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