2.0.0 changelog
"Whoa Runaway horses...Racing through the darkness....Runaway Horses." Belinda Carlisle
2 years in the making, Iron Horse 2 is an end-to-end rework of Iron Horse.
Same focus on gameplay.
Greatly expanded set of vehicles, strongly inspired by British trains.
All sprites redrawn.
Dive in and play.
*Recommended OpenTTD settings*
- 'Vehicles never expire: Off'
- 'Weight multiplier for freight to simulate heavy trains: 1'
- 'Enable wagon speed limits: On'
- these settings are recommended, but not required
*Improved Tech Tree*
- 6 distinct generations of vehicles
- first trains introduced around 1860
- last new trains introduced around 2022
- engines now have clear roles, displayed in buy menu
- freight
- general purpose / express
- high speed / very high speed
- high capacity urban
- some Iron Horse 1 engines have been kept, with new stats and sprites, the rest are new
- greatly expanded range of wagons and coaches
- all stats rebalanced, including speeds, power and costs
- 357 trains in total, Iron Horse 2 is designed to be used with OpenTTD setting 'Vehicles never expire: Off'
*Engines*
- added much wider range of low power, medium power and high power engines
- this fills gaps that existed Iron Horse 1 roster
- medium power engines were especially lacking in Iron Horse 1
- electric engine roster expanded to 16
- 12 electric
- 4 electro-diesel (bi-mode)
- first electric engine available around 1905
- Iron Horse 1 included only 4 electric engines
*Railcars*
- expanded railcars to 20
- 16 standard gauge and 4 narrow gauge
- dedicated variants for
- passengers
- mail/express freight
- Iron Horse 1 relied on refitting passenger railcars to handle mail/express freight, which was faff, and can't be used reliably with auto-refit in stations
- added electric and electro-diesel railcars
- first railcars now available around 1925
- railcar appearance will automatically adapt to consist, creating single cars, or multiple-unit trains
*High Speed / Very High Speed Trains*
- added dedicated high speed and very high speed trains
- maximum speed will only be available with dedicated passenger coaches
- first high speed train available around 1980
- first very high speed train available around 1987
- fastest train in Iron Horse 2 is 186mph (Brenner, available around 2018)
- 155mph Screamer from Iron Horse 1 is removed, these trains replace it
- very high speed trains include
- distributed power: all coaches are powered
- tilt bonus for faster speed through curves
*Wagons and Coaches*
- added
- Luxury Passenger Car
- Express Van
- Curtain Side Van
- Sliding Wall Van
- Tarpaulin Wagon
- Coil Car
- Plate Wagon
- Stake Wagon
- Coal Hopper
- Mineral Wagon
- Chemicals Tanker
- Cryo Tanker
- Grain Hopper
- Fruit & Vegetables Van
- some Iron Horse 1 wagons are missing from Iron Horse 2, but will be restored in future when sprites are finished
- Intermodal Flat Car
- Metal Car (torpedo wagon)
- Supplies Car
- Vehicle Transporter Car
- Combine Car is removed permanently, as it cannot work with OpenTTD autoreplace
- passenger coach appearance automatically adapts to consist, showing variants such as brake coaches, restaurant cars as appropriate
*Narrow Gauge Trains*
- simplified narrow gauge engine roster, now one per generation
- expanded narrow gauge railcars, first available around 1950
- expanded narrow gauge wagon and coach types
*Metro Trains*
- sprites redrawn
- minor stats adjustments
*Improved Visual Appearance*
- reworked all sprites
- added multiple livery options for many vehicles (random, or when vehicle is flipped in depot)
- all vehicle lengths now 4/8, 6/8, 8/8, 10/8, or 12/8
- easy to make exact tile-length trains if desired
- depot flip enabled for many vehicles (was disabled in Iron Horse 1 as a side effect of how vehicles were coded)
- more accurately positioned visual effects
- rear lights on consists
- electric vehicle pantographs are raised on electric rails, otherwise lowered
- doors open on many vehicles when loading/unloading
*Cargos*
- updated cargo support for FIRS
- improved assignment of default cargos for wagons (noticeable when using different climates, industry newgrfs etc)
*Docs*
- improved display of trains
- better navigation
- added a basic gameplay guide
*Translations*
- default translations now appropriate to British English (previously used US English)
- multiple languages updated
*Codechanges*
- reworked Makefile and general approach to compiling
- improved compile speed, including very fast compiles if only sprites are changed
- removed the requirement that all vehicles are articulated (was used to support vehicles with sprites longer than 8/8)
- reworked graphics generation
- automated buy menu sprites
- automated cargo sprites
- automated chassis and roofs
- automated pantographs
- added shared library of cargo sprites, cargo refits etc with Road Hog and Unsinkable Sam
- refactored classes and templates
- simplified vehicle definitions, removing boilerplate and redundancy