[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"package:cask:0-ad:en":3,"releases:stats:cask:0-ad:en":471,"releases:cask:0-ad:1:false:false:en":472,"releases-count:cask:0-ad:true:en":516},{"accentColor":4,"artifacts":5,"autoUpdates":26,"categories":27,"conflictsWith":33,"dependsOn":36,"deprecated":26,"description":44,"descriptionEn":45,"developer":46,"disabled":26,"displayName":47,"downloadSha256":48,"downloadSize":49,"downloadUrl":50,"editorChoice":26,"formulaeUrl":51,"homepage":52,"iconUrl":53,"installCommand":54,"installs":55,"installs30d":56,"isFont":26,"isLibrary":26,"kegOnly":26,"kind":59,"latestRelease":60,"machineTranslated":26,"name":47,"names":81,"platforms":83,"primaryCategory":443,"rank30d":444,"releaseCount":445,"releaseStats":446,"repoUrl":451,"screenshots":452,"sourceLocale":75,"sourceUrl":460,"summary":461,"summaryTranslation":462,"supports":463,"tags":465,"tap":469,"token":82,"version":80,"versionChangedAt":470},"#7B6942",{"apps":6,"binaries":8,"entries":9,"pkgs":25},[7],"0 A.D..app",[],[10,17],{"declaration":11,"phase":14,"sources":15,"target":13,"type":16},{"app":12,"target":13},[7],"\u002FApplications\u002F0 A.D..app","install",[7],"app",{"declaration":18,"phase":22,"sources":23,"type":24},{"zap":19},[20],{"trash":21},"~\u002FLibrary\u002FSaved Application State\u002Fcom.wildfiregames.0ad.savedState","cleanup",[],"zap",[],false,[28],{"icon":29,"machineTranslated":26,"name":30,"slug":31,"sourceLocale":32},"lucide:gamepad-2","Games","games","zh-CN",{"casks":34,"formulae":35},[],[],{"arch":37,"casks":40,"formulae":41,"requirements":42},[38,39],"arm64","x86_64",[],[],{"macos":43},{},"0 A.D. (pronounced “zero-ey-dee”) is a free, open-source historical real-time strategy game developed by Wildfire Games, a global group of volunteer game developers. Players lead an ancient civilization, gather resources, raise a military force and compete to dominate their opponents.\n\n## Ancient warfare\nThe project emphasizes historically researched units and buildings, including names in languages such as Greek and Latin. Its setting explores hypothetical encounters between civilizations at their prime rather than reproducing a single historical conflict. The project overview describes a broader ambition covering 500 B.C. to 500 A.D., with the first edition focused on the final five centuries B.C.; this is project scope, not a promise that every planned civilization is already implemented. Playability sometimes takes precedence over historical accuracy.\n\n## Free software\nThe developers state that the game is free to download, with no freemium model or in-game advertising. The software can be redistributed and modified under the GPL; the art and sound can be reused under CC BY-SA subject to those licenses.\n\n## Development and macOS distribution\nThe project began in 2001 as a mod concept and moved to a standalone game in 2003, using its Pyrogenesis engine. The official overview describes it as still under development and warns that some features are missing. Homebrew currently records version 0.28.0 and supplies a native Apple-silicon DMG, with a separate x86_64 artifact for Intel Macs.\n\n## Sources\n- [Official project overview](https:\u002F\u002Fplay0ad.com\u002Fgame-info\u002Fproject-overview\u002F)\n- [Official source repository](https:\u002F\u002Fgitea.wildfiregames.com\u002F0ad\u002F0ad)\n- [Homebrew cask](https:\u002F\u002Fgithub.com\u002FHomebrew\u002Fhomebrew-cask\u002Fblob\u002FHEAD\u002FCasks\u002F0\u002F0-ad.rb)\n","Real-time strategy game","Wildfire Games","0 A.D.","8c53566123fed9a79766c364e543d6e9dc7c84f642c78d2bb5892eeea9c4c052",1748348773,"https:\u002F\u002Freleases.wildfiregames.com\u002F0ad-0.28.0-macos-aarch64.dmg","https:\u002F\u002Fformulae.brew.sh\u002Fcask\u002F0-ad","https:\u002F\u002Fplay0ad.com\u002F","https:\u002F\u002Fcdn.opennavo.com\u002Ficons\u002Fuploads\u002Fac95620e2624\u002Fbad4f602d725-256.png","brew install --cask 0-ad",{"d30":56,"d365":57,"d90":58},164,3691,724,"cask",{"bodyMarkdown":61,"brewCommittedAt":62,"hasNotes":63,"id":64,"isLatest":63,"isPrerelease":26,"machineTranslated":26,"publishedAt":65,"sections":66,"source":74,"sourceLocale":75,"summary":76,"title":77,"translation":78,"version":80},"Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Release 28: “Boiorix”, the twenty-eighth version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after the king of the Cimbri Germanic tribe Boiorix.\n\n\tEasy download and install\n\n\tDownload and installation instructions are available for Windows, Linux, and macOS. 0 A.D. is free software. This means you can download, redistribute, modify and contribute to the application under the same licenses: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch.\n\n\tDon’t forget to deactivate every mod before updating the game to avoid any risk of conflict. If you’re a mod creator, please look at this page on how to port your mod to the new version. As always, feel free to reach out to us for assistance.\n\n\tNow is the time to contribute!\n\n\tThe Release 28 is our first release without the Alpha label: our development process has matured, our releases are more frequent, and our commitment to quality has never been higher. Now is the time to join us and place 0 A.D. in the spotlight. We need your help to make the game flourish and to bring new features to life.\n\n\tAs you can see, this release unfortunately comes without a video trailer. It is difficult for the current team to spread the word about our beloved game. We are in sore need of contributors in the following areas:\n\n\t\tVideo Editing\n\n\t\tSocial Media Management\n\n\t\tWebsite Design\n\n\tOf course, we are also always looking for, and providing a welcoming contribution environment, for:\n\n\t\tTesters and Quality Assurance enthusiasts\n\n\t\tTranslators (get started right away on Transifex)\n\n\t\tand of course, Developers and Artists – the team will gladly welcome contributions in all areas.\n\n\tYou can also support us by simply donating. This allows us to pay the server hosting fees for our multiplayer, websites, and development environments.\n\n\tA new faction: the Germans\n\n\tTerror Germanicus, the fear of the Germanic tribes migrating south, from the Jutland region, towards the Roman Republic, is coming to 0 A.D. in Release 28.\n\n\tThe Cimbri were a large group of Germanic peoples originally from the north of modern-day Denmark. In the late 2nd century BC, their migration south into Italy and France would spark the decade-long Cimbrian War against the Roman Republic. Accompanied by powerful armies and seeresses, Germanic convoys, in long trains of wagons, brought livestock, shelter and goods. The Cimbri placed great importance on animals for religious sacrifices.\n\n\tIn 0 A.D., we represent the nomadic coalition formed between the Cimbri, the Teutones, the Ambrones, and other Celto-German tribes simply as the \"Germans\". The Germans are a semi-nomadic civilization with a flexible economy owing to Supply Wagons and Wagon Encampments, which can be fortified. The unique technologies \"Wagon Trains\" and \"Migratory Resettlement\" lean into this flexibility, reducing dependence on territorial boundaries. The Germans also feature an aggressive lineup of siege units, with a crush-dealing unit available in each phase. Between their economic flexibility and unique military units, Cimbrian raiders, Log Rams, and Seeresses, the Germans are a mysterious force to be reckoned with.\n\n\tPlay with this new faction, against their historical Roman foes, or turn history around by making them battle the 14 other factions of the game. Many other novelties await you in the new release of 0 A.D.!\n\n\tTop new features of Release 28\n\n\t\tGendered Civilians\n\n\t\tDirect Font Rendering\n\n\t\tSupport for JavaScript Modules\n\n\t\tNew Game-Setup Options\n\n\t\tLobby improvements\n\n\t\tEngine upgrades and updated platform support\n\n\t\tNew quotes and tips\n\n\t\tVarious balancing improvements\n\n\t\t… and much more!\n\n\tGendered Civilians\n\n\tIn an effort to improve historical consistency, we have replaced the visual appearance of civilian units. Previously described as a \"female citizen\", the basic economic unit is now called the \"civilian\" and has male and female models.\n\n\tThis enhancement was made possible by incremental improvements of the engine, which now allows a unit to have variants not only in its appearance, but also in its voice and in other gendered characteristics.\n\n\tIn the civilizations displayed in the game, women did not usually hold citizenship, which was a prized social status. The \"female citizen\" was a misnomer. It was also incorrect to display all men as soldiers, and most women as servants. Instead, we want to describe the armies of 0 A.D. as followed by a group of minions of lower social status, able to support the soldiers in the army camp, but not on the battlefield. Those are the new Civilians. Citizens, on the other hand, were soldiers, able to wage war as well as working, which we have always been accurately describing in the game with the citizen-soldier concept. The ambiguity of the term \"citizen\" is removed: this word now only describes citizen soldiers.\n\n\tThis change does not touch the balance of the game at all. The so-called \"female citizens\" keep all their statistics, only their appearance and name have changed. The citizen soldiers are not touched at all.\n\n\tDirect Font Rendering\n\n\tIn order to display text, we used to pre-render fonts and load them into memory when starting the game. In order to display scripts such as Chinese, we needed to load a large atlas of thousands of characters into memory, which could overwhelm the players' RAM. As a consequence, we were forced to provide East Asian languages as mods, which was an accessibility issue for non-English speaking users of these languages.\n\n\tOn top of memory management improvements, we now use the Freetype library in the engine to render fonts on the fly when the game runs. Modding the fonts also becomes far easier with this new feature.\n\n\tThis new rendering system also improves the text display with GUI scaling, for users with Hi-DPI screens or who simply wish to use a larger interface.\n\n\tIn the future, we hope to also use this feature to render ancient scripts, such as hieroglyphs and cuneiform.\n\n\tNew Game-Setup Options\n\n\tNew personalization options are available in the game setup screen.\n\n\tYou can remove some players entirely (removing all of the initial buildings and units in their starting zone) in Skirmish and Scenario games.\n\n\tIt is also possible to set the population limit per team:\n\n\tLastly, some code refactoring allowed us to fix outstanding bugs in the game setup. For instance, in Alpha 27, a recurring issue would create an unwanted flood event in games where the user had previously played a flood game. This issue has been fixed.\n\n\tLobby improvements\n\n\tThe multiplayer lobby received some quality of life improvements. Verifying TLS certificates is now enabled by default when connecting to the multiplayer lobby, reducing the risk of man-in-the-middle attacks. A secure connection to the lobby will become mandatory in future releases, so please check that TLS encryption and certificate verification are not disabled in your settings, and report any issue you may encounter.\n\n\tIt is also more straightforward now to host matches, as there is no need to decide whether to use STUN or not; and a bug causing freezes when joining a match got fixed.\n\n\tWe have decided to rename the main menu entry for playing with friends over LAN or by direct IP: now called Multiplayer > Connect by IP, it is still the same system for direct matchmaking without using the lobby.\n\n\tEngine upgrades and updated platform support\n\n\tIn Release 28, we have upgraded the SpiderMonkey JavaScript engine to version 128. This upgrade drops support for Windows 7 and 8.1, and for macOS below 10.15. Windows 10 and 11 are now the only supported Windows versions, and we will try our best to keep supporting Windows 10 as long as possible.\n\n\tStill on Windows, we now provide a long-awaited 64-bit build, which should address infrequent out-of-memory errors. The 64-bit version will become the default one for the next release, and the 32-bit build will eventually be deprecated in the future.\n\n\tOn Linux distributions, special care is always given to release bundles for package maintainers, but we also walked the extra mile to provide an AppImage in official releases, starting with Release 28. We are also working close together with maintainers of the Snap and Flatpak versions, so that you can enjoy the latest release as soon as we get it out.\n\n\tNew quotes and tips\n\n\tOur contributor manowar has brought gifts for the history nerds among you with a dozen new quotes in the game load screen, and, together with Vantha, they have added new tips for both beginners and seasoned players.\n\n\tBalancing improvements\n\n\tGeneral\n\n\tCapturing\n\n\t\tStructure, Civil Center, and Fortress default (ungarrisoned) capture resistance increased from 0.5, 5, 10, to 5, 30, and 45, respectively.\n\n\t\tCivilians (formerly Women) given a capture attack of 1.0.\n\n\tNaval Warfare\n\n\t\tNaval technology tree simplified.\n\n\t\tScout ships made available in Village phase.\n\n\t\tShip balancing: Ram ships, scout ships nerfed; Fire ships, arrow ships buffed. Scout ships range 37 (from 45). Fire ships 175 wood, 50 food, 50 metal -> 100 wood, 0 food, 50 metal. Arrow ships 120 wood, 100 metal -> 100 wood, 100 metal, acceleration increased by 25%. Ram ships 350 hack, 70 crush damage -> 320 hack, 50 crush damage.\n\n\tGroup Movement\n\n\t\tUnits' destinations are distributed around the endpoint, allowing groups to move cohesively without colliding and forming long lines.\n\n\tChampion Cavalry\n\n\t\tMelee Champion Cavalry HP decreased from 300 to 260.\n\n\t\tCataphract Champion Cavalry +2 Hack and Pierce armor, but speed decreased from 17.1 to 14.4.\n\n\tMiscellaneous\n\n\t\t3 traders are no longer required for researching Diaspora.\n\n\t\tFortress accuracy increased from 2.0 to 1.25.\n\n\t\tElephants +1 pierce armor, +0.5m splash range.\n\n\t\tLongsword champions +2 splash hack damage damage, but -2 direct hack damage.\n\n\tFaction-specific\n\n\tCarthage\n\n\t\tNew civilization bonus: Stone gathering storehouse technologies are free and instant with each phase.\n\n\t\tMercenary refactoring and differentiation. The Celtic embassy trains sword cavalry and infantry.The Iberian embassy trains unique ranged infantry mercenaries. The Italic embassy trains spear cavalry and infantry.\n\n\t\tNew civilization bonus: Numidian cavalry +10% movement speed.\n\n\tHan – Minister rework\n\n\t\tMinister attack removed.\n\n\t\tMinister garrison aura and ministry garrison aura removed.\n\n\t\tMinister economy and building auras increased from 2% to 10%, but ranged reduced from 40 meters to 20 meters. This is no longer stackable.\n\n\t\tMinister health and armor reduced to 50 HP, 2 hack, 2 pierce armor.\n\n\t\tMinisters and Ministry available in village phase instead of town phase.\n\n\t\tMinistry cost reduced from 200 stone, 200 metal to 50 wood, 200 stone, 50 metal.\n\n\t\tReduced cost of ministry technologies.\n\n\t\tMinistry resource trickle removed.\n\n\tMauryas\n\n\t\tMauryan maiden archers and swordsmen differentiation.\n\n\t\tMaiden archers increased movement speed, decreased range, decreased damage, increased poison damage, cost reduced to 100 wood 90 metal.\n\n\t\tMaiden guard increased movement speed, decreased health, decreased pierce armor, increased hack armor, cost reduced to 100 food 90 metal.\n\n\tFull list of changes\n\n\tThe full list of changes can be found at the changelog page of the wiki.\n\n\tTeam Changes\n\n\tAfter numerous contributions in many areas of the game, especially the user interface and the game simulation, Vantha has joined the team at the beginning of the preparation of Release 28. We are extremely happy to welcome him!\n\n\tReporting issues\n\n\tIf you experience a technical problem with the game, please report it at gitea.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patch the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the IRC chat rooms: #0ad and #0ad-dev on QuakeNet.\n\n\tSubscribe\n\n\tSee our LinkTree. For press\u002Fmedia inquiries, please DM play0ad@mastodon.social on Mastodon, or email webmaster at wildfiregames dot com.\n\nOfficial source: https:\u002F\u002Fplay0ad.com\u002Fnew-release-0-a-d-release-28-boiorix\u002F","2026-02-18T21:42:43Z",true,2197,"2026-02-18T19:17:52Z",[67],{"area":68,"items":69},"Changes",[70,71,72,73],"Adds Germans with Supply Wagons and Wagon Encampments.","Introduces male and female civilian models without changing their stats.","Renders fonts dynamically with FreeType and improves GUI scaling.","Adds JavaScript modules, setup options, lobby and balance improvements.","editorial","en-US","Adds the German faction, gendered civilian models, direct font rendering, JavaScript modules and new game-setup options; improves the lobby, engine and balance.","0 A.D. 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product interface example",721,"light","https:\u002F\u002Fcdn.opennavo.com\u002Fscreenshots\u002Fuploads\u002Fscreenshot\u002F5c37258684f6\u002F5058916cb57c-640.png","https:\u002F\u002Fcdn.opennavo.com\u002Fscreenshots\u002Fuploads\u002Fscreenshot\u002F5c37258684f6\u002F5058916cb57c-1280.png",1280,"https:\u002F\u002Fgithub.com\u002Fhomebrew\u002Fhomebrew-cask\u002Fblob\u002FHEAD\u002FCasks\u002F0\u002F0-ad.rb","A free, open-source historical real-time strategy game from Wildfire Games, with ancient civilizations, resource gathering and military conquest.",{"locale":75,"machineTranslated":26,"sourceLocale":75,"status":79},{"arm64":63,"requiresRosetta":26,"status":464,"x86_64":63},"known",[30,466,467,468],"Real-time Strategy","Historical","Open Source","homebrew\u002Fcask","2026-10-07T09:38:25.801627Z",null,{"current":473,"records":474,"size":513,"stats":514,"total":445},1,[475,480,497],{"bodyMarkdown":61,"brewCommittedAt":62,"hasNotes":63,"id":64,"isLatest":63,"isPrerelease":26,"machineTranslated":26,"publishedAt":65,"sections":476,"source":74,"sourceLocale":75,"summary":76,"title":77,"translation":479,"version":80},[477],{"area":68,"items":478},[70,71,72,73],{"locale":75,"machineTranslated":26,"sourceLocale":75,"status":79},{"bodyMarkdown":481,"brewCommittedAt":482,"hasNotes":63,"id":483,"isLatest":26,"isPrerelease":26,"machineTranslated":26,"publishedAt":484,"sections":485,"source":74,"sourceLocale":75,"summary":493,"title":494,"translation":495,"version":496},"Wildfire Games is proud to announce the release of the Patch Release A27.1 for 0 A.D. Alpha 27: “Agni”. This is the first patch release of 0 A.D., made possible by the new development environment put into place last year.\n\n\n\n\tEasy download and install\n\n\n\n\n\tDownload and installation instructions are available for Windows, Linux, and macOS. 0 A.D. is free software. This means you can download, redistribute, modify and contribute to the application under the same licenses: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch.\n\n\n\n\n\t   \n\n\n\nWhat is a patch release?\n\n\nA patch release is a minor release of 0 A.D., bringing a few selected fixes from the development version into the latest release of the game. All fixes of the patch release are already present in the development version (the future Release 28).\n\n\nThere are two important aspects to a patch release:\n\n\n\nPatch releases are OOS-compatible with major releases. If your friend has not heard about the patch release, or cannot install it for whatever reason, they should still be able to play multiplayer with you. This limits the kind of fixes we can include in a patch release.\n\n\nPatch releases are prepared on the side, and do not take precedence over our work towards the next major release. We prepare and provide patch releases as our resources allow. This limits the scale of the fixes we can include in a patch release.\n\n\n\nChangelog\n\n\nHere are the changes included in A27.1:\n\n\n\na fix for the large performance issue observed by some players on older hardware\n\n\nseveral small performance improvements in the calculation of simulation hashes (related to multiplayer stuttering)\n\n\nfixed support of Windows 7\n\n\na fix for modifying your lobby password when you have an uppercase letter in your username\n\n\na fix for the distorted 3D models with GPU Skinning\n\n\nfixes for crashes with Vulkan and\u002For with GPU Skinning\n\n\na fix for changing player perspective in replays\n\n\na fix for an out-of-memory crash in the JS engine when generating random maps\n\n\na fix for the game crash on pressing Fn key\n\n\na fix for a crash in Atlas when the map generation fails\n\n\na fix for a memory leak in the renderer\n\n\nfixes for multiplayer port forwarding\n\n\npackage fixes for Linux desktop environments\n\n\nvarious build fixes for Linux (some sent by package managers)\n\n\n\nThanks to all the community for your continued support and enthusiasm, which allow us to deliver these updates!\n\n\n\n\tReporting issues\n\n\n\n\n\tIf you experience a technical problem with the game, please report it at gitea.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patch the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the IRC chat rooms: #0ad and #0ad-dev on QuakeNet.\n\n\n\n\n\tSubscribe\n\n\n\n\n\tSee our LinkTree. For press\u002Fmedia inquiries, please DM @play0ad on Bluesky or webmaster at wildfiregames dot com.\n\nSource: https:\u002F\u002Fplay0ad.com\u002Fpatch-release-27-1-for-0-a-d\u002F","2025-07-17T19:20:07Z",2195,"2025-07-17T10:17:30Z",[486],{"area":487,"items":488},"Fixes",[489,490,491,492],"Fixes older-hardware performance and simulation-hash stuttering","Fixes GPU skinning distortion and Vulkan-related crashes","Fixes replay perspective, random-map crashes and renderer memory leak","Fixes multiplayer port forwarding and Windows 7 support","Fixes performance issues on older hardware, multiplayer stuttering, GPU skinning and Vulkan crashes, replay perspective, random-map memory exhaustion and port forwarding.","0 A.D. 0.27.1 — Agni patch release",{"locale":75,"machineTranslated":26,"sourceLocale":75,"status":79},"0.27.1",{"bodyMarkdown":498,"brewCommittedAt":499,"hasNotes":63,"id":500,"isLatest":26,"isPrerelease":26,"machineTranslated":26,"publishedAt":501,"sections":502,"source":74,"sourceLocale":75,"summary":509,"title":510,"translation":511,"version":512},"Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 27: “Agni”, the twenty-seventh and last alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. The release is named after the Hindu god of fire Agni (pronounced: \u002Fˈɐgnɪ\u002F).\n\n\tTrailers\n\n\tYouTube:\n\n\tPeerTube:\n\n\tEasy download and install\n\n\tDownload and installation instructions are available for Windows, Linux, and macOS. 0 A.D. is free software. This means you can download, redistribute, modify and contribute to the application under the same licenses: GNU Public Licence version 2 (GPL v2) for code and Creative Commons Attribution Share-Alike 3.0 (CC-BY-SA 3.0) for artwork. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch.\n\n\tDon’t forget to deactivate every mod before updating the game to avoid any risk of conflict. If you’re a mod creator, please look at this page on how to port your mod to the new version. As always feel free to reach out to us for assistance.\n\n\tMoving away from the Alpha label\n\n\tBefore presenting you with the new features of this new release, we would like to officially announce that this will be the latest version labeled Alpha. We have already updated the versioning scheme (this version being 0.27.0) and we will progressively stop using the Alpha label altogether up to the next release, which will be Release 28.\n\n\tTwo decades ago, at the beginning of the development of the game, and with the subsequent open-sourcing, a traditional software release life cycle was envisioned. 0 A.D. would go through Alpha releases while features would be implemented, then some Beta releases where all features would be present but needing some more polish, up to a final Gold release of 0 A.D. Empires Ascendant.\n\n\tYears later, 0 A.D. is polished in many aspects, sometimes more so than some released professional strategy games, but not feature-complete. Moreover, it is unlikely that a final release will mean the end of the development: we wish to keep maintaining the game, bringing you technical improvements and adaptation to new hardware and operating systems. The initial Alpha-Beta-Release plan does not seem relevant anymore.\n\n\tIn parallel, it looks like the gaming industry has also followed this path. Games now usually start in Early Access and may stay in this state for a few years while gathering a large community. The most successful early accesses are quite polished, without incapacitant bugs, but do miss a few planned features. It seems that this trend matches with our latest releases, so we will go with the flow. We hope to be seen, with the Early Access label, on mainstream gaming platforms, in one of our next releases.\n\n\tAs usual, for the next alpha release, we welcome fan suggestions for words relating to the ancient world beginning with the letter B. This will serve as a compensation for the Beta label which will not be stapled to any future release as we would have thought! Keep it original and related to the time frame portrayed in 0 A.D. (c. 500 BC – 1 BC).\n\n\tTop new features of Alpha 27\n\n\t\tVulkan Renderer\n\n\t\tMultiplayer Savegames\n\n\t\tTips & Tricks Page\n\n\t\tNaval Overhaul\n\n\t\tObserver Flares\n\n\t\tNew random maps: Foothills, Migration, Coast Range; New skirmish map: Isthmus of Corinth; and updated skirmish maps: Watering Holes, Sporades Islands\n\n\t\tNew and updated art\n\n\tNew maps\n\n\tThe release features new maps on which to build and fight.\n\n\tThe new skirmish map Isthmus of Corinth, displaying the famous location in Greece, features a rich land and seas stocked with fish. Mercenary Camps can be found as well as large Metal Mine deposits… but also pirate ships and brigands, as war-torn Greece is not without its share of dangers.\n\n\tThree new random maps will bring you challenges in ever-changing environments.\n\n\tThe Foothills map features rolling hills and no obstructions to the vision range of your armies. The Coast Range is a strip of land between the sea and the resource-rich mountains, balanced for team battles. Lastly, the Migration map will have you starting in a small island: you will have to take your share of the resources of the larger central island if you wish to dominate your enemies.\n\n\tThese maps were also added to the \"Demo campaign – new maps\".\n\n\tEngine Improvements\n\n\tThe main feature of this release is the addition of a Vulkan backend to the Pyrogenesis engine. Vulkan is the next-generation open standard API for 3D graphics and computing, aiming, among numerous advantages, to offer higher performance and more efficient CPU and GPU usage compared to the older APIs by providing a considerably lower-level API for the application than theirs.\n\n\tVulkan should make the performance of the game more stable and predictable. In some cases even faster, but only in some cases as we currently use it in a single thread.\n\n\tUpscaling\u002FDownscaling support with FSR\n\n\tThe new Resolution scale option, also called AMD FSR (FidelityFX Super Resolution) allows one to render the game at a higher resolution (eg. if you have a Full HD screen it could render the game at 4K), allowing for sharper visuals an better graphics at the expense of performance. You can also render at a lower resolution and then upscale the result, to reduce the graphical load and increase performance.\n\n\tGPU Skinning\n\n\tThe new GPU Skinning config option allows you to delegate model skinning to your GPU, using shaders, instead of using your CPU for this operation. This is considerably faster and can bring you a performance boost of 10 to 20 more FPS.\n\n\tGPU Skinning also allows animated meshes such as elephants to make use of normal maps, improving the visual quality of models:\n\n\tMultiplayer Savegame\n\n\tAs with single-player games, it's now possible to save and resume multiplayer games. When loading a savegame from the lobby or from the \"Multiplayer\" submenu you are led to the \"Match Setup\" page. There, you can assign yourself and other clients to player slots. Note that the AIs are fixed: it's not possible to take over a slot where an AI was, and it's not possible to let an AI take over a slot from a client.\n\n\tWith this feature it is possible to try out a different strategy in a specific situation, to resume a game days later if you live a busy life, or to replace kicked or absent players for a rebalance of the teams.\n\n\tSpiderMonkey upgrades\n\n\tThroughout the release cycle, we have upgraded the SpiderMonkey JavaScript engine from version 78 to version 115. The various upgrades bring bugfixes, new features, and build support for more recent Python and C++ versions. The new SpiderMonkey versions also bring us new performance tooling which will allow us to identify and address more performance bottlenecks in the engine\u002Fscripts interface.\n\n\tSupport for JS Promises\n\n\tModders can now use Promises and async\u002Fawait features when writing GUI or simulation code. The support has been introduced to make it easier to handle results from GUI child pages, but the feature can be used for other purposes.\n\n\tFix lobby TLS connection on Windows\n\n\tWith earlier versions of 0 A.D., it wasn't possible to connect to the multiplayer lobby while having TLS enabled on Windows. As that's the default, players had to find and disable the \"TLS encryption\" option in the settings and disable it, before being able to connect to the multiplayer lobby. This has been fixed now, so all players can now enjoy the benefits of TLS-encrypted connections with the multiplayer lobby.\n\n\tOther library upgrades and fixes\n\n\tMany other libraries were updated to bring security and usability fixes to 0 A.D.\n\n\tGUI\n\n\tTips & Tricks page\n\n\tOur contributor Vantha has implemented a browsable Tips & Tricks page, accessible through the main menu. There, you will find all the tips that can be seen in the game loading screen. You will be able to learn new tricks at your leisure, while enjoying informative screenshots that can also be scrolled.\n\n\tChange lobby password\n\n\tPlayers are finally able to change their password for the multiplayer lobby. To do so, the player needs to log into the lobby and open the new \"Account Settings\" dialog, which can be accessed through a button in the lower left corner of the lobby screen.\n\n\tPhase indicators\n\n\tOur contributor abian has added visual indicators of the current phase you are at into the middle panel of selected units and buildings.\n\n\tHorizontal scrolling\n\n\tThe GUI now supports horizontal scrollbars which allow displaying complex contents, such as the Structure Tree, at the lowest supported resolution. Work is under way to implement dynamic use of horizontal scrolling based on the window resolution, in the next release.\n\n\tArt\n\n\tMany improvements were made to models and textures, including new models for statues by our contributor nifa:\n\n\tIt can be hard to realize how many incremental visual improvements have been included into the game over the years, but here you can compare a screenshot of the game in 2010:\n\n\tand the same scene recreated inside Alpha 27, fifteen years later:\n\n\tWhat a journey! A big part of this visual improvement is brought by a fix for the orientation of the normal maps of terrains, included in Alpha 27. In prior releases and for several years, the lighting on the terrain normal maps was incorrect by 45 degrees. And while the game still looked nice, there was an underlying almost subconscious wrongness to the look of the terrain.\n\n\tRelease of a 2nd 0 A.D. Soundtrack Album\n\n\tAfter the release of a first album of the 0 A.D. Soundtrack in 2018 (available on Bandcamp as well as major streaming platforms) under the Materia Collective label, our composers Omri and Sam have been preparing a second 19-track album, including new music from Alpha 26, as well as remastered versions of classic tracks which will be included in the next release of the game.\n\n\tWe will keep you updated very soon with links, so you can enjoy this music outside of your game sessions.\n\n\tGameplay\n\n\tCivilization Differentiation\n\n\tSpartans, Romans, Athenians, and Macedonians are now more unique. Spartans focus on champion hoplites available from the village phase, with unique techs. Romans get the “Marian Reforms” tech, reshaping their roster at some economic risk. Athenian spearmen can promote to champions, and they gain Hippocrates as a town-phase hero. Macedonians can construct the Arsenal in the town phase, allowing earlier access to bolt shooters.\n\n\tPlayer-Controlled Building Arrows\n\n\tPlayers can now direct building arrows like any other unit using the hotkey ‘f’. By default, buildings target the nearest enemy.\n\n\tNaval Overhaul\n\n\tWarships are categorized as Scout, Arrow, Ram, Fire, or Siege ships. Garrisons no longer boost firepower but remain available for transporting soldiers. And the new tech tree for warships will fuel the arms race for supremacy over the sea.\n\n\tCapture Changes\n\n\tFollowing player feedback, units now attack buildings by default when right-clicking them, with the \"C\" modifier enabling capture instead.\n\n\tCapture defense now depends on the capture attack value of garrisoned units, making it harder to defend key buildings with weaker units. Cavalry units have been tweaked to be less effective at capturing or defending buildings.\n\n\tElephants\n\n\tElephants are reworked into multi-purpose shock units with a hack splash attack, excelling against infantry and cavalry while still somewhat effective against buildings.\n\n\tNew Champion Variants\n\n\tChariots: Expensive, less agile than ranged cavalry but more durable.\n\n\tSpear cavalry (\"Cataphracts\"): Heavily armored but slower.\n\n\tLongswords: More expansive than swordsmen but deal splash damage.\n\n\tAnd more !\n\n\tBalancing adjustments\n\n\tMelee Rebalance\n\n\tMelee units now deal 50% more damage but have reduced armor, while ranged units deal 25% less damage. This makes melee units more threatening and less of a damage sponge.\n\n\tThe promotion bonus for melee citizen soldiers have been reduced, while mercenaries now gain 10% more attack.\n\n\tTerritory Influence Changes\n\n\tThe territory gain with each phase is decreased, and the cost of a new Civic Center or Colony is decreased. This makes expansion a more strategic and impactful part of gameplay.\n\n\tWall Buff\n\n\tWall garrisons have been doubled, allowing two rows of units to be visible when fully garrisoned. This aims to make walls a more effective defensive tool, as they are currently limited mostly to blocking movement.\n\n\tSiege Balancing\n\n\tRanged siege units have a faster prepare time to make them feel more responsive.\n\n\tCatapults gain a splash attack with a small radius.\n\n\tPack and unpack times are significantly reduced, with bolt shooters having a slower movement speed to compensate.\n\n\tBattering rams take more damage from ranged attacks, reducing their effectiveness when unprotected. Garrisoning infantry inside rams increases their speed and acceleration.\n\n\tMiscellaneous\n\n\tObserver flares and chat notifications for flares\n\n\tObservers can now send flares to other observers. Flaring is now also shown as a chat notification, which is clickable to center the view on the signaled area.\n\n\tSome fixes against cheating\n\n\tWe have included some protections against some mods which would allow cheaters to reveal the map or exploit bugs against opponents.\n\n\tIncreased maximum selection size\n\n\tThanks to regular performance improvements, we have decided to increase the maximum number of units in a selection to 300.\n\n\tYou can find a comprehensive list of all the changes on the page wiki:Alpha27.\n\n\tA new development and contribution environment\n\n\tThis summer, we were able to perform a long-awaited migration to a git-based development environment. We had been using SVN as our version control system, which was adapted to our use and especially adapted to manipulating game assets. However, this limited the agility with which we could provide and accept code contributions. Our new environment also allows us to leverage powerful tools of Continuous Integration and Continuous Delivery, improving the stability and the quality of the game during development.\n\n\tYou can read more about the migration announcement on this forum topic.\n\n\tTeam Changes\n\n\tphosit, who joined the team during this long release cycle, is now a well-known programmer and almost an old team member (!), with contributions in many areas of the engine and the game. More recently, sera has joined the Programming team and has made numerous contributions to the build system in the context of the git migration. Last, but not least, real_tabasco_sauce has joined the team as Gameplay Developer after his invaluable help throughout the preparation of Alpha 27.\n\n\tNow is the time to contribute!\n\n\tWith our new developer environment and our plunge beyond the Alpha label, now is the time to join us and place 0 A.D. in the spotlight. We need your help to make the game flourish and to bring new features to life.\n\n\tWe are in sore need of contributors in the following areas:\n\n\t\tVideo Editing\n\n\t\tSocial Media Management\n\n\t\tWebsite Design\n\n\tWe are also always looking for, and providing an improved contribution environment, for:\n\n\t\tTesters and Quality Assurance enthusiasts\n\n\t\tTranslators (get started right away on Transifex)\n\n\t\tand of course, Developers and Artists – the team will gladly welcome contributions in all areas.\n\n\tYou can also support us by simply donating.\n\n\tNext Events\n\n\tWe will be present at FOSDEM 2025, with a booth on the floor level of building K. Come and say hi!\n\n\tReporting issues\n\n\tIf you experience a technical problem with the game, please report it at gitea.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patch the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the IRC chat rooms: #0ad and #0ad-dev on QuakeNet.\n\n\tSubscribe\n\n\tSee our LinkTree. For press\u002Fmedia inquiries, please DM @play0ad on Twitter or webmaster at wildfiregames dot com.\n\nOfficial source: https:\u002F\u002Fplay0ad.com\u002Fnew-release-0-a-d-alpha-27-agni\u002F","2025-01-31T10:22:32Z",2199,"2025-01-30T12:00:30Z",[503],{"area":68,"items":504},[505,506,507,508],"Adds Vulkan rendering, FSR resolution scaling and GPU skinning.","Supports saving and resuming multiplayer matches.","Adds maps, Tips & Tricks, observer flares and lobby password changes.","Overhauls naval warfare and adjusts civilizations and unit balance.","Adds a Vulkan renderer, multiplayer saves, FSR resolution scaling and GPU skinning; overhauls naval warfare, introduces maps and improves civilization differentiation.","0 A.D. 0.27.0",{"locale":75,"machineTranslated":26,"sourceLocale":75,"status":79},"0.27.0",20,{"brewLag":515,"cadence":450,"count30d":448},{"compared":445,"earlierCount":448,"medianMinutes":449},{"current":473,"records":517,"size":473,"stats":523,"total":445},[518],{"bodyMarkdown":61,"brewCommittedAt":62,"hasNotes":63,"id":64,"isLatest":63,"isPrerelease":26,"machineTranslated":26,"publishedAt":65,"sections":519,"source":74,"sourceLocale":75,"summary":76,"title":77,"translation":522,"version":80},[520],{"area":68,"items":521},[70,71,72,73],{"locale":75,"machineTranslated":26,"sourceLocale":75,"status":79},{"brewLag":524,"cadence":450,"count30d":448},{"compared":445,"earlierCount":448,"medianMinutes":449}]