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Releases: OpenFusionProject/OpenFusion

2.0

11 Feb 02:55
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OpenFusion 2.0

Happy Monday everyone! Today we are proud to announce the release of OpenFusion 2.0 - read the release notes here.

Full Changelog: https://github.com/OpenFusionProject/OpenFusion/compare/1.6..2.0

1.6

07 Oct 04:21
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1.6

With one year since the release of 1.5, we’re happy to announce OpenFusion 1.6 - read the release notes here.

Full Changelog: 1.5.2...1.6

1.5.2

02 Apr 11:59
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1.5.2 is a patch release to fix an issue where the client would either run in the background indefinitely, or crash on startup with the following error: "The application has failed to start because its side-by-side configuration is incorrect".

No changes were made to the server release binaries (i.e. they are the same as 1.5).

Full Changelog: 1.5...1.5.2

1.5 release notes (click to expand)

It's been two whole years since the previous release, and we're finally doing another one.

We've had a very slow release cadence thus far. Partly because we only rarely have time to work on this project (which isn't changing any time soon), and partly because we've preferred to let a number of changes build up and then release them all at once. We've decided that this strategy has been suboptimal, as it results in fully complete features not being rolled out for many months and even years now. One particular source of delay is that we've been hoping to finish major subprojects like the refactor and fix all known bugs before doing a release, and when those get delayed, the entire release gets delayed.

So we've now decided to try doing smaller, but more frequent releases, even if there's still changes we want to make that won't be included. So the idea is that the releases after this one will ideally be made when there's 4 or 5 small changes ready, and not... 87-ish. Further, the gap between releases during periods of active development should reduce to a few weeks or days, rather than months or years. No promises though, as always.

For those unfamiliar, the server changes (that's all non-client changes) listed below are mostly relevant to people hosting their own OpenFusion servers. Most of these changes have already been live on our public servers for quite a while. In fact, the public servers are currently more up to date as we're testing the changes from the refactor branch on them, which aren't included in this release.

Most of the client/launcher changes in this release have been publicly available in the beta client releases we've done on our Discord server (1.4.1, 1.4.2, 1.4.3). If you're currently running the 1.4 launcher however, it's recommended that you update it to 1.5, as this fixes the majority of common client issues. Now with this full release, all those fixes have been incorporated into the version that new players will be downloading.

The Sandbox

One of the notable changes in this release is the addition of the process sandboxes we've developed. These do not normally affect the behavior of the server, but they fortify it against attempts at hacking the server and taking over the machine it's running on. This is mostly relevant to people hosting public servers for others to play on, specifically on Linux distros and the OpenBSD operating system, which are the only systems that the server is currently sandboxed on. For more information, read the relevant wiki page.

Server bug fixes

  • Players now respawn at half health as they should, instead of at full health.

  • Fixed several mission-related bugs that could in rare cases corrupt the player's data, which would need to be manually fixed at the DB console.

  • Fixed quest item drop probabilities being shared between missions when you're farming the same type of mob for multiple different missions.

  • Fixed a number of server crash bugs related to combat, chunking, etc.

  • Fixed a (mostly benign) bug where the server would sometimes ungracefully terminate on shutdown.

  • Fixed a few item duplication bugs.

  • Fixed vehicle expiry dates not being displayed when previewing vehicles at Vehicle Vendors.

  • Fixed /npcr command making the NPC being rotated invisible to the player doing the rotation.

Server administration changes

  • Implemented proper exit handling on Windows, so that the server saves all progress if it is terminated with Ctrl-C or by hitting the Close button on the command window before all players have left the game. This now functions identically on Windows as it did on Linux and other POSIX-compliant systems.

  • The server now keeps track of the libsqlite version it was compiled with. It gets printed to the server console on startup, as does the version it's running with (if they differ). The oldest supported version is 3.33.0.

  • Added the localhostworkaround config option in the shard section. This lets you disable the workaround that changes the IP address returned by the login server to local clients. Leaving it on lets you connect directly to your local server even when it's configured with a different external IP that your own machine cannot reach. We believe that this helps when using Hamachi. Turning it off helps with some network tunneling configurations like (like the -R option in OpenSSH), where all connections to the OpenFusion process appear to be coming from the local IP, but need to be served the IP address of the remote server at the other end of the tunnel.

  • In-game player emails are now forwarded to the monitor port if enabled, which lets server administrators moderate in-game chat.

  • Implemented process sandboxing on Linux and OpenBSD, as explained above.

  • TableData and gruntwork loading is now more tolerant of missing optional fields and empty optional files.

  • Added autocreateaccounts config option, which can be disabled to prevent automatic account creation. This is useful for servers with external account creation systems or invite-only servers which nevertheless listen on a public IP.

  • Added anticheat config option to the enable/disable rapid fire anti-cheat.

  • Vastly improved the shard connection establishment logic resulting in better security, reliability and efficiency.

  • Improved robustness of the low-level FF protocol packet handling in general.

Client Changes

  • Added automatic DNS resolution for server addresses: this means you can now specify domain names (e.g. example.com:23000) instead of only being able to use plain IP addresses.

  • If a port is not specified when adding a server, the default will be used (23000).

  • Made the client EXE large address aware - this means that the game can now utilize up to 4GB of RAM, increased from only 2GB previously. This should reduce the number of crashes on the academy build of the game.

  • Marked the client EXE as DPI aware. This fixes issues with blurry game graphics, as well as rapid camera spinning and other mouse related issues.

  • Set the client EXE's ACP to UTF-8 on Windows 10 1903 and above. This fixes some (but not all) issues with running the game on different locales.

  • Made numerous changes to how Unity Web Player works within the client. Now instead of having to install Unity Web Player, the plugin DLL is loaded directly. This is much more stable and also allows for installation of newer builds of the Web Player (e.g. 3.x - 5.x) without having to overwrite it every time you launch the client.

  • The above change allows for running the client through Wine/Proton with no tweaks needed.

  • Removed the "initial setup" window as we no longer need to install the Web Player.

  • Disabled the client's attempts to automatically update itself and to send telemetry. They weren't functional in the game's build of Unity to begin with.

  • Ensured the client does not make any extraneous network requests: this includes loading fonts locally and disabling automatic proxy resolution. This improves client startup time, especially when playing offline.

  • Several bug fixes involving the cache swapping logic. It should now work much more reliably and if an issue is encountered while swapping it should no longer hang the client.

  • Fixed an issue where opening external links would not work correctly.

  • Miscellaneous behind-the-scenes refactoring for easier development: automatic code formatting, a more comprehensive README file, fetching the version from package.json, using path.join() where possible, etc.

Full Changelog: 1.4...1.5

1.5.1

09 Nov 19:43
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1.5.1 is a patch release to fix creation/deletion of servers from the list within the client.

No changes were made to the server release binaries (i.e. they are the same as 1.5).

Full Changelog: 1.5...1.5.1

1.5 release notes (click to expand)

It's been two whole years since the previous release, and we're finally doing another one.

We've had a very slow release cadence thus far. Partly because we only rarely have time to work on this project (which isn't changing any time soon), and partly because we've preferred to let a number of changes build up and then release them all at once. We've decided that this strategy has been suboptimal, as it results in fully complete features not being rolled out for many months and even years now. One particular source of delay is that we've been hoping to finish major subprojects like the refactor and fix all known bugs before doing a release, and when those get delayed, the entire release gets delayed.

So we've now decided to try doing smaller, but more frequent releases, even if there's still changes we want to make that won't be included. So the idea is that the releases after this one will ideally be made when there's 4 or 5 small changes ready, and not... 87-ish. Further, the gap between releases during periods of active development should reduce to a few weeks or days, rather than months or years. No promises though, as always.

For those unfamiliar, the server changes (that's all non-client changes) listed below are mostly relevant to people hosting their own OpenFusion servers. Most of these changes have already been live on our public servers for quite a while. In fact, the public servers are currently more up to date as we're testing the changes from the refactor branch on them, which aren't included in this release.

Most of the client/launcher changes in this release have been publicly available in the beta client releases we've done on our Discord server (1.4.1, 1.4.2, 1.4.3). If you're currently running the 1.4 launcher however, it's recommended that you update it to 1.5, as this fixes the majority of common client issues. Now with this full release, all those fixes have been incorporated into the version that new players will be downloading.

The Sandbox

One of the notable changes in this release is the addition of the process sandboxes we've developed. These do not normally affect the behavior of the server, but they fortify it against attempts at hacking the server and taking over the machine it's running on. This is mostly relevant to people hosting public servers for others to play on, specifically on Linux distros and the OpenBSD operating system, which are the only systems that the server is currently sandboxed on. For more information, read the relevant wiki page.

Server bug fixes

  • Players now respawn at half health as they should, instead of at full health.

  • Fixed several mission-related bugs that could in rare cases corrupt the player's data, which would need to be manually fixed at the DB console.

  • Fixed quest item drop probabilities being shared between missions when you're farming the same type of mob for multiple different missions.

  • Fixed a number of server crash bugs related to combat, chunking, etc.

  • Fixed a (mostly benign) bug where the server would sometimes ungracefully terminate on shutdown.

  • Fixed a few item duplication bugs.

  • Fixed vehicle expiry dates not being displayed when previewing vehicles at Vehicle Vendors.

  • Fixed /npcr command making the NPC being rotated invisible to the player doing the rotation.

Server administration changes

  • Implemented proper exit handling on Windows, so that the server saves all progress if it is terminated with Ctrl-C or by hitting the Close button on the command window before all players have left the game. This now functions identically on Windows as it did on Linux and other POSIX-compliant systems.

  • The server now keeps track of the libsqlite version it was compiled with. It gets printed to the server console on startup, as does the version it's running with (if they differ). The oldest supported version is 3.33.0.

  • Added the localhostworkaround config option in the shard section. This lets you disable the workaround that changes the IP address returned by the login server to local clients. Leaving it on lets you connect directly to your local server even when it's configured with a different external IP that your own machine cannot reach. We believe that this helps when using Hamachi. Turning it off helps with some network tunneling configurations like (like the -R option in OpenSSH), where all connections to the OpenFusion process appear to be coming from the local IP, but need to be served the IP address of the remote server at the other end of the tunnel.

  • In-game player emails are now forwarded to the monitor port if enabled, which lets server administrators moderate in-game chat.

  • Implemented process sandboxing on Linux and OpenBSD, as explained above.

  • TableData and gruntwork loading is now more tolerant of missing optional fields and empty optional files.

  • Added autocreateaccounts config option, which can be disabled to prevent automatic account creation. This is useful for servers with external account creation systems or invite-only servers which nevertheless listen on a public IP.

  • Added anticheat config option to the enable/disable rapid fire anti-cheat.

  • Vastly improved the shard connection establishment logic resulting in better security, reliability and efficiency.

  • Improved robustness of the low-level FF protocol packet handling in general.

Client Changes

  • Added automatic DNS resolution for server addresses: this means you can now specify domain names (e.g. example.com:23000) instead of only being able to use plain IP addresses.

  • If a port is not specified when adding a server, the default will be used (23000).

  • Made the client EXE large address aware - this means that the game can now utilize up to 4GB of RAM, increased from only 2GB previously. This should reduce the number of crashes on the academy build of the game.

  • Marked the client EXE as DPI aware. This fixes issues with blurry game graphics, as well as rapid camera spinning and other mouse related issues.

  • Set the client EXE's ACP to UTF-8 on Windows 10 1903 and above. This fixes some (but not all) issues with running the game on different locales.

  • Made numerous changes to how Unity Web Player works within the client. Now instead of having to install Unity Web Player, the plugin DLL is loaded directly. This is much more stable and also allows for installation of newer builds of the Web Player (e.g. 3.x - 5.x) without having to overwrite it every time you launch the client.

  • The above change allows for running the client through Wine/Proton with no tweaks needed.

  • Removed the "initial setup" window as we no longer need to install the Web Player.

  • Disabled the client's attempts to automatically update itself and to send telemetry. They weren't functional in the game's build of Unity to begin with.

  • Ensured the client does not make any extraneous network requests: this includes loading fonts locally and disabling automatic proxy resolution. This improves client startup time, especially when playing offline.

  • Several bug fixes involving the cache swapping logic. It should now work much more reliably and if an issue is encountered while swapping it should no longer hang the client.

  • Fixed an issue where opening external links would not work correctly.

  • Miscellaneous behind-the-scenes refactoring for easier development: automatic code formatting, a more comprehensive README file, fetching the version from package.json, using path.join() where possible, etc.

Full Changelog: 1.4...1.5

1.5

08 Oct 00:19
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1.5

It's been two whole years since the previous release, and we're finally doing another one.

We've had a very slow release cadence thus far. Partly because we only rarely have time to work on this project (which isn't changing any time soon), and partly because we've preferred to let a number of changes build up and then release them all at once. We've decided that this strategy has been suboptimal, as it results in fully complete features not being rolled out for many months and even years now. One particular source of delay is that we've been hoping to finish major subprojects like the refactor and fix all known bugs before doing a release, and when those get delayed, the entire release gets delayed.

So we've now decided to try doing smaller, but more frequent releases, even if there's still changes we want to make that won't be included. So the idea is that the releases after this one will ideally be made when there's 4 or 5 small changes ready, and not... 87-ish. Further, the gap between releases during periods of active development should reduce to a few weeks or days, rather than months or years. No promises though, as always.

For those unfamiliar, the server changes (that's all non-client changes) listed below are mostly relevant to people hosting their own OpenFusion servers. Most of these changes have already been live on our public servers for quite a while. In fact, the public servers are currently more up to date as we're testing the changes from the refactor branch on them, which aren't included in this release.

Most of the client/launcher changes in this release have been publicly available in the beta client releases we've done on our Discord server (1.4.1, 1.4.2, 1.4.3). If you're currently running the 1.4 launcher however, it's recommended that you update it to 1.5, as this fixes the majority of common client issues. Now with this full release, all those fixes have been incorporated into the version that new players will be downloading.

The Sandbox

One of the notable changes in this release is the addition of the process sandboxes we've developed. These do not normally affect the behavior of the server, but they fortify it against attempts at hacking the server and taking over the machine it's running on. This is mostly relevant to people hosting public servers for others to play on, specifically on Linux distros and the OpenBSD operating system, which are the only systems that the server is currently sandboxed on. For more information, read the relevant wiki page.

Server bug fixes

  • Players now respawn at half health as they should, instead of at full health.

  • Fixed several mission-related bugs that could in rare cases corrupt the player's data, which would need to be manually fixed at the DB console.

  • Fixed quest item drop probabilities being shared between missions when you're farming the same type of mob for multiple different missions.

  • Fixed a number of server crash bugs related to combat, chunking, etc.

  • Fixed a (mostly benign) bug where the server would sometimes ungracefully terminate on shutdown.

  • Fixed a few item duplication bugs.

  • Fixed vehicle expiry dates not being displayed when previewing vehicles at Vehicle Vendors.

  • Fixed /npcr command making the NPC being rotated invisible to the player doing the rotation.

Server administration changes

  • Implemented proper exit handling on Windows, so that the server saves all progress if it is terminated with Ctrl-C or by hitting the Close button on the command window before all players have left the game. This now functions identically on Windows as it did on Linux and other POSIX-compliant systems.

  • The server now keeps track of the libsqlite version it was compiled with. It gets printed to the server console on startup, as does the version it's running with (if they differ). The oldest supported version is 3.33.0.

  • Added the localhostworkaround config option in the shard section. This lets you disable the workaround that changes the IP address returned by the login server to local clients. Leaving it on lets you connect directly to your local server even when it's configured with a different external IP that your own machine cannot reach. We believe that this helps when using Hamachi. Turning it off helps with some network tunneling configurations like (like the -R option in OpenSSH), where all connections to the OpenFusion process appear to be coming from the local IP, but need to be served the IP address of the remote server at the other end of the tunnel.

  • In-game player emails are now forwarded to the monitor port if enabled, which lets server administrators moderate in-game chat.

  • Implemented process sandboxing on Linux and OpenBSD, as explained above.

  • TableData and gruntwork loading is now more tolerant of missing optional fields and empty optional files.

  • Added autocreateaccounts config option, which can be disabled to prevent automatic account creation. This is useful for servers with external account creation systems or invite-only servers which nevertheless listen on a public IP.

  • Added anticheat config option to the enable/disable rapid fire anti-cheat.

  • Vastly improved the shard connection establishment logic resulting in better security, reliability and efficiency.

  • Improved robustness of the low-level FF protocol packet handling in general.

Client Changes

  • Added automatic DNS resolution for server addresses: this means you can now specify domain names (e.g. example.com:23000) instead of only being able to use plain IP addresses.

  • If a port is not specified when adding a server, the default will be used (23000).

  • Made the client EXE large address aware - this means that the game can now utilize up to 4GB of RAM, increased from only 2GB previously. This should reduce the number of crashes on the academy build of the game.

  • Marked the client EXE as DPI aware. This fixes issues with blurry game graphics, as well as rapid camera spinning and other mouse related issues.

  • Set the client EXE's ACP to UTF-8 on Windows 10 1903 and above. This fixes some (but not all) issues with running the game on different locales.

  • Made numerous changes to how Unity Web Player works within the client. Now instead of having to install Unity Web Player, the plugin DLL is loaded directly. This is much more stable and also allows for installation of newer builds of the Web Player (e.g. 3.x - 5.x) without having to overwrite it every time you launch the client.

  • The above change allows for running the client through Wine/Proton with no tweaks needed.

  • Removed the "initial setup" window as we no longer need to install the Web Player.

  • Disabled the client's attempts to automatically update itself and to send telemetry. They weren't functional in the game's build of Unity to begin with.

  • Ensured the client does not make any extraneous network requests: this includes loading fonts locally and disabling automatic proxy resolution. This improves client startup time, especially when playing offline.

  • Several bug fixes involving the cache swapping logic. It should now work much more reliably and if an issue is encountered while swapping it should no longer hang the client.

  • Fixed an issue where opening external links would not work correctly.

  • Miscellaneous behind-the-scenes refactoring for easier development: automatic code formatting, a more comprehensive README file, fetching the version from package.json, using path.join() where possible, etc.

Full Changelog: 1.4...1.5

1.4

20 Sep 20:01
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1.4

Warning: this version is out of date. To get the newest release, click here.

It's been a while, but we're coming at you today with another major release of OpenFusion - version 1.4.

Highlights

It's come to our attention that the official Turner CDN, the server that has hosted the FusionFall assets since 2009, was recently taken offline. This has caused new players to have issues downloading game content, bringing up Unity errors and making the game unplayable. We've released a new client for 1.4 that switches away from the Turner CDN to resolve this issue. Clients should no longer have issues downloading assets. Note that the new CDN might be slightly slower when initially downloading assets, especially for players not in the NA region. This will not affect gameplay once you're actually in the game. There will be no additional lag.

We've finally made a long-overdue change to the way accounts work. Up until this point, account names were case-sensitive, which meant that using different capitalization when typing in your account name caused it to be treated as a totally separate account. This, combined with the fact that logging into a non-existent account creates a new one, caused a lot of confusion with people thinking their accounts had been deleted. We've now made logins case-insensitive, which fixes this issue.

This required getting rid of a whole lot of unused duplicate accounts on the public servers. Accounts that were obviously unused (had no characters, or only one character still in the tutorial before the future) have been deleted. Duplicate accounts where it wasn't so obvious as to which one was the real one have been renamed slightly. From each group of duplicates, the account with the largest sum of player character levels keeps its name unchanged, while the others have been prepended with underscores. If your usual username doesn't log you into your main account, don't panic. Just add one (or more) underscore characters (_) to the beginning of your account name, and that should log you into the other one. If your username was very long (close to 32 characters), the addition of leading underscores might have trimmed off the tail end of it. If you're unsure, don't hesitate to ask for help on our Discord.

Many of the miscellaneous changes listed here have already been on the public server for months now. These release notes are just here to summarize changes that have been steadily made since the previous full release (v1.3). They will mostly be relevant to people playing on their local servers or hosting (non-bleeding edge) public servers for others.

We've also started a refactor that should eventually make the codebase a lot cleaner and more readable. The refactor is still largely a work-in-progress, but will have significant long-term benefits as it progresses.

Client Changes

The new client version is available either as an installer or a standalone zip file. Use whatever you prefer!

  • Changed the default game versions to get assets from a different CDN (should fix "Invalid Unity Web File" error)
  • Implemented automatic cache swapping, so you don't have to re-download all the game assets every time you switch versions
  • Added an Edit button to change details for existing servers
  • Added a button to reset the server list

Additions

  • Group members now share the same mob drops, limited based on proximity
  • GMs can now enter private instances
  • Added /unwarpable command
  • Mob range is now smaller when racing, as if the player were sneaking
  • Implemented most of the remaining (administrative) client-side GM commands
  • Added basic rapidfire anti-cheat (currently cannot be disabled)
  • Mobs can now use Leech and Freedom abilities
  • Added /[un]registerall (GMs no longer have all fast-travel locations unlocked by default)
  • Shard servers can now be reached from the same network they're hosted on
  • Implemented a rudimentary /ban command
  • Mob aggro range is now affected by the level difference between the player and mob
  • Changed how tabledata is structured
  • Improved NPC pathing capabilities
  • Added /path command for creating NPC paths
  • Improved drop format to allow more flexibility with mob drops
  • Added a patching system for tabledata modding purposes that can be enabled via config
  • Mobs can now get critical hits
  • Added preliminary logic for escort missions. still automatically skipped for now

Bugfixes

  • Fixed an issue where IZ races would reward an invalid item, softlocking characters in the process
  • When warping to a buddy, you will now be returned to the overworld instance
  • Fixed group members not respawning properly in instanced areas
  • Using recall during a race will no longer cause the FM pods to disappear
  • You can no longer warp to players that are using the Monkey Skyway System
  • Mobs will no longer attack players that are using the Monkey Skyway System
  • Fixed being able to spawn in an invalid Nano #37
  • Heal nanos now heal for the correct amount
  • Academy servers no longer spawn NPCs in the Future zone
  • All group members now dismount their vehicle when warping into an instance
  • Made sure the current race is cleared when leaving an IZ
  • Prevented ongoing race from being canceled by Recall
  • Fixed players not dying when falling out of the map
  • Fixed the way group mobs retreat
  • Fixed NPCs with invalid types being loaded in
  • Player's now dismount their vehicle when unequipping it
  • If a player times out a race, warp them back to the start
  • Fixed group mobs becoming invisible occasionally
  • Fixed some issues with quest items, added /itemQ command for debugging
  • Fixed a series of problems related to some items having a quantity of 0
  • Disallowed code items being redeemed multiple times
  • Fixed a server crash when redeeming more than four items at once
  • Fixed Croc-Potted items being sellable
  • Mobs no longer play the heal animation when they retreat
  • Adjusted damage calculation for the Damage Nano power
  • Improved sanity checks when opening crates and combining items
  • Sold items are now kept track of to prevent buyback-related cheating
  • The server no longer allows cheating by completing missions that weren't in progress
  • Fixed an exploit that involved attaching the same item to an email twice
  • Prevented hopping on vehicles in non-overworld instances
  • Prevent players from collecting the same pod twice in races
  • Other general bug fixes

1.3

23 Dec 22:09
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1.3

Warning: this version is out of date. To get the newest release, click here.

Happy Holidays! We are proud to introduce one of OpenFusion's biggest releases yet - version 1.3. Not only does it introduce a new playable version - the Academy - but also boasts an updated client to easily change between servers and versions. Read on for all the details.

Note that although the game is now basically fully playable, we're not calling it complete yet. There's still a number of little bugs to fix and internal stuff to refactor before we do so. That's why we're not disabling commands on the primary public server just yet.

New Client

Client Screenshot

The new client not only lets you select between different servers, but also different versions of FusionFall. It features a slick, Dexlabs-inspired design that's easy to use - no more installing Unity manually or editing .php files.
This means If you ever get bored of the future you could switch academy build with the touch of a button.

The Academy

Academy Screenshot

After many requests, the Academy version of Fusionfall is now available to play in all its nostalgic glory. We will be hosting a public server that should be available from the new client by default, so hop on and give it a try!
Bear in mind that the Academy version of Fusionfall has its fair share of bugs, and we don't have all features available yet, but we will be gradually updating it as things go along.
That being said, If you run into any game-breaking bugs/glitches do not hesitate to report it to us.

General Changes

Note: this is a summarized change log from 1.2.1 (Oct 25) to 1.3 (Dec 23), so you may see some changes that were already on the public server.

  • Added mobs to all areas of the map, including the overworld, infected zones, and fusion lairs.
  • Buddies are implemented: you can add, remove, warp, email, and chat with them!
  • Group/pack mobs have been implemented - albeit not all are present on the map at this time.
  • Racing has been added for all infected zones, get out there and set a new high score!
  • Coco Eggs are implemented - all known golden eggs are placed, status effect eggs are yet to be added.
  • All nano powers are now functional and replicate how they functioned in the original game.
  • All enemy abilities are now functional including corruption, eruption, battery drain, and stun.
  • Huge performance improvement all-around, mainly due to use of polling and more efficient checking for which mobs are visible.
  • Database code has been overhauled, improving performance and maintainability.
  • Added validation to several packets, mostly involving strings.
  • Numerous other additions, bug fixes, and tweaks.

We hope to see you in the Academy! Enjoy!

Installation Instructions

Getting into the game:

  1. Download OpenFusionClient-1.3.zip from the link below.
  2. Extract the zip file to a folder of your choice.
  3. Run OpenFusionClient.exe - you will be given a choice between two public servers by default. Select the one you wish to play and click connect.
  4. To create an account, simply enter the details you wish to use at the login screen and click Log In. Do not click register, as this will just lead to a blank screen.
  5. Create a character, and enjoy the game!

To host your own server:

  1. Grab OpenFusionServer-1.3-original.zip or OpenFusionServer-1.3-academy.zip below, depending on what game version you wish to run.
  2. Extract it to a folder of your choice, just make sure it is a different folder than the client.
  3. Add a new server to the client: the default port is 23000, so the full IP with default settings would be 127.0.0.1:23000.

Having issues?

Our Discord has a help channel if you run into any issues installing.
Simply follow this link to join, and post your question in the #tech-support channel.

1.2.1 - Hotfixes

25 Oct 19:07
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Warning: this version is out of date. To get the newest release, click here.

Note: Like v1.2, this release does not change the client. This is for convenience sake so you can grab an updated server executable, tabledata, and config.ini all in the zip file. Useful for doing mob placements on a local server!

New to 1.2.1:

  • Sliders are now spawned for each stop and will traverse the full route.
  • Nano stations now consume the correct amount of power items and FM.
  • Added some missing NPCs, as well as moved others to the correct instance.
  • Update src/contrib/sqlite_orm to 1.6.
  • Use a private instance for the Time Lab, so you no longer see other players.
  • Fix Numbuh 3's sneak and revive abilities being swapped.
  • Fixed a bug where players would desync when walking into a new chunk.
  • Warping into IZs and Fusion Lairs now will also take into account your group members.
  • Mobs pursue their targets more smoothly, they will avoid phasing into the player during combat.
  • Nerfed retreat speed by a factor of 1.5, normal mobs retreated way too quickly however mobs like Don Doom and Bad Max do not retreat fast enough.
  • Nano drain power works, currently does 30% damage over a period of 3 seconds.
  • Stun, Sleep and Snare powers will now run out of time on mobs.
  • Two new types of mission tasks are now functional: delivery and timed. All escort missions should now be skipped as well.
  • Various tweaks to nano power, enemy damage, boost consumption, and player health regen.
  • Fixed an issue where sometimes the weapons players equip would be desynced.
  • Tweaked the installUnity.bat file slightly in the FreeClient folder.

Changes from 1.2:

  • Combat and enemy AI is implemented.
    • Enemies will fight back and give chase within a certain range. They will also idly wander within a radius.
    • Damage formula takes into account armor/damage values, as well as Nano type match-up and weapon boosts.
    • Combat nano powers such as leech, snare, damage, and stun, are also functional.
  • Most passive Nano powers should now be functional.
  • All missions should be functional, with the exception of those that require certain mobs to be present.
    • Timed and escort missions are also skipped currently.
  • CRATES now drop from mobs and have a proper loot table.
  • Nano potions and weapon boosts are functional.
  • You can now create and invite other players to groups.
  • SCAMPERS and the Monkey Skyway System are now 100% functional.
    • A big thank you to all the participants that helped map out the monkey routes!
  • Stackable items now work and can be re-arranged in your inventory freely.
  • A majority of NPCs have been rotated to face the proper direction.
  • All item vendors now buy and sell the correct items!
  • Crocpot item combining has been added.
  • Public (Infected Zones) and private instances (Fusion Lairs) are now usable.
  • Chunking has been added, giving a significant performance boost.
  • Add custom commands system. (see /help for commands in-game)
  • Countless bug fixes, refactors, and stability improvements.

Full commit/change log

1.2

19 Oct 19:17
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1.2

Warning: this version is out of date. To get the newest release, click here.

Note: This release does not change anything in FreeClient folder. Only the server portion is updated.

With nearly 250 commits since the last release, 1.2 adds numerous features, making the Future area of the game playable!

  • Combat and enemy AI is implemented.
    • Enemies will fight back and give chase within a certain range. They will also idly wander within a radius.
    • Damage formula takes into account armor/damage values, as well as Nano type match-up and weapon boosts.
    • Combat nano powers such as leech, snare, damage, and stun, are also functional.
  • Most passive Nano powers should now be functional.
  • All missions should be functional, with the exception of those that require certain mobs to be present.
    • Timed and escort missions are also skipped currently.
  • CRATES now drop from mobs and have a proper loot table.
  • Nano potions and weapon boosts are functional.
  • You can now create and invite other players to groups.
  • SCAMPERS and the Monkey Skyway System are now 100% functional.
    • A big thank you to all the participants that helped map out the monkey routes!
  • Stackable items now work and can be re-arranged in your inventory freely.
  • A majority of NPCs have been rotated to face the proper direction.
  • All item vendors now buy and sell the correct items!
  • Crocpot item combining has been added.
  • Public (Infected Zones) and private instances (Fusion Lairs) are now usable.
  • Chunking has been added, giving a significant performance boost.
  • Add custom commands system. (see /help for commands in-game)
  • Countless bug fixes, refactors, and stability improvements.

Full commit/change log

1.1

07 Sep 17:56
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1.1

Warning: this version is out of date. To get the newest release, click here.

This release adds many basic low hanging fruit of the server, including but not limited to:

  • Clothing & Weapons
  • Nanos & basic Nano skills
  • Vehicles
  • NPCs
  • IZ warps
  • Majority if not all player movement is now relayed to all other visible players
  • Major refactoring
  • Basic Inventory, including trading handlers
  • Accounts with savable characters (more info in the README.md)