# openmw openmw-0.49.0 — OpenMW 0.49.0 Released! - Product: openmw (https://whatsnew.fyi/product/openmw) - Vendor: OpenMW - Date: 2025-07-04 - Version: openmw-0.49.0 - Original notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.49.0 - Permalink: https://whatsnew.fyi/product/openmw/releases/openmw-0.49.0 What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — First release of OpenMW that goes beyond Morrowind - **added** — Substantial additions to Lua scripting API - **removed** — Support for pre-0.45.0 saved games - **removed** — Virtual filesystem case-sensitivity support - **removed** — Broken 360° screenshot support - **removed** — Script blacklisting used in the --script-all option and OpenMW-CS script verifier - **fixed** — Actors prioritize Bound and Summon spells more - **fixed** — Actors prioritize healing spells and potions much less - **fixed** — Actors no longer attempt pathfinding while playing scripted animations - **fixed** — Actors back up smoother during ranged combat - **fixed** — Actors don't yell taunts when engaging in combat against new allies of their current enemies - **fixed** — Friendly hit counter doesn't increment during combat and resets after it - **fixed** — High Fight rating allies no longer become hostile when the player has multiple allies - **fixed** — Navmeshes are no longer generated for very distant exterior cells, preventing a crash - **fixed** — Actors will no longer give preference to unreachable or invisible enemies in combat - **fixed** — Failed path smoothing can no longer cause the path to be rejected - **fixed** — Assaulted actors will realise they were assaulted even if they didn't detect the player - **changed** — Improved obstacle evasion with more movement directions used depending on the actor's animations - **fixed** — Actors can open doors teleported from a different cell - **fixed** — Creatures can properly use potions - **fixed** — Weapons are now considered useless if the actor's relevant skill is 0 After almost 3 years of development, we’re thrilled to release OpenMW version 0.49.0—our largest and most ambitious update yet\! This new release brings a hefty number of additions to our Lua scripting API, further polish to every single area of the engine—animations and lighting in particular—and it is the first one that goes beyond Morrowind\! Be sure to read below for the full list of changes. **Known Issues** * On macOS, launching OpenMW from OpenMW-CS requires ‘OpenMW.app’ and ‘OpenMW-CS.app’ to be siblings * \[[\#7511](https://gitlab.com/OpenMW/openmw/-/issues/7511)\] On Windows, a freeze may be reported if engine startup takes too long; ignoring the message is usually harmless as it should eventually disappear, but if it doesn't, share the freeze dump with us * \[[\#8012](https://gitlab.com/OpenMW/openmw/-/issues/8012)\] Combat music does not start during pause (e.g., during the dialogue that is scripted to start combat) * \[[\#8233](https://gitlab.com/OpenMW/openmw/-/issues/8233)\] Hardware antialiasing may cause driver timeouts on AMD GPUs of the RX 6000 and 7000 series; this is a driver bug AMD is yet to address * [\[\#8345](https://gitlab.com/OpenMW/openmw/-/issues/8345)\] OpenMW-CS might crash randomly on Linux and macOS during global search or saving; this is possibly a bug in Qt 6 * \[[\#8464](https://gitlab.com/OpenMW/openmw/-/issues/8464)\] Shader rendering is tinted red on Apple Silicon; enable per-pixel lighting to prevent that **Removed Features** * \[[\#6624](https://gitlab.com/OpenMW/openmw/-/issues/6624)\] Support for pre-0.45.0 saved games. Saves made in 0.45.0 up to 0.49.0 RC remain compatible. Use 0.48.0 to convert older saves * \[[\#7394](https://gitlab.com/OpenMW/openmw/-/issues/7394)\] Virtual filesystem case-sensitivity support * \[[\#7720](https://gitlab.com/OpenMW/openmw/-/issues/7720)\] Broken 360° screenshot support * \[[\#8214](https://gitlab.com/OpenMW/openmw/-/issues/8214)\] Script blacklisting used in the `--script-all` option and OpenMW-CS script verifier, which served no purpose ###### **AI and Pathfinding** **Fixes** * \[[\#2623](https://gitlab.com/OpenMW/openmw/-/issues/2623)\] Actors prioritise Bound and Summon spells more * \[[\#4207](https://gitlab.com/OpenMW/openmw/-/issues/4207)\] Actors prioritise healing spells and potions much less * \[[\#5065\]](https://gitlab.com/OpenMW/openmw/-/issues/5065) Actors no longer attempt pathfinding while playing scripted animations * \[[\#5129](https://gitlab.com/OpenMW/openmw/-/issues/5129)\] Actors back up smoother during ranged combat * [\[\#5413\]](https://gitlab.com/OpenMW/openmw/-/issues/5413) Actors don’t yell taunts when engaging in combat against new allies of their current enemies * \[[\#5755](https://gitlab.com/OpenMW/openmw/-/issues/5755)\] Friendly hit counter doesn't increment during combat and resets after it * \[[\#6313](https://gitlab.com/OpenMW/openmw/-/issues/6313)\] High Fight rating allies no longer become hostile when the player has multiple allies * \[[\#6574](https://gitlab.com/OpenMW/openmw/-/issues/6574)\] Navmeshes are no longer generated for very distant exterior cells, preventing a crash * \[[\#6932](https://gitlab.com/OpenMW/openmw/-/issues/6932)\] Actors will no longer give preference to unreachable/invisible enemies in combat * \[[\#6964](https://gitlab.com/OpenMW/openmw/-/issues/6964)\] Failed path smoothing can no longer cause the path to be rejected * \[[\#7064](https://gitlab.com/OpenMW/openmw/-/issues/7064)\] Assaulted actors will realise they were assaulted even if they didn't detect the player * \[[\#7450](https://gitlab.com/OpenMW/openmw/-/issues/7450)\] Improved obstacle evasion: more movement directions are used depending on the actor's animations * \[[\#7548](https://gitlab.com/OpenMW/openmw/-/issues/7548)\] Actors can open doors teleported from a different cell * \[[\#7604](https://gitlab.com/OpenMW/openmw/-/issues/7604)\] Creatures can properly use potio _[Truncated at 4000 characters — full notes: https://gitlab.com/OpenMW/openmw/-/releases/openmw-0.49.0]_