Revamp Your Rails: Update 17's Game-Changing Shunting!
Hello All Train Dispatchers,
Great news for all rail network enthusiasts – Update 17 has officially pulled into the station! It's crammed with enhancements that will redefine how you manage your railways. But before we dive into the buffet of new features, take a moment to join our Discord community. It's the perfect place to chat with fellow members and the devs, share your insights, and maybe pick up a few pro tips along the way!
Now, let’s get to the good stuff.
Shunting: The New Era of Train Control
Shunting is not just moving trains around anymore; it’s about smart automation and precision. Queue shunting commands and watch your trains follow orders flawlessly with the help of the newly introduced shunting circuit. This innovative feature breathes new life into your control strategies.
To understand how this elevates your gameplay, let's delve into the mechanics: When a train with any shunting command queued approaches an auto signal with a shunting circuit attached, the system kicks into high gear. The first command in the queue is executed with pinpoint accuracy—whether it’s routing to another signal, stabling into a designated tracks group, or making its way back to the platform to prepare for the next leg of its journey. And this is just the beginning. With the next update, we're gearing up to expand the list of commands even further, including the ability to attach or detach locomotives, enhancing your control and customization options even more.
Multi-leg (Regional) Trains Automation
With the hustle and bustle of your growing network, platform space is gold. Update 17 allows you to automate the intermissions of regional trains more effectively, "shunting" them to stabling areas to keep your network flowing smoothly.
Shunting Track
The update introduces Shunting Track Groups, a practical tool for organizing your rail yard. You can now group several tracks together into what is known as a 'Stabling Group.' With this feature, you can issue a shunting command for a train to move directly to one of these groups, which optimizes train dispatching and yard management, making your rail operations more efficient.
Stabling Sensor
The Stabling Sensor allows for automatic command execution for trains that finish their leg at sensor-equipped platforms. Set up commands to manage end-of-line procedures, ensuring trains are directed to the correct facilities or prepared for their next service without manual intervention.
Improved Contracts Planning
Your operational clarity just got a significant boost! The overhaul in contract planning now displays every stop in a train's journey, enriching your station timelines and simplifying routing sensor configurations.
All Stations Inclusion
The updated system now includes all stations on the train's path within the schedule, granting you visibility of your train at every station it traverses. This comprehensive overview ensures that no part of your network is left unchecked and enhances your ability to monitor and manage the station platforms.
Add/Remove Waypoint
With the ability to add or remove waypoints in your train's schedule, you're given complete control over the route configuration. Each modification automatically recalculates the route and adjusts the rewards, providing a dynamic and responsive planning experience that adapts to your strategic changes.
Building Made Better
The build menu has received a facelift. Enjoy an enhanced, neatly categorized bar that promises a more organized and accessible construction process.
A Clear View of Offered Contracts
Keep an eye on potential business with the new Offered Contracts panel, conveniently located for easy access and better decision-making.
Streamlined Sensor Configuration
Configuring sensors is now an integral part of your layout planning. This direct approach is set to minimize confusion and enhance your dispatching flow.
Music to Your Ears – Or Not
Need to focus? The new music configuration option mutes all game music when Rail Route is not the active window. Stay in control, even when you're multitasking!
We hope you're as excited about these updates as we are. For a deep dive into the new features, join our community on Discord and let us know how these changes are shaping your Rail Route experience. See you next week for more behind-the-scenes insights!
Until next time, keep the switches switching and the locomotives rolling! -The Rail Route Team
Full Changelog
Notable Additions
A hint in the station configuration view about not getting red contracts for stations that are without a dispatcher office
Added hint for changes to trial contracts
Added offered contracts panel
Arrival sensor configuration view
Build dispatcher office narration hint on unlocking a red contracts upgrade
Coach Yard can dispatch individual trains as ECS
Departure sensor configuration view
Full schedule! All stations en route included in trial train schedule
Full schedule; Add & Remove waypoint actions to set up own route
Full schedule; Finished trial train indicates delayed / faster run to schedule & requests schedule modification
Full schedule; Trial train departs at scheduled time or after ShorterPossibleStop & commuter trial trains stop at scheduled stations only as the schedule is pre-configured
Particle effects when build bar is opened
Reuse icon in the regional train label when it is waiting for next leg train
Routing sensor configuration view
Shunting Track building added to facilitate assigning tracks to Shunting Group; target of 'Go to Shunting Group' shunting command.
Shunting commands introduced to control stabling of regional trains and turning the locomotive around the train
Shunting commands mini tutorial
Shunting commands upgrade & Shunting Circuit building item
Shunting queue displayed in focus view with shunting commands placed in front of signals they command the train to
Stabling Sensor building added to facilitate automated assigning of shunting commands to trains requiring shunting (e. g. Reg trains during their intermissions)
Stabling sensor mini tutorial
The game mutes audio when not in focus
Notable Updates
AcceptContractTask now have a subtask to adjust the Bubny's station visit's platform
All core Endless maps updated to be more open (part 1)
Background color of some buttons and checkbox made brighter for better visibility
Better animation at the start of offered / active contracts views
Building buttons on bottom bar for recently installed upgrades show animation when first shown
Building item texts refined
Changed building bottom bar visuals
Coach Yard Automation upgrade discarded. Coach yards are capable of automation once built.
Coach Yard price increased to 50000 + upkeep of 5000 per cycle introduced; it is an end-game building
Coach Yard stables instances of trains, not only counters. Reg train is always dispatched from CY where previous leg was stabled.
Configuration 'Paste all' button now copies configuration of currently edited sensor to neighbours instead of config in clipboard
Contract connector bends over autoblocks or tunnels en route instead of short-cutting them
Currently edited train has different color in Station Timeline
Currently edited train shown on board in contract configuration and shunting focus views
Improved visuals for checkbox hover states
Improved visuals for toggle button hover states
Improved visuals of station visit panels in contract planning
Increased size of small buttons
Increased targeted framerate for slow loading operations
Greetings Rail Route and train enthusiasts! We may have been silent, but we've definitely been busy! 🚂 Remember the last major update? Well, hold onto your conductor hats because here we go again, revamping our Unstable version with another mega update.
And, guess what? We want YOU to try it with us! How to join?
This update lays the foundation for new game mechanics aptly titled "shunting commands". Now, you can queue various commands for a train, which are executed as the situation allows. To access this new feature, simply enter the train's queue configuration view.
Multi-leg (regional) trains automation
We're putting the spotlight on regional trains. Initially, letting trains sit on platforms during their intermission is all well and good. But space is a luxury, and as it dwindles, shunting trains to stabling areas becomes imperative.
Shunting Commands
We're rolling out these shunting commands to keep your trains in tip-top shape:
Go To Signal: Directs the train to a specific signal.
Go To Shunting Group: Sends the train to a designated shunting group.
Go To Platform: Routes the train to a chosen platform.
Reverse: Reverses the direction of the train.
Reuse Command: Switches the train to next leg
Shunting Circuit
For the commands to work, you'll need the all-new shunting circuit. Build it next to any auto signal, and when a train with shunting commands halts in front of that signal, the circuit will kick into action and execute the next command in line.
Shunting Track
Introducing the Shunting Track – a place where trains can take a breather. Position it on any track and assign it to a group using a letter. Then, with the Go To Shunting Group command, guide multiple trains to the designated shunting tracks in the group.
Stabling Sensor
Thinking about how to automatically bestow shunting commands on a train? The Stabling Sensor is your answer. Installed on platforms, it equips any train ending its leg on that platform with pre-set commands.
What's Next in Shunting?
This isn't the end of our shunting journey. Future updates will see us expanding on this framework, introducing even more commands and scenarios. For example, detaching locomotives and shunting them to the opposite side using a turn-around sensor. We're confident this sets the stage for a series of exciting developments.
Improved Contracts Planning
Here's a biggie: a complete overhaul of contract planning. Rather than just showing Origin, Mandatory, and Destination stations, you'll see every stopover in between. This will bring clarity to station timelines and make routing sensor configurations even more intuitive.
Adding/Removing Waypoints
The system now calculates the shortest route for contracts, but you're not stuck with it. Need to change course? Simply add waypoints, and the train's route adjusts in real-time.
UI & Sensor Configuration Enhancements
In line with our commitment to UI improvements, sensor configurations have been relocated directly within your layout. This ensures a more seamless experience. We've also revamped the Routing Sensor configuration based on feedback, allowing for a more logical approach to station connections.
Improved Build Menu
Yes, we acknowledge our recent build menu didn't quite hit the mark. But as we've always maintained, iterative refinement is our mantra. Feast your eyes on the revamped visuals; we're sure you'll find them much more appealing!
Offered Contracts List
Your wish is our command! Want a consolidated view of all offered contracts? We've got you covered. The Offered Contracts List is now handily positioned next to active contracts, all a click away from the main navigation button.
Thank you for journeying with Rail Route. We're excited to see how you leverage these new additions. If you appreciate our never-ending effort to improve and enhance the game, please consider leaving us a review. Your feedback not only helps us grow but also brings more rail enthusiasts into our community. Join the conversation on our community platforms for the latest updates and discussions.
Until our tracks cross again next time, keep the trains running!
UPDATE: Localizations (zh-Hans: research, tutorials, ui; nl: tutorials; no: tutorials) UPDATE: Repeat narration time of gain green points in the UnlockMoreOfferedContractsTask is now 240 sec instead of 30 sec
FIX: Regional Trains Stabling upgrade did not mention that it unlocks Coach Yard building FIX: Smart Format did not work for some localized texts in some languages because Smart Format Tag was not set. Migrated to shared metadata.
Hotfix 1.16.15
UPDATE: Default UI scale updated to accomodate Active Contracts without horizontal scrollbar UPDATE: Localizations (nl: tutorials, ui; no: tutorials, ui) UPDATE: More upgrades are now allowed to be unlocked in the demo of the story of Jozic UPDATE: System upgrade description now only auto scrolls when a pointer device is not in use
FIX: Departure & Routing sensor did now work when its platform / autoblock did not have signal at both ends FIX: Elements with auto-hiding scrollbars where invisible or cut-off in some scenarios FIX: Info panel section scrollbar overlapped info panels content FIX: Locked state of info panels was not saved FIX: More offered contracts upgrade requires 20 green points while the task in the tutorial asks you to get only 2 points FIX: Reg contracts never stopped at first leg origin FIX: Reusing the train inside an auto block led to its crashing with itself FIX: Scrolling was disabled when it should not be FIX: System upgrade descriptions where cutoff when switching between upgrades with different description lengths
Note: Version 1.16.14 contained a critical bug and was skipped.
Celebrating Code & Rails: The Marseille Express Challenge
There’s something incredibly satisfying about watching a train smoothly run its course, much like a perfectly written piece of code executing its function. This Programmer’s Day event, we’re combining the thrill of coding with the excitement of railways in Rail Route!
Choo-Choo-Choose Your Challenge! To commemorate our recent rollout of Update 16, we're thrilled to introduce an all-new contest that not only challenges your railway management skills but also your optimization talents. It's set in the gorgeous backdrop of Marseille, France. The scene is alive with the vibrant energy of the bustling Mediterranean port, chugging engines, and lively stations, waiting for your command.
Two Stars, One Objective! Here's the deal: The contest revolves around achieving two stars — one in green and the other in red traffic (30/30). But the twist? You've got to do it in the least amount of cycles possible. Whether you're someone who finds joy in crafting intricate railway systems, an aficionado of the locomotive world, or simply someone who thrives on intense challenges, this contest has a little something for everyone.
Why Join the Fun? Well, besides the sheer joy of mastering your rail network, this contest offers a unique opportunity for every Rail Route enthusiast: Showcase Your Skills: Let your strategy shine among the community. Learn & Adapt: See how others tackle the same challenges and refine your approach. Special Recognition: Winners will be spotlighted and getting a key that you can give to a friend that should experience all the fun with Rail Route!
How to participate? Share your entry in the #contest channel on the Rail Route Discord.
Mark Your Calendars! The contest chugs off today and runs until Tuesday next week (October 3rd to October 10th). So, dust off your dispatcher's cap, rev up your optimization engines, and get ready to embark on the ultimate railway journey.
And remember, in the world of Rail Route, it’s not just about getting from point A to B, it's about doing it with finesse, strategy, and a dash of railway magic!
Ready to take on the challenge? All aboard The Marseille Express, and may the best dispatcher win!
Link to map: https://steamcommunity.com/sharedfiles/filedetails/?id=3044719682
UPDATE: Improved the fluency of the tutorial, chapters do not pile up anymore and the timing of the chapters activation has become more effective UPDATE: Localizations (nl: tutorials, ui; no: tutorials, ui; zh-Hans: ui) UPDATE: Tier progression bar current value indicator now shows left of current value instead of right UPDATE: Unlocking all tiers either by debug menu or by hint menu will make sure that you have at least 3 red points to be able to progress in the red category
FIX: Automation was not triggered when sensor was built at the track end (e. g. after speed was upgraded in segment ending just where the sensor is) FIX: Autosaves after cycle end were corrupted because saving happened in mid-state FIX: Autosaves created when cycle starts were not cleared FIX: Backward compatibility for saved WaitForDepartureSubTask when it's saved in a broken state FIX: Description of dispatcher office was misleading FIX: Rush hour get stuck when a train times out FIX: Table sorting header interaction area did not match text size FIX: Trains were spawning from 00:00 when Endless map contract prototypes had times < 8:00
Hotfix 1.16.12
UPDATE: Added button to view required upgrade if another upgrade requires it to be installed first UPDATE: Coach yard imbalance calculation will now ignore regional trains
FIX: CheckTimetableSubtask was not being done when the first upcoming train arrives FIX: Create route subtask from Bubny to Docks in tutorial was also fulfillable by creating an opposite route which is wrong FIX: NPR in tutorial when a subtask is loaded and tries to get research that depends on the system upgrade menu being created FIX: No sound played and system upgrade button was not toggled when opening system upgrades from a button that is locked by an upgrade FIX: Red upgrades where not accessible with ignore tiers option enabled FIX: Sensors tutorials get stuck if one of the trains left the map FIX: Shine effect in the SystemUpgradeContextPanelView when unlocking a new upgrade is not being hidden properly FIX: Station names where overlapping buttons on sensor configuration panels FIX: Station sign backgrounds where visible over active contracts panel sorting bar FIX: Story illustration english text missing 'a' FIX: System upgrade context panel could overlap menu buttons because it was too tall FIX: WaitForDepartureSubTask was not being fulfilled in the Accept new contract chapter in tutorial
Hotfix 1.16.11
NEW: Added horizontal scrolling on active contracts panel for smaller resolutions or UI scales
UPDATE: Added sorting by contract experience point rewards to active contracts panel UPDATE: Dispatch Office not ignoring border stations when being built. Regional contracts generation updated to force owning station as the first or last station if being a border station. UPDATE: Localizations (nl: ui; no: ui; zh-Hans: ui) UPDATE: Offered contract details now show total experience point rewards for contract instead of reward per leg UPDATE: Subtitles background color for better reading in the tutorial UPDATE: Time speed tooltip now contains hint how to customize time speed UPDATE: Warning design of the minus buttons in station visit view has been updated
FIX: Active contracts panel total contract count was misaligned FIX: Auto accept and auto reverse toggles in station configuration view were not interactable after toggling them off FIX: Bubny hint narration of the trial train in the tutorial was being played each time the train visit Bubny station FIX: Game saving failed when experience point was granted during serialization FIX: Incorrect train icon shown on system upgrades page tier progression bar FIX: NPR in accept contracts chapter if contract was accepted without specifying the platforms FIX: Sorting live trains on active contracts panel did not work correctly FIX: Train experience point reward indicators animated number change when first shown or briefly showed -1 FIX: Trial train hint was not being played when game set to other language than English
Rail Route Update 16: New System Upgrades Structure & More!
Rail Route - Developer Blog Post: Update 16!
Hello Rail Route enthusiasts! Another week, another update to share. The development team has been hard at work, chugging along to make your railway management experience even better. Let's jump right into the details!
New System Upgrades Structure
Gone are the days of the tree-like structure! We found it a tad too sprawling, and sometimes a little confusing. Now, upgrades are split into two categories: green and red. Green for Commuter and InterCities trains, and red for Regional, Urban, and One-off freights. Each category now boasts three tiers to unlock even cooler upgrades. This should make your upgrade path clearer and more intuitive.
Unlocking Tiers
Want to level up? You’ll need to handle enough traffic within an in-game hour. For instance, dispatch 10 green trains on time to unlock tier 2. As you pile on the upgrades and delve deeper into automation, you can easily juggle more contracts and increase train throughput per cycle.
For those who've already tasted progression, we added an option to bypass tier requirements in the 'New Game' settings. And for our creative map authors, you can set tier thresholds in the level editor.
New UI for System Upgrades
We've given the System Upgrades panel a complete makeover to accommodate the changes. Plus, there's a new Experience Points Cycle report for a snapshot of your progress.
Freight Contracts moved under Dispatcher Office
Remember to build the Dispatcher Office! It's now home to Freight contracts and regional trains.
New Configuration Panels
Goodbye right panel! We've revamped the configuration for Tracks, Signals, AutoBlocks, and Tunnels. Sensor configuration is up next on our list.
Updated Active Contracts Menu
Our active contracts menu is now more modern and spans the full screen.
Plus, with the new sortable column, you can easily refine your older contracts.
Delay Allowance on the Contracts
There's now a buffer for how much delay is acceptable before losing experience points. And guess what? It varies by train type! Commuters are more forgiving now.
Contract Types Rebalancing
For instance, commuters now have a leeway of 2 minutes delay before you miss out on those precious experience points. On the flip side, Regional trains come with a fixed reward during the intermission period, making it independent of the train speed. Dive into the numbers: the average reward for Commuters has been given a boost, while InterCity's (IC) rewards have been scaled down for better equilibrium. And for those who noticed the painstakingly slow reversing of single-head trains? We’ve upped their reverse speed to a brisk 40 km/h. This means you'll now have more gameplay time before needing to reverse those single-head trains. Also, a little cherry on top: Urban Transit now grants you access to the coach yard directly, instead of being dependent on it.
Time Speed Buttons
For those who want a change of pace, adjust the Time Speed buttons in the options. Default speeds are set at 1, 3, 10, and 25.
Changelog
Notable additions
Added option to ignore tier requirements to 'New game' settings
Added sortable column of possible contract improvements to active contracts menu
Added tier threshold configuration to the level editor
Clicking accept contract in offered contract focus view will show the next leg until all legs are shown once, clicking accept after that will accept the contract
Configuration UI for AutoBlocks
Configuration UI for Tracks & Switches
Configuration UI for Tunnels
Experience point cycle report added to display experience points statistics
Game will be auto saved each time a new cycle starts
Hint for current players explaining new progression model
Multiple hint modals are allowed to be shown on game load
Narrative chapter about giving the player red experience points to unlock freight or regional trains in the red category
Note narrative chapters that reminds the player of the importance of increasing the experience points
Offered contracts message hint
Progression notifications pop up once next tier is reached, red upgrades are affordable and star is awarded
Reach tier 2 of the green category chapter was added in the story of Jozic
Score panel now shows successfully handled trains per cycle
Stars added to endless maps in main menu to track completion of throughput goals
Stars are rewarded for throughput in endless maps
Time Speed buttons can be set configured in the options, defaults are 1, 3, 10 and 25.
Train alerts tooltips to explain their meanings
Updated active contracts menu to the new UI style and made it fullscreen
Warning tooltip about shifting all the schedule legs for the station visit view minus buttons
Notable adjustments
Active contracts toggle has been moved out of the general bottom bar
Added enter and backspace bindings to Yes and No keybind
Auto signal & Departure sensor costs halved
Automated contracts manager icon updated
Available station display under system upgrade menu made functional
Bottom bar buttons will be shown next to the time panel and the upgrades button is now next to build button instead of being above it
Building tracks, tunnel or wall is paused upon opening system upgrades or active contracts menu
Changed available station icon on system upgrades menu
CheckTimetableSubtask in the tutorial now has a subtask to select the upcoming trains and a subtask to wait for that train arrival time
Close system upgrade menu button now shows as binding instead of button with binding hint
Closing contract configuration focus view reopens active contracts screen when it was open before
Com and IC in CY detail hidden when not present on save
Com and Urban trains are allowed to be delayed up to 2 minutes without losing the experience point (was 1 minute)
Contract rejection penalty charged once contract is accepted after trial (was: after first subsequent contracted train entered game)
Create schedule of contract leg from actual visits just as each trial train finishes (was: once last leg trial train finished, causing eventual changes being lost)
Default keybind for Active Contracts changed to (I) to prevent conflicts
Improved navigation highlighter visuals
Increase system upgrade menu scrollbar width and fixed some minor graphical issues
Input field visual corner radius reduced
Keybind icons now optionally show the keyboard binding as when gamepad is active instead of always
Moved system upgrade menu context area to left of screen
Non-acting auto signal can be cleared with secondary action
One-off FR contracts are generated at Dispatcher Office
Part of Reg trains reward (compensation for intermission) is fixed, not depending on travel time & speed
Possible contract reward improvement displayed as number in Active Contracts
Prototype trains are showing real timetable in its bottom bar
Re-balancing contract types - reward for Com increased by ⅔ and reward for IC decreased by ⅖ so now IC is approx. ½ more rewarding than Com with the same speed and 2⅔ times more rewarding when both going their max speed (was: 4⅓ & 7⅕ times more rewarding respectively)
Red traffic entry - reaching 8 green points per cycle gives 3 red xp points to unlock either Freight or Regional trains
Regional trains can be stabled in the Coach Yard, only when Upgrade is installed
Replaced system upgrade hold to install with seperate click button
Reversing speed (when control post not in the front) matched to lowest track speed (40 km/h) to delay the turn-around problem solving in the gameplay (was: 30 km/h)
Secondary action now also closes system upgrades menu
Show station signs of concerned stations in Contract Configuration
System Upgrades descriptions revised
System upgrade context panel is hidden when clicking away from upgrade
System upgrade menu binding now also closes the system upgrade menu
System upgrade menu button shown on top of menu
System upgrade tier seperation lines made brighter
Train alerts do not sound & animate once train with alert clicked / hovered
Unavailable cycle report data is hidden
UnlockAutoblocksChapter will zoom out the camera back to where it was automatically after it zoomed in
Urban trains unlock Coach Yard
Waiting train icon remains selected when mouse moves out when clicked
Trains on time per cycle progress bar hidden when recorded maximum was 0
Notable Fixes
'Advanced Tracks' speed upgrade could not be installed
Auto accept and Auto reverse toggles in the station configuration view were not interactable even though there effect was applied on the trains
Available stations indicator on system upgrades menu did not update properly
Building bottom bar was not shown after closing upgrades or active contracts panel when build mode was active
Escape closed build mode before closing system upgrades menu
Main menu opened when closing system upgrades menu
Missing scroll bar in the add map page
More stations upgrade preselected already installed upgrade instead of next one when attempting to buy platform
Navigation highlighter had incorrect size on interface configuration panel
Navigation in options menu was unable to select some settings
Performance issue in the buy autoblock chapter in the tutorial
Platform icon was too small in train label
Red system upgrade point costs had incorrect color
Reject penalty appeared for a moment after rejecting an fulfilled contract in Active Contracts panel
Second leg trial was eventually shifter to earlier time than pre-set when accepting the contract
Sensors were buildable at the autoblocks' end points
Small icons of the unlocked items in rush hour on wave finished
Story subtask highlighter was shown under system upgrades menu
System upgrade locked reason was not always shown
System upgrade menu did not automaticly scroll to selected upgrade when necessary
T1 of oneway (red) traffic was not unlocked when reaching T2 of through (green) traffic
Throughput reward was shown with incorrect amount and position in system upgrade menu
Time resumed when installing upgrade but upgrades menu was still shown
Time speed multiplier allowed negative & fractional values in Options
Title and description where cut off in system upgrade context panel
Trains per cycle threshold rewards was overlapping tier indicator on system upgrade tier progression bar
Unwanted scheduling of instances of rejected contract caused errors that prevented all other instances from being scheduled. Instances were scheduled because Rejected contract was changed to Fulfilled state if it was rejected just after last mandatory instance stopped in last scheduled station but before it departed from it.
Vertical platforms had random order in Station Timeline
Walls were not created correctly when old map (level.txt) was loaded to Editor
Upcoming Price Adjustment
We found old Dispatcher Jozic scribbling some calculations on a dusty old notepad. When asked, he leaned back in his chair, pushed his glasses up his nose, and with a chuckle remarked, "Well, back in my day, a penny could get you a whole loaf of bread. Times change, values change." He paused, sipped his coffee and winked, "Seems like Rail Route's getting its own 'loaf of bread' moment."
With Jozic's quirky wisdom in the air, here's our news: As we steam ahead towards the full release of Rail Route, we'll be setting the base price for the game at $24.99 USD from the current $19.99 USD, starting October 11th.
Our journey wouldn't have been possible without the tremendous support from you all. If Jozic's words have sparked a notion, maybe it's time to board the Rail Route train before the ticket price adjusts. And if you're waiting for that full release whistle, know that every moment, twist, and turn will be worth it. Your support is our fuel, and for that, from both the Rail Route team and the legendary Dispatcher Jozic, a big thank you!
Thank you for being a part of the Rail Route journey. We value your feedback and dedication. Do hop into our community discord for lively discussions and insights.
Do you want something more fresh? Have a look at our unstable version!
1.15.11 brings:UPDATE: Localizations (de: research, tutorials, ui; no: ui) UPDATE: Non-acting auto signal can be cleared with secondary action
FIX: Accept train task description has no localization FIX: Autoblock & Platform sensors considered also signals acting from opposite direction valid FIX: FPS drop in the unlock automatic routing chapter in the tutorial FIX: Penalization for entering occupied segment was charged when reusing a train that would enter occupied segment if it were reversed FIX: Rush Hour Challenge initiated from Story of Jozic did not conclude if reloaded from save FIX: Sensors on Autoblocks & Platforms did not recognise signals built later FIX: Signal built in Autoblock endpoint in Play mode (i.e. outside Editor) was locked (not removable) once built