Author Topic: OutpostHD v0.8.10 Released!  (Read 340 times)

Offline leeor_net

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OutpostHD v0.8.10 Released!
« on: June 01, 2026, 05:55:22 PM »
I know, it's been a long time since the last release. There have been a lot of questions about progress over on Discord and with some encouragement I was convinced to just go ahead and push out a new release even though it's not showing the feature set I really wanted.

That stated, this build has a lot of under the hood changes but there's also significant changes on the user-facing side including re-balancing of structure/robot costs, operating costs, and the partial implementation of the research tree.

We also had a number of contributors that helped to fix a few bugs and improve usability in a number of areas! Their contributions are marked, thanks for the help everybody!



What's New
  • Technology catalog
  • Research Report panel in Reports Panel (WIP)
  • Added new announcement types for colony ship crashes with cargo and colonists (Alexander Hunt)
  • Add `<Ctrl> + <Shift> + <F12>` key combo for debug border drawing

What's Changed
  • Up/Down keybindings now move the camera in a more intuitive way for the user
  • Tubes can now be placed like roads -- they will automatically choose their direct based on what they're connected to
  • Moved structure definitions from hard-coded values in source to external definition file
  • Structures that are in a destroyed state can no longer be repaired
  • Mine Facility now transmits connection to Command Center
  • Larger font used throughout all views for improved visibility
  • Added difficulty-dependent "grace period" for crime and morale (Andrew Gorcester)
  • Added difficulty-dependent morale hit modifier for colony ship deorbit with colonists still aboard (Alexander Hunt)
  • Improved morale handling throughout code base (Alexander Hunt)
  • Improved morale change reasons reporting (Alexander Hunt)
  • Improved memory handling/management (should help with some odd crash behavior)
  • Adjustments to crime handling based on difficulty
  • Various UI visual improvements including larger fonts, control placement and dynamic sizing
  • ProductCatalog will throw an exception instead of silently failing
  • Less punishing ore haul falloff

Bugs Fixed
  • Robots that are set to self-destruct will no longer complete their tasks before terminating
  • Fixed logic mistake regarding mine digging that caused a mine shaft to be built one level lower than it should be
  • Fixed check for self-sustained structures
  • Fixed issue where the structure picker didn't change when using pageUp/Down keys (alynsarcana)
  • Fixed UI update issues in Factory Production Report (Alexander Hunt)
  • Fixed overlay toggle button behavior so their state doesn't carry over from a previous game when loading another game (Alex)
  • Fixed overlays being carried over when loading a different game (Alexander Hunt)
  • ToolTip UI elements now handle new lines properly (Alexander Hunt)
  • Fixed logic mistake in food theft calculation
  • Numerous spelling errors corrected (Brett)
  • Fix incorrect road decay state being set
  • Fix behavior of "Take Me There" buttons
  • Fix progress bars not showing progress
  • Fix underground structure conflicts with mine shafts (Alexander Hunt)
  • Fix TileInspector window showing details of underground tile that hasn't been excavated yet (Alexander Hunt)
  • Race condition in fade logic in NAS2D middleware fixed
  • Fixed crash when handling Red Light Districts
  • Fixed save game handling regarding Red Light Districts
  • Fixed incorrect structure names in description table
  • Fix crash when loading a game when the Mine Operations Window is open
  • Fixed crash in scroll bar UI element that could occur in specific circumstances
  • Fixed edge cases in tube connectedness checks
  • Fixed potential crash when bulldozing mine facilities or mine shafts
  • Fix offset error in drawLine
  • Fix "Take Me There" button visibility on message change

Gimme Gimme! Where do I get it?

Full release including assets available now on Github: https://github.com/OutpostUniverse/OPHD/releases/tag/v0.8.10



Many thanks and appreciation to those who have helped by posting suggestions and assisting with code development! Couldn't have done this without your efforts!

Offline Leviathan

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Re: OutpostHD v0.8.10 Released!
« Reply #1 on: June 02, 2026, 10:58:14 AM »
Great work Leeor and everyone involved with OutpostHD  :D

Offline kylepete

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Re: OutpostHD v0.8.10 Released!
« Reply #2 on: June 23, 2026, 07:37:15 PM »
Leeor, you have created something that resonated with me deeply... I played this game when it was released, and its' just sat with me all these years.  I still have my original copy of the game, and recently the itch struck me to play again.  This of course, led to my remembering how it was unfinished by the original develops, and then led me to here, and you.
This led me to build.  I will post my results.  I greatly look forward to your feedback.
I love these old games!!!

Offline kylepete

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Re: OutpostHD v0.8.10 Released!
« Reply #3 on: June 23, 2026, 07:56:24 PM »
And here is the link:
https://drive.google.com/file/d/16eR4YA3YS6PZhtxbKlVQIUOAbvTWMYlF/view?usp=sharing

Looking forward to your feedback!!

Offline kylepete

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Re: OutpostHD v0.8.10 Released!
« Reply #4 on: June 23, 2026, 08:32:21 PM »
Well that's embarrassing... bugfix version, incoming.
1) Dozers deployed, never finish

Offline kylepete

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Re: OutpostHD v0.8.10 Released!
« Reply #5 on: June 23, 2026, 08:52:22 PM »

Offline Hooman

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Re: OutpostHD v0.8.10 Released!
« Reply #6 on: Today at 12:16:22 PM »
If you're trying to share in game screenshots, you can upload them in your post. We can't see the Google Drive links.