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  1. 2.0.0 changelog
  2.  
  3. *Improved Tech Tree*
  4. - reworked all vehicles
  5. - 6 distinct generations of vehicles (DATE RANGE)
  6. - many engines added
  7.     - still aim to keep one obvious choice per route, but with a wider spread of engines
  8.     - clear distinction between engine roles
  9.     - some engine names kept for continuity with v1, the rest renamed
  10.     - much more comprehensive electric engine roster
  11.     - expanded diesel and electric railcars, available from (START DATE)
  12.     - all stats rebalanced, including power, speed and costs
  13. - high speed and very high speed trains
  14. - many more types of passenger, mail and freight wagons
  15.     - list types added
  16.     - vehicles, intermodal and supplies cars are missing from v2 vs v1, may be restored in future
  17.     - removed combine cars, they don't work with autoreplace
  18.    - reset capacities so that wagon length is purely a visual choice
  19. - see gameplay guide
  20.  
  21. *Improved Visual Appearance*
  22. - reworked style of all sprites
  23. - many vehicles have multiple livery options (random, or when vehicle is flipped in depot)
  24. - all vehicle lengths now 4/8, 6/8, 8/8, 10/8, or 12/8
  25.    - easy to make tile length trains
  26.    - or don't bother
  27. - depot flip enabled in many cases
  28.     - Iron Horse 1 couldn't do this
  29. - updated visual effect handling
  30.    - more accurately positioned visual effects
  31.    - rear lights on consists
  32.    - electric engine pans are dropped / raised if on elrl (or not)
  33.    - doors open on many vehicles when loading/unloading
  34.  
  35. *General Improvements*
  36. - cargos
  37.    - updated cargo support for FIRS etc
  38.    - better default choices when first default isn't available (climates, FIRS economies)
  39. - buy menu information for trains
  40.  
  41. *Online Docs
  42. - improved display of trains
  43. - better navigation
  44.  
  45. *Translations*
  46. - multiple languages updated
  47.  
  48. *Codechanges*
  49. - super rework of much code
  50.     - faster compiles
  51.     - no longer everything articulated
  52.     - revamped graphics generation
  53.         - automated buy menu sprites
  54.         - automated cargo sprites
  55.         - automated chassis and roofs
  56.         - automated pantographs
  57.     - shared library of cargo sprites, cargo refits etc with Road Hog and Unsinkable Sam
  58.     - much refactoring

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