OpenMW 0.41.0 Released! 2016-12-27 - raevol

The OpenMW team is proud to announce the release of version 0.41.0! Grab it from our Downloads Page for all operating systems. This release brings an assortment of small new features, such as a handful of graphical magical effects, and some new NPC AI behavior. We continue to plod along to a 1.0 release, stay tuned!

Check out the engine release video and the OpenMW-CS release video by the irrepressible Atahualpa:

Known Issues:

Shadows are not re-implemented at this time, as well as distant land

To use the Linux targz package binaries Qt4 and libpng12 must be installed on your system

On OSX, OpenMW-CS is able to launch OpenMW only if OpenMW.app and OpenMW-CS.app are siblings

On OSX, some users may experience the beginning of acted voice clips cut off

New Features:

Implemented zero-weight boots playing light armor boot footsteps

Implemented playing audio and visual effects for every effect in a spell

Implemented doubling the size of spell explosions

Implemented particle textures for spell effects

Implemented NPCs using opponent’s weapon range to decide whether to dodge

Implemented dodging for creatures with the “biped” flag

Implemented drop shadow for items in the menu

Implemented correct range for “on touch” spells

Implemented using telekinesis with on touch spells on objects

Implemented AI Combat: Flee

Implemented player glow for non-portable lights added to the inventory

OpenMW-CS: Implemented rotate and scale sub modes for instance editing mode

OpenMW-CS: Implemented water rendering

ESS-Importer: Implemented player control flags

Bug Fixes:

Almsivi and Divine intervention now display the correct spell effect

Instant spell effects now show an effect indicator

Fixed playback of weapon idle animation to include a part previously omitted

Stat review window at character creation now shows starting spells, powers, and abilities

Repair and recharge interfaces no longer cause a performance drop under certain circumstances

Fullscreen can now be disabled again after enabling it in-game on OSX

Disabled door markers no longer show up on the map

Fixed an issue when the equip script instruction is used on an NPC without the item, fixing mods Romance 3.7 and Vampire Embrace

Banners now show random animations during stormy weather

Inventory tooltip for zero-weight armor no longer displays weight info

Idle animations now always loop

Spark showers near Sotha Sil now appear at the right time

The type of an NPC’s melee attack (chop, slash, thrust) no longer depends on their movement direction

Fix for freeze when the cell was changed immediately after dying

Unalerted slaughterfish in the same cell as the player no longer prevent resting

Blood effects no longer occur when the hit is resisted

Todwendy can now be interacted with in the German version of the game

Fix for crash when opening the journal with missing fonts

SetInvisible command no longer applies a graphic effect

Non-hostile NPCs can no longer be disarmed by pickpocketing their weapons

Hidden inventory items, such as the light source for Trueflame’s light effect, are no longer shown

Corrected the order in which alembics and retorts are used

Animation replacer no longer hangs after one animation cycle

Corrected sounds and skill increases for bound armor and shields

Corky can now be sold to Drulene Falen

NPC disposition can no longer be lowered below zero

NPC autoequip behavior now better matches vanilla

State of enabled/disabled player controls is now correctly saved

Moved references are now properly handled in respawning code

Water ripples are now shown when walking on water

Argonian NPCs no longer swim like Khajiits

Spells with the “always succeed” flag can now be deleted from the spellbook

Bound equipment spells can no longer be recast

Fixed some objects added by Morrowind Rebirth not properly displaying their texture

Fixed OSX not being able to find settings-default.cfg

Fixed dialogue/journal links being unclickable on certain platforms due to undefined behavior

Attacking with a stacked enchanted thrown weapon no longer reduces the charge of items remaining in that stack

Fixed an issue with the water surface transparency when viewed from certain angles using non-shader water

Fixed animation state to be saved upon cell-changing or save & load; fixes several traps as well as the metal doors in Sotha Sil

“Can’t Cast” message now displayed when water walking is cast from too great of a depth

Player is now moved out of the water when casting water walking from a shallow enough depth

Levelled items in merchant inventory are no longer re-added every time the trade window is reopened

Weather manager now handles weather for regions added by plugins after a save game was created

Fix to more gracefully handle cases where an object refers to an enchantment ID which does not exist

Fixed how NPCs react to hostile spell effects being cast on them (for now, see: https://forum.openmw.org/viewtopic.php?f=2&p=43942#p43942)

Player/NPC skeleton’s bone cache is now cleared when a node is added/removed, fixing a crash that could happen whenever player/NPC equipment is updated

OpenMW-CS: Globals are now initialized with a valid type

OpenMW-CS: The nested tables for NPC skills and attributes are now hidden when the auto-calc flag is checked

OpenMW-CS: Fixed verification for “Not Local” info condition

OpenMW-CS: Fixed verification for special faction ID “FFFF”

OpenMW-CS: Changes from omwaddon are now loaded in [New Addon] mode

OpenMW-CS: Objects moved in interior cells in the scene editor will no longer be teleported outside

OpenMW-CS: Fixed not being able to find the project file when launching the game

OpenMW-CS: Deleted instances will no longer reappear

OpenMW-CS: Using “Extend Selection to Instances” will no longer cause duplicates

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