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Rail Route News

Hotfix 1.11.18

NEW: Signal deallocate action in the building mode
NEW: Train reward visibility checkbox in the gameplay options page

UPDATE: Localizations (no: ui; zh-Hans: ui)
UPDATE: Log station when topology search from it takes more than 10 seconds (for troubleshooting purpose)

FIX: All tunnels built at once shared the recent displayed connector. Caused loading error if building ended with impossible connector.
FIX: Generic modal sizing did not match its displayed text
FIX: Save game modal didnt always show existing save if only 1 existed
FIX: Tunnel stays highlighted after closing the construction wheel
FIX: Urban contracts were not generated

Rail Log #13: Contracts Overhaul & Regional Trains Update

Hello fellow rail enthusiasts! Angel here, and I'm thrilled to share with you another edition of our Rail Log, where we explore the latest happenings and developments in the world of Rail Route. Since Update 11 rolled out, our dev team has been diligently addressing issues and gathering invaluable feedback from our fantastic community. In this week's Rail Log, we'll talk about post-Update 11 changes, hotfixes, and offer a sneak peek into what's coming in the next update. So, buckle up and let's get this train rolling!



Post-Update 11: Hotfixes


After Update 11 went live, our dev team has been hard at work fixing major issues and fine-tuning the game based on your input. One improvement we've made is in track speeds. Now, track speeds are more visible when zoomed out, and they'll appear over the track for 5 seconds after every speed change. You can even enable track speeds to be visible all the time through the options menu.



We've also made it more intuitive to change signal types using the primary action (left-click), just as you were used to, rather than grabbing them.



Your feedback has been essential in refining Rail Route, and we're incredibly grateful for your constructive comments! It's important to remember that it's difficult to please everyone, and while we strive to bring numerous improvements, there's always a chance of introducing new issues. The key here is iterating and moving forward. That's what we trying to do.

Upcoming Update 12

[h2]Revamping the Contracts System[/h2]

Note the presented images are concept previews we are currently implementing to the game.

In the next update, we're overhauling the contracts workflow to enhance your gameplay experience. Instead of a UI list, offered contracts will now appear as icons on the game board, above station signs (the position of contract icons for a station will be configurable by additional Upgrade we'll bring to the game later).



The contracts limit and generation will now be station-specific instead of global. No more waiting for a new contract to station of your desiree, each station will have its own generation interval based on the free slots in it. Contract details will be displayed directly around that icon, replacing the small UI window. Additionally, when a contract icon is clicked, its details will show on the board as well. Timelines with predicted arrival times for every station will be visible, making it easier to plan your train traffic more efficiently.



Our main goal with this contracts system revamp is to make your gameplay more fluent and enjoyable. By moving contracts to the game board, you'll be able to play the game where the action is, instead of focusing on the UI. This change lets you quickly find contracts for a specific station just by checking around that station, eliminating the need to decline unrelated contracts.



You might recall from another Rail Log that we want to use this approach for sensor configuration as well. We see a great fit from internal prototypes and it brings another level of immersion to the game.

[h2]New Contracts - Regional Trains[/h2]

In the upcoming update, we're introducing a new type of contract: Regional Trains. These contracts require more attention and careful handling from players, as they come with multi-stage schedules.



Each stage of a Regional Train contract is treated as a separate train, with its own destination and timetable within your stations. After completing a stage, there will be a waiting period before the train can proceed to the next stage and continue on its journey under a new train number.

The next stage may begin at the same station where the previous train ended, or it may require a transfer between stations. This adds an extra layer of complexity, as you will need to manage "idling" or "traversing" trains and ensure they are not forgotten when needed. Players will have to make sure these trains are stored appropriately and are ready to proceed when the time comes for their next scheduled stage.

These regional trains will become the first source of red points once we introduce the Revamped System Upgrades structure. However, that won't be included in the next update, as it would be too big of a task.

Beyond the Update 12

[h2]Automating Regional Trains[/h2]



As our goal is to have fully automated traffic, the new Regional Trains will bring two fresh challenges: first, how to stable the trains (either on dedicated tracks or, later on, in the coach yard when it becomes a higher-tier unlock with the revamped System Upgrades). Second, how to "call" the train back to a platform after the waiting period has passed.

To tackle these challenges, we're introducing two new sensors:
  • the Stabling Sensor and
  • the Dispatcher Sensor.


The Stabling Sensor will be able to route finished trains based on their "next stage" destination and will effectively replace the "finished to" functionality of the current Routing Sensor. You can define multiple destinations per station, allowing you to assign a set of tracks to be used for stabling the finished trains.

On the other hand, Dispatcher Sensors will be used to signal stabled trains and switch them to their new schedule, which would need to be done manually without it. The train can then be routed via the standard Arrival Sensor logic to the corresponding platform. This combination of sensors streamlines the process of managing Regional Trains and helps maintain the seamless automation of your rail network.

Note, that these sensors won't be included right at the beginning of Update 12, but we'll try to bring them as soon as we stabilize the Update 12!

Closing Notes


That's all for this week's Rail Log, folks! I'm already looking forward to sharing more exciting news and updates with you in our next edition. Apologies for not delivering this Rail Log on Monday as usual - we had a national holiday this week, and we'll be having another one next week. Rest assured, we'll be back on track soon!

As always, we'd love to hear your thoughts on these updates and any suggestions you might have. Please feel free to leave your comments below this article or reach out to us through our social media channels and Discord. Your feedback is incredibly valuable to us, and we appreciate your continued support in making Rail Route the best it can be.

Stay connected with us on:


Thank you for joining us on this journey, and happy railroading!
- Angel

https://store.steampowered.com/app/1124180/Rail_Route

https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/

Hotfix 1.11.17

UPDATE: Do not display reward icons for prototype trains
UPDATE: Localizations (cs: ui; nl: ui; ru: ui)
UPDATE: Sensors can be built on occupied & allocated tracks
UPDATE: Track and track sprites improved, should be more clear when zoomed out
UPDATE: When building signal over different signal, primary action is 'Change type' (was: 'Grab')

FIX: "Always show track speeds colors" were turning off
FIX: Building item change caused animation glitch - previous action list jumped down to the bottom of the screen and the new one jumped up
FIX: Hidden UI was still interactable
FIX: Save containing prototype train with 2 subsequent stops at the same station (e. g. an urban contract train) was not loadable
FIX: Time was running in Editor, causing timetable times not aligned to whole minutes
FIX: Track preview became invisible when connector destination was occupied track

Hotfix 1.11.16

We hope you've enjoyed Update 11, and we appreciate your valuable feedback. One common concern was the visibility of track speeds colors in construction mode, particularly when zoomed out. Rest assured, we've been working on a hotfix to address this issue.

The improvements include better visibility of track speeds when zoomed out, track speeds visible for 5 seconds after every speed change, and an option to enable speeds display over tracks. We're confident these changes will enhance your gameplay experience, and we welcome your continued feedback!

Full 1.11.16 patchnotes:
NEW: Toggle 'Always show track speeds in construction' in the Options
NEW: Tracks speeds are better visible after connection speed is changed in construction

UPDATE: Level of detail zoom treshold can be set in options (when track lines become thicker)
UPDATE: Localizations (zh-Hans: achievements, tutorials, ui; nl: ui)
UPDATE: Onboard UI scale matched to panel scale
UPDATE: Rebuild grabbed item where was before when other item grabbed / building item changed / construction closed.
UPDATE: Switch circle shown for trivial and incomplete switches
UPDATE: Track speeds better visible when zoomed out in construction

FIX: Autosave's screenshot was empty when game autosaved during exit
FIX: Autosave sometimes created just as new game started
FIX: Close menu button stayed in disabled state after level failed to load and another level was loaded after
FIX: Sandbox was not working for newer maps (stored as savedMap.bytes)

Update 11 is OUT!

The highly anticipated Update 11 for Rail Route has finally arrived, packed with exciting new features and improvements that will take your rail network-building experience to the next level. The development team has been hard at work, listening to player feedback and making significant changes to the game's construction user interface, among other things. So, let's take a closer look at what's new in Update 11.

[previewyoutube][/previewyoutube]

Rail Route's Update 11: More Control and Flexibility in your Rail-building Experience


One of the key improvements is the addition of the Build Actions feature, which makes it easier for players to understand what construction actions are available at each step of the process. The feature comes with keybinds that allow you to perform actions quickly and easily, whether you're using a keyboard or a controller. In addition, a new action wheel has been introduced, making it easier to select actions without needing a keyboard.

Another exciting addition is Sandbox Mode, which allows players to experiment and create their rail network without any restrictions. The mode allows you to start an endless game with unlimited money and all system upgrades unlocked, providing a playground for players to explore different strategies and test their creativity. These two features alone add an extra layer of depth and immersion to the game, giving players more control and flexibility over their rail-building experience.

But that's not all! Update 11 also includes several other exciting new features, such as mod.io support for broader accessibility and community content sharing, the ability to bulldoze whole tracks, the option to rotate signals before building, and the addition of construction actions for changing speed. The list goes on, with numerous updates and improvements to the game's building user interface, construction messages and sounds, and more.



Changelog:


For a detailed list of changes and fixes, see the following changelog:

[h2]New Features[/h2]

  • Action wheel in Construction
  • Added sandbox mode and page for new game settings
  • Bulldozing whole tracks
  • Construction action added to rotate signal before building
  • Construction actions for changing speed
  • Construction actions in construction mode, building ux reworked
  • Construction actions introduced for guided building / bulldozing
  • Context Action 1-4 input actions added to be used e. g. in building for context-relevant input
  • Cycle through time keybind
  • Mod.io support
  • Mouse position has slight light around on the grid
  • New binding: Build (B), opens/closes Construction
  • Sinks for vertical / bending platforms (named North/South if having same latitude)
  • Train timeline and label are scaled with zoom
  • Trivial Switches introduced to allow loops, continuing a track with different speed, continuing a track not build from inventory and other
  • Updated keybind icon and added new keybind hint icon to buttons
  • Walls built with help of using auto-routing from start to end point


[h2]Updates[/h2]
  • All Board Sprites resolution increased
  • All stations & autoblocks can be bought from beginning of the endless game
  • Autoblock built by converting tracks; bended autoblock supported, signals not enforced
  • Autoblock sensors placed in the middle of the autoblok
  • Bigger sprite for selected item in menu
  • Bounding wall is created surrounding the whole map when map is saved, old map started or old save loaded. Prevents unwanted shortcuts & speeds up topology search if map not enclosed by author.
  • Building indicator (cursor) reworked: dashed border not displayed, text & price display unified and colored by possibility to build
  • Coach yard can be grabbed and replaced even if it contains trains
  • Construction action list & wheel displays balance change if applicable
  • Construction messages refined
  • Construction sounds improved
  • Custom game cursor
  • Distance between stations computed by drawing virtual track between them. Need for reversing computation and reversing bounty removed.
  • Hyphen replaced with en dash wherever remained
  • Localizations (nl: tutorials, ui; zh-Hans: tutorials, ui; de: ui; fr: ui; no: ui; ru: ui)
  • Localizations (ru: research, ui; no: ui; zh-Hans: ui)
  • Localizations (zh-Hans: tutorials; ru: ui)
  • Milos renamed to Miloš everywhere
  • Navigation is active on game start when a controller is detected
  • New Sink sprite
  • Platform and autoblock sensors are being placed in the middle
  • Platforms are built by conversion of existing tracks rather than from scratch. Many limitations removed (vertical or even bent platforms allowed, no signals needed...)
  • Preserve identity when grabbing signals & coach yards
  • Sensors do not split tracks when placed
  • Signal rotated, upgraded and downgraded using context actions
  • Signal, tunnel portal and coach yard colliders reduced to ⅞ of grid cell size to allow access to track between them
  • Station sign and platform can be centered on grid cell edges rather than only centers
  • Station signs no more block building. In Update 11 and newer maps it is up to the map creator if he creates walls manually under them manually. In older maps & saves walls are created automatically once loaded.
  • Switches shown in Construction
  • Train timelines are affected by UI Scale
  • Tunnel can be built from / to empty space
  • Tunnel count limit removed
  • Visuals on zoomed out map improved
  • Walls textures improved, different one used in building
  • When building coach yard, nearest station is found if a connection can be built to it, even beyond a tunnel.


[h2]Fixes[/h2]
  • Accessibility settings color overrides set before game restart could not be reset
  • Autoblock price tag does not make hover sound
  • Autoblock Track speed line not visible when the autoblock is built until the construction menu is opened again
  • Automation was not triggered in old saves with autoblocks that has only routing sensor
  • Build mode was toggled when pressing the keybind while the menu was open or an input field was selected
  • Button hover state remained active when navigation was disabled
  • Buy platform and autoblock or upgrade track was not possible when infinite money was enabled and not enough money
  • Clicking Stop and Reverse almost before the train reaches the platform led to train departure from that platform even before its departure time passed
  • Color picker ignoring the hex color provided by input field
  • Completed trial train modal had highlighted last stop and did not indicate if trial run matches original contract
  • Delete button was shown on map detail page when new map was not saved yet
  • Delete map confirmation panel did not prevent you from closing the main menu leaving the panel active
  • Detail panel content shown at incorrect position when coming from editor and ui was in expanded state
  • Disabled sink toggles in the editor where invisible and toggle labels had the incorrect color
  • First map item was not always selected when navigation was active and maps menu page was shown
  • FPS drop occureed in the unlock basic tracks upgrade task
  • Game controls where disabled after changing a save name
  • Loading screen background animation was not smooth
  • Missing "can not build' message when building a signal on a switch
  • Missing localization on Wave Finished screen
  • Mouse only interacted with buttons after clicking and moving it when keyboard key had been pressed before
  • Nothing clicked sound had no 3d setting
  • Reset all sensor settings did not reset UI completely (warning and default platform not reset)
  • Reward icon of prototype train is not placed on the last visited platform
  • Selecting the Coach Yard to be one of the sensor routes ends up opening the Coach Yard instead
  • Sensors tutorials were not working properly
  • Switching pages back and forth from binding options tab would lose navigation
  • Train overshot 2nd of 2 consecutive platforms of one station
  • Updating track speed not possible after panning the screen
  • Waiting train icon of a trial train being placed on a not active platform


I hope you'll enjoy the Update, and I look forward to sharing insights into what's coming next in the following Rail Log the following week. Until then, Happy Dispatching!
Angel

Don't hesitate to reach out to us on Discord, Twitter, Facebook, or our Homepage. If you have any questions, or comments, I'm always eager to hear from you under the article!


https://store.steampowered.com/app/1124180/Rail_Route

https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/