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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
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