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Transport Fever 2 News

Game Update Preview: Here we go

Welcome back to the fifth and last game update preview post. Today, we talk about new features simplifying the usage and creation of mods. And on top of that, we invite you to two exciting events.



We start with a great new feature that allows you to easily reuse a specific selection of mods: mod presets. From now on you will be able to save and load a list of mods including their configuration. Moreover, the search for a missing manually installed mod will not be an issue anymore, as mods can now provide a direct link to their download location.

For the modding community, we've improved the model editor's usability and functionality, by implementing custom creation of different types of screenshots, selective saving options by resource types such as model, mesh, animation, or material files, and many small quality of life improvements.

If you are as excited about the upcoming game update as we are, then we have great news: before starting the public beta next week, we preview the new features in two livestreams: Livestream 1 will be run by Skye Storme on March 31st, 19:00 CEST, and livestream 2 will be run by Squirrel on April 3rd, 18:00 CEST.

In both streams one of our developers will be present and we look forward to answering your questions! We will share the links to the live stream on Steam before the events start.

Steam: https://store.steampowered.com/app/1066780/
Skye Storme: https://www.youtube.com/SkyeStorme
Squirrel: https://www.youtube.com/squirrel

Game Update Preview: Enjoy the ride

Welcome back to the fourth preview of the next big game update. This week we're focusing on the advanced game settings, newly added fun features and various quality of life improvements.



We've added advanced settings to the menu for creating a new game. It will soon be possible to adjust financial and city growth factors individually. And for the overall difficulty, which determines the amount of income, we've added a "very hard" setting.

Your voice was heard: take place in the driver cab, enjoy the ride and use the horn to make everyone aware you are on the road. In addition to manually triggering the horn, whistle posts can be placed along the rails. This makes the game even more fun.

We gave the green light for the color palette too: from now on it will contain more default colors and, even better, you will be able to define custom colors too. Additional quality of life improvements are: new options to enable or disable bulldozer smoke effects and the persistent storage of the HUD icon filters.

There will be more information about the game update next week.

Game Update Preview: Sharing is carrying

Welcome back to the third game update preview post. This week we cover alternative terminals for line stops, additional station capacities and higher loading times for trains exceeding their platform length.



The game update introduces alternative terminals for line stops to improve smooth cargo and passenger handling. In addition to the existing main terminal selection, further alternative terminals will be configurable. The vehicle will automatically be redirected to the next available terminal if the main terminal is already occupied. Station load balancing is now a matter of a few clicks.

Another important aspect of handling cargo and passengers is the capacity of a terminal. Currently, the storage capacity of terminals can be increased by extending the length of the platform. With the new game update, the modular station buildings will get capacities, too. These additional capacities will be shared across the station and can be used by all terminals.

At train stations, the length of the platform now also comes into play, because the loading and unloading times will increase, if the platform length is not sufficient for the train. This feature is optional and affects trains only, whereas alternative terminals and additional station capacities are available for all means of transport.

There will be more information about the game update next week.

Game Update Preview: Have it your way

Welcome back to the second game update preview post. This week, we’ll take a closer look at the new features that allow better control over ship and road lines.



In the current version of the game, the player can control the road and rail lines using waypoints. The game update extends this ability to ship lines as well. Buoys can now be added to ship lines to guide their vehicles through the waters according to your needs. Have it your way!

Waypoint handling for road lines has also received an enhanced feature. After the game update, you will be able to select your preferred lane per line to use as a waypoint. They are no longer bound to the outermost lane.

There will be more information about the game update next week.

Game Update Preview: Keep going, keep growing

Welcome to the first preview post of the next major game update. For this first one, we will focus on two new tycoon features: additional cargo demands in towns and the dynamic development of industries.



In the current version of the game, each town requests two types of cargo - one for the industrial and one for the commercial district - and these types do not change over time. With the upcoming game update, towns will require additional types of cargo as their population increases.

Regarding dynamic development of industries, the update will allow additional industries to be spawned on the map during the game. Currently all industries are placed on the map at the very start.

Both new tycoon features are optional and can be adjusted as needed. We hope these changes will spice up your game experience. Enjoy the new challenge!

There will be more information about the game update next week.