribe names in the leaderboard. If a team replay failed or a purchased tribe name was missing, retry it on v33.1.
These are reliability and visibility fixes. They do not change the MIRV, Doomsday, Ranked 2v2, veterancy, or map decisions explained below.
MIRV and SAM: plan an overload, not a bypass
After the MIRV carrier separates, each warhead becomes an in-flight MIRVWarhead. SAM targeting now checks it beside Atom Bombs and Hydrogen Bombs.
The old “target must be within 50 tiles of the launcher” shortcut is obsolete in v33. Interception depends on the warhead trajectory, SAM range, missile travel time, available shots, and cooldown.
- Attacker: spread warheads across coverage boundaries or combine launches so SAMs exhaust ready shots.
- Defender: overlap launchers and keep key routes inside coverage instead of protecting only a 50-tile circle around each structure.
- Both sides: count the silo cooldown after a MIRV. A second nuke needs another ready silo or a later firing window.
See the updated nuke and SAM mechanics and nuclear deterrence strategy.
Doomsday Clock: move before the first wave
Every speed preset starts with a 10-minute grace period. The required territory share then rises in waves toward 2%, 4%, 7%, 11%, 17%, 25%, and finally 35%.
Teams are judged by combined territory against the higher 3%, 6%, 10%, 15%, 21%, 28%, 35% ladder. A doomed side receives a warning, then its protected floor falls from 40% to 5% before wasteland rot starts.
The practical rule is to secure a connected land share and two cheap expansion routes before minute 10. The Clock checks territory percentage, not distance from the map center. This version note is only a summary; use the complete Doomsday Clock rules and survival guide for every speed, the warning window, recovery, and counterplay.
Ranked 2v2: survive the protected minute
Ranked now has a separate 2v2 ladder and prefers clanmates as teammates. Ranked 2v2 PvP spawn immunity is 1 minute, and Compact maps appear 50% of the time.
A match can end early when a full team is dead or disconnected. Use the protected minute to establish a shared front; do not interpret it as permission for both teammates to greed on opposite edges.
Warship veterancy: preserve the ship that earned kills
Warships can reach 3 veterancy levels. Each level adds 20% maximum health and 20% shell damage.
One enemy warship kill grants a level. Progress can also come from 10 transport kills or 25 trade-ship captures. A new level raises the health cap but does not instantly heal the ship.
Veteran ships are now compounding assets. Rotate a damaged veteran to a Port instead of trading it like a fresh hull.
Impassable terrain and 22 new maps
Mappers can mark terrain as impassable. That changes land routes, spawn exits, nuke paths, and which coastlines can actually support an attack.
The new pool adds Sol, Russia, United States, France, Germany, China, Vietnam, Scandinavia, Balkhash, Baltics, and Caspian Sea.
It also adds Clearwater Lakes, Crimea, Finger Lakes, Gulf of Guinea, Hecate Strait, Irish Sea, Las Vegas Strip, Levant, Tierra del Fuego, Branching Paths, and More than luck.
Use the updated map database to confirm the full 117-map pool. On unfamiliar maps, check contact distance, usable water routes, and impassable chokepoints before committing to a spawn.
Smaller changes worth remembering
- Right-click now cancels warship or boat selection instead of opening the action menu.
- Public games no longer rotate the ports-disabled modifier.
- Compact-map probability in Ranked 1v1 drops from 50% to 20%.
- Warships from doomed sides keep patrolling while their health decays.
Source status
The latest formal source is the official v0.33.14 Release, whose modal-scrolling fix and accumulated v33.13 Overtime-default entry are described above. Earlier v33 entries remain the rule boundary for train reliability, Overtime mechanics, Doomsday, replay, naval veterancy, and bulk controls.
GitHub labels the official Releases draft=false and prerelease=false; the v0.33.14 body contains real v33.14 through v33.0 entries rather than TEST placeholder text. The v0.33.11 tag remains the mechanics source for Overtime, while v0.33.13 changes its public FFA selection default. The v33.10, v33.9, and v33.8 entries cover press, desktop delivery, and connection reliability rather than new match rules. This remains the single v33 series overview.
Sources: official v0.33.14 Release, official v0.33.13 Release, official v0.33.11 Release, tagged Overtime thresholds, tagged public FFA rotation, official v0.33.7 gameplay Release, spectator lobby flow, Doomsday ladders, wasteland rot, versioned replay URL helper, Luna rotation frequency, bulk limits and costs, and same-Silo launch scheduling.
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