2.0.0 changelog
- all lengths now 4/8, 6/8, 8/8, 10/8, or 12/8
- easy to make tile length trains
- or don't bother
- depot flip enabled in many cases
- Iron Horse 1 couldn't do this
- cargos
- updated cargo support for FIRS etc
- better default choices when first default isn't available (climates, FIRS economies)
- reworked the entire tech tree
- see gameplay guide
- 6 generations (date range??)
- clear distinction between engine roles
- many engines added
- still aim to keep one obvious choice per route, but with a wider spread of engines
- much more comprehensive electric engine roster
- many more types of passenger, mail and freight wagons
- list types added
- vehicles, intermodal and supplies cars are missing from v2 vs v1, may be restored in future
- full set of railcars
- high speed and very high speed trains
- some engine names kept for continuity with v1, the rest renamed
- removed combine cars, they don't work with autoreplace
- reset capacities so that wagon length is purely a visual choice
- rebalanced speeds, weights, costs, vehicle expiry dates etc
- reworked all sprites
- livery options
- see gameplay guide
- updated visual effect handling
- more accurately positioned visual effects
- rear lights on consists
- electric engine pans are dropped / raised if on elrl (or not)
- doors open on many vehicles when loading/unloading
- translations
- buy menu information for trains
- docs updated
- improved display of trains
- better navigation
- super rework of much code
- faster compiles
- no longer everything articulated
- revamped graphics generation
- automated buy menu sprites
- automated cargo sprites
- automated chassis and roofs
- automated pantographs
- shared library of cargo sprites, cargo refits etc with Road Hog and Unsinkable Sam
- much refactoring
- etc