UPDATE: Available maps in maps list are shown first in Story of Jozic UPDATE: Copy pasting sensor configurations for sensors in autoblock no longer copies assigned signal UPDATE: Current game page now shows recent maps instead of saves and shows a few less buttons UPDATE: Localizations (cs: research, tutorials, ui; no: research, ui; de: tutorials, ui; en: tutorials; fr: tutorials, ui) UPDATE: Map details and difficulty visibility is now persistant across sessions UPDATE: New train arrival alert will no longer show if signal facing train has a route queued UPDATE: Renamed paste-all tooltip to better describe its function
PERF: Map list loading speed-up for for installations with many workshop maps
FIX: Advanced arrival sensor would not route trains with (any) destination to another platform when highest priority platform was inactive FIX: Attempt to replace an existing platform in Editor failed if it was the first first action after loading a map FIX: Binding images had graphical glitches on low resolutions FIX: Braking train alerts would stay in some cases when stopped train alerts were turned off FIX: Broken keybind would softlock the game FIX: Bulldozing autoblock with sensors would leave sensors behind FIX: Custom Rush Hour levels did not load configuration properly FIX: Moving the camera with a gamepad and mouse resulted in a broken cursor and camera state FIX: Music was not paused in editor when pause menu was opened FIX: New Game on Current Game did not work for Rush Hour maps FIX: New Rush Hour game could not be started from the maps menu FIX: News item title was missing and initial position was set incorrectly FIX: Platforms placed in editor have broken highlight animations until reload FIX: Rail Route banner was not shown on current game page in Story Of Jozic FIX: Station button in editor had incorrect hover text FIX: Train timeline would remain when hovering over incomming train icon while train was spawned FIX: Tunnel would not be destroyed when track connected to entrance was FIX: Unplayed Rush Hour maps always showed 1 completion star FIX: Unsupported shunting signals were used in Prague map (Zizkov station) FIX: Viewing a specific contract would not clear active filters resulting in it possibly being hidden
Hotfix 1.9.14
UPDATE: All modals now pause the in-game timer while shown UPDATE: Improved text readability and positioning in main menu UPDATE: Localizations (en: tutorials; fr: ui)
FIX: Add map description for Steam Workshop maps had incorrect menu name FIX: Bottom panels were never shown when editing a Rush Hour map FIX: Result of map uploading to Workshop was not shown in game + logging for better fault investigation FIX: Some of the trains visit icons in the timeline were under other icons and not clickable FIX: Train longer than dead-end platform with auto-reverse turned on instantly reversed out of platform
Hotfix 1.9.13
UPDATE: Localizations (de: tutorials) UPDATE: Sensor can now be unallocated by right clicking it
FIX: Maps in new format (savedMap.bytes) downloaded from workshop produced unloadable saves that were not displayed in Menu FIX: Rejecting a fulfilled urban contract was is not removing the urban train from the coach yard FIX: Station signs where offset to the left after map load FIX: Station vist was not logged if long train was forced to stop with the tail outside of a long platform FIX: When no custom maps were present, Current Game page did not display correct content: Prague was displayed instead of recently played map or just Continue button was missing
Hotfix 1.9.12
UPDATE: Localizations (de: all; zh-Hans: research, tutorials, ui; zh-Hant: research, tutorials, ui) UPDATE: Maps page header will now show for first time players as well
FIX: A track loop could be built causing a soft game lock scenario FIX: Contract confirmation dialog did not open correctly & did not work FIX: Right clicking allocated signal in build mode did not deallocate signal FIX: Timeline in editor is always set to 00:00
Hotfix 1.9.11
FIX: After loading a game, the Auto signals with infinite queue were making routes to an Autoblock even though it's occupied which led to train crashes FIX: Current Game page in menu displayed Prague if the most recent save was from a workshop map. FIX: Panels in editor would randomly not show when opening them FIX: Unbound connected input devices would prevent using the mouse
Hotfix 1.9.10
UPDATE: Clicking label above non-owned autoblock now acts like clicking the autoblock track UPDATE: Maps menu will now show latest shown map category when shown UPDATE: Unbuilt signal (ghost) rotation matches built signal rotation
FIX: Navigation could break when closing some confirmation popups in the options menu FIX: Some train names were shown as icons in the gameover screen FIX: Some tunnel portal train indicators had the number upside down FIX: Story of Jozic did not culminate after returning from Rush Hour Trial FIX: The map selector in the top of the map detail page showed duplicate map names when viewing less than 3 maps
Update 9 is OUT!
Hello Dispatchers!
Update 9 has been released on the stable branch.
What's new?
New Menu
The new menu is the most significant change you'll notice when you start playing the game, and it marks the start of our planned updates to the user interface. One of the most notable improvements (besides the visuals) is that you can use it without a mouse - you can use just a controller or keyboard. The maps have been divided into categories to make finding what you're looking for easier. We've also set the groundwork for adding the workshop browser directly into the menu in the future. Give the new menu a try and let us know what you'd like to see in the future!
Waiting Train Icons
We've made some changes to the icons that show when a train is coming. They're now closer to where the train starts, like the platform or the train yard. That gives us more open space around the station signs - and we have an exciting new type of icon coming soon. Any guesses? Leave us a comment!
New crossings
We adding 148 switch configurations to the game in alignment with previous updates. It's unbelievable we missed so many. We haven't employed any speed penalty on high-density switches as initially planned; we need more time to think it through. Feel free to give us insights on this in the comments as well!
Refactoring
We've made some big changes to our code to help us get more content to you faster through future updates. This also means that the 'level.txt' file for map definitions isn't there anymore. You can make it easier to edit timetable data by importing and exporting it in the editor.
Changelog
NEW: Export and import of trains in Editor - text file editing support (added because of REFACTORING: Storing maps in binary format)
NEW: Possibility to build all remaining switches and crossings where at least one path is valid
We've been working hard on Update 9 for the last two months, and we are now ready to release it on our Unstable Version. Check out the link how to join: https://steamcommunity.com/app/1124180/discussions/0/4658391921146408195/
What's new?
New Menu
The new menu is the most significant change you'll notice when you start playing the game, and it marks the start of our planned updates to the user interface. One of the most notable improvements (besides the visuals) is that you can use it without a mouse - you can use just a controller or keyboard. The maps have been divided into categories to make finding what you're looking for easier. We've also set the groundwork for adding the workshop browser directly into the menu in the future. Give the new menu a try and let us know what you'd like to see in the future!
Waiting Train Icons
We've made some changes to the icons that show when a train is coming. They're now closer to where the train starts, like the platform or the train yard. That gives us more open space around the station signs - and we have an exciting new type of icon coming soon. Any guesses? Leave us a comment!
New crossings
We adding 148 switch configurations to the game in alignment with previous updates. It's unbelievable we missed so many. We haven't employed any speed penalty on high-density switches as initially planned; we need more time to think it through. Feel free to give us insights on this in the comments as well!
Refactoring
We've made some big changes to our code to help us get more content to you faster through future updates. This also means that the 'level.txt' file for map definitions isn't there anymore. You can make it easier to edit timetable data by importing and exporting it in the editor.
When will Update 9 be out?
It might take up to two weeks for us to be on the unstable channel. After that, we'll decide if we should move to a stable version based on how many problems we run into.
Change notes
Better than a thousand worlds - here's the Changelog.
NEW: New main menu - both visual and functional overhaul (navigation / controller support)
NEW: Export and import of trains in Editor - text file editing support (added because of REFACTORING: Storing maps in binary format)
NEW: Possibility to build all remaining switches and crossings where at least one path is valid
FIX: Playing Automatic Routing's tutorial while a task is active caused a game freeze and a black screen FIX: Rush hour freezes when you click NextWave button while the pause menu is opened FIX: Urban trains count in the coach yard goes to negative if a trail urban contract has been rejected while it's current train is outside the coach yard