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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 Released Published Jul 31, 2026 Reviewed by OpenFront Intel editors #changelog#balance#features

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 patchPlayer-visible resultDecision boundary
v33.14Long modals can scroll despite the ad layoutRetry blocked controls; no match strategy changed
v33.13Public FFA defaults to OvertimeRead the live orange threshold after minute 30
v33.12A disconnected station no longer blocks every Train attemptRoutes 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 changePlayer resultBoundary to remember
Disconnected train-station spawn fixOne broken station no longer blocks every Factory attemptA spawned Train still needs a usable station path to pay
Rail economy guidanceUse the measured hub, branch, and stop-count decisionsThis 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.

PatchWhat changedPlayer decision
v33.14Modal scrolling works with the current ad layoutRetry any panel whose lower controls were unreachable; match rules are unchanged
v33.13Overtime becomes the public FFA defaultExpect the live threshold in public FFA; Team and Special remain separate
v33.11Overtime lowers the public FFA win threshold after minute 30Protect or overtake the live territory lead; use the complete Overtime guide
v33.10Press site entryNo match-rule change
v33.9Desktop clients can read a release descriptorKeep the desktop client current; match rules are unchanged
v33.8The game server HTTP API follows the configured hostTreat it as a connection reliability fix, not a gameplay rule
v33.7Spectator join, higher Team Doomsday rungs, and wasteland rotUse 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 changePlayer resultBoundary to remember
Spectator joinWatch without spawning or taking a team slotSwitching back to Play is lobby-phase only
Higher team Doomsday rungsTeam sides need more combined territory at intermediate wavesThe final ceiling remains 35%
Wasteland rotDecayed tiles must be actively retakenThe 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 changePlayer resultBoundary to remember
Versioned replay shellsOlder archived games can replay under their original buildIt is a replay path, not a way to make a current lobby use old rules
Luna public multiplayer frequency 6 → 2Luna appears less often in public multiplayer rotationThis changes map rotation, not Luna’s terrain or rules
Rejoin rate limitNormal reconnects continue to work without a visible changeMore 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 changeWho can rely on itBoundary to remember
Custom featured label and longer listing windowPlayers joining a managed featured eventNot every hosted lobby becomes featured
Admin-pinned teamsOrganizers using the adminbot create-game pathNo new pinned-team button in the ordinary Host UI
Pinned teammates visible under anonymous namesPlayers already assigned as teammatesOpponents remain anonymized by the room rule
x5 ghost badge at zero costInfinite Gold drillsCosts 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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