Recent Posts

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41
OutpostHD / OutpostHD v0.8.10 Released!
« Last post by leeor_net 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!
42
Forum Games / Re: The Bumpy Thread
« Last post by Leviathan on May 28, 2026, 11:05:18 AM »
Its been a long time bumping 8)
43
Outpost 2 Multiplayer / Re: game day?
« Last post by Leviathan on May 28, 2026, 11:04:27 AM »
Yep its still Sunday's as the day we try and play some Outpost 2. Join the Discord :D
44
Outpost 2 Multiplayer / Re: COOP maps
« Last post by Leviathan on May 28, 2026, 11:03:32 AM »
Some videos of us playing co-op are here:

https://tinyurl.com/op2coopvids
45
Outpost 2 Programming & Development / Re: Mine Yield Formula
« Last post by Leviathan on May 28, 2026, 11:01:19 AM »
Interesting, I've always wanted to know more about the internals of the game engine.
46
Cool project. I don't know loads about reverse engineering but was always super happy for the work done by the community over the years to reverse engineer Outpost 2 so that we can patch the game and create new content for it. For running on MacOS indeed Wine is the best way.

Cool to hear your working on a project zerodown524! BlackBox also started work on a map editor in python.


For map editors there are currently three working projects:
OP2Mapper2 - The VB6 editor from 2005
OP2Mapper3 - A new VB.NET editor from 2026
OP2MissionEditor- Unity / C# map editor from 2019

47
OutpostHD / Re: Can't build anything because I run out of Common Metals...
« Last post by Sirbomber on May 27, 2026, 09:12:08 AM »
The forums are mostly archival now, you can check the project's Github page or join our Discord to stay up to date.
48
OutpostHD / Re: Can't build anything because I run out of Common Metals...
« Last post by Leviathan on May 26, 2026, 01:09:10 PM »
Development is still happening on OutpostHD.
49
Projects / Re: OP2 Mission Editor
« Last post by Leviathan on May 26, 2026, 11:02:32 AM »
I have updated the OP2MissionEditor to v0.6.0.



  • Upgraded project from Unity 2020.3.16f1 to Unity 6000.3.16f1 LTS (Unity 6.3).
  • 1.4.1 support; Resource loading auto-detects the new folder layout and menu now launches OPULauncher.exe.
  • Auto update check, Message box when a newer version is available.
  • New application icon.
  • Default startup mode is now windowed instead of full-screen.

https://github.com/leviathan400/OP2MissionEditor/releases

50
OutpostHD / Re: Can't build anything because I run out of Common Metals...
« Last post by EnderSE15 on May 25, 2026, 12:39:06 PM »
So I figured out one problem - I had put tubes around the perimeter of my surface base and in the process had cut my smelter off from my mines.  The game doesn't do anything as useful as throw a warning that your trucks can't get to your smelter, so it won't be immediately obvious what you've done wrong! 
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