Unvanquished

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Unvanquished
Unvanquished-perseus mantis.jpg
Mantis alien on Perseus map
GenreFPS, RTS
Latest release0.54.1  (Announcement)
Release dateDecember 10th, 2023
PlatformsLinux, Windows, Mac
Code licenseGPL
Media licensesvarious licences (MIT, CC-0, CC-By 3.0, CC-By-Sa 3.0) https://wiki.unvanquished.net/wiki/Asset_Licenses
EngineDæmon
Contribute
Unvanquished is a free game. This means that the source code is available to be studied, modified, and distributed. Most projects look for help with testing, documentation, graphics, etc., as well.
Available as a package in:  
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Arch AUR:
unvanquished  
OpenSUSE Logo.svg OpenSUSE: unvanquished 
Flatpak logo.png Flatpak: net.unvanquished.Unvanquished


Unvanquished, fork of Tremulous, is a multiplayer first-person shooter licensed under the GPL.

Unvanquished uses the Dæmon engine which is based upon id Tech 3.[1]

Gameplay[edit]

Players either play on the alien or on the human team. Humans rely on technology and equip various weapons to dispose of their alien adversaries, while the aliens rely on evolving to become larger and fitter monsters.

Base building plays a crucial role in Unvanquished. Machine turrets and the armory (human) and acid tubes and boosters (alien) are some of the available buildings. Each base is controlled by a main structure: the human reactor and the alien overmind power the other buildings, so defending one team's main structure and destroying the enemies' is a main task of the game. A team has to destroy all enemy's spawn points and players to win.

Alien team[edit]

As an alien, most fighting is close-combat, with the exception of Advanced Grangers and Advanced Dragoons who can spit projectiles. Evolution points are spent on evolving into stronger units with special abilities. Those include walking on walls, paralyzing the enemy or shooting projectiles.

Human team[edit]

Human players use weapons and items to kill. Money is spent at the armory building to buy guns, armor and other equipment.

Changes since Tremulous[edit]

Unvanquished have received various changes since Tremulous, of which some of the most important may be:

  • it is possible to play against computer, since bots were added
  • graphics were improved
  • build mechanics no longer have sudden death, and the resource mechanics have been reworked
  • humans now have long-range rocket turrets but no more tesla
  • humans no longer have Defense computer, instead all human buildings automatically regenerate over time (and can still be repaired)
  • humans have firebombs that can make ground burn. Flamer can also do that. Flames can propagate to nearby buildings, and advanced Granger can extinguish fires
  • humans no longer have helmet not battery pack. Helmet has been merged in all armors, and an intermediate armor have been added.
  • aliens can devolve (i.e. to Granger) near the Overmind
  • aliens have a Spiker defense
  • new maps, while still being able to load Tremulous maps
  • doors have the TOGGLE spawnflag, which prevents them to go back to initial state after "wait" seconds are elapsed
  • func_destructable from tremulous "advanced map pack" (AMP) was implemented
  • map entities can now have multiple target and targetname key-value pairs
  • doors and buttons have the ACTIVATE spawnflag, which allows a player to use the "use" key to interact with them

Project history[edit]

Unvanquished began as one of the projects[2] which aimed to revive Tremulous and incorporate improvements to the then-recently liberated source code of Quake 3. A version of this engine (XreaL) incorporating technologies from the release of Wolfenstein: Enemy Territory source became known as ET:XreaL and a fork of ET:XreaL was to become the Dæmon engine powering Unvanquished—although at first it was called OpenWolf. The Unvanquished project was briefly known as TremZ before an abandoned Tremulous mod donated its name.[1] Dæmon also incorporated some elements from Tremfusion.[3]

See also[edit]

References[edit]

External links[edit]