2.0.0 changelog
*Improved Tech Tree*
- reworked all vehicles
- 6 distinct generations of vehicles (DATE RANGE)
- many engines added
- still aim to keep one obvious choice per route, but with a wider spread of engines
- clear distinction between engine roles
- some engine names kept for continuity with v1, the rest renamed
- much more comprehensive electric engine roster
- expanded diesel and electric railcars, available from (START DATE)
- all stats rebalanced, including power, speed and costs
- high speed and very high speed trains
- 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
- removed combine cars, they don't work with autoreplace
- reset capacities so that wagon length is purely a visual choice
- see gameplay guide
*Improved Visual Appearance*
- reworked style of all sprites
- many vehicles have multiple livery options (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 tile length trains
- or don't bother
- depot flip enabled in many cases
- Iron Horse 1 couldn't do this
- 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
*General Improvements*
- cargos
- updated cargo support for FIRS etc
- better default choices when first default isn't available (climates, FIRS economies)
- buy menu information for trains
*Online Docs
- improved display of trains
- better navigation
*Translations*
- multiple languages updated
*Codechanges*
- 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