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Railroad Corporation 2 News

Patch 0.8.146771: UI & Other Fixes

[h3]After last week's update that brought a slew of major changes, we're rolling out a small batch of patches, smoothing out a few UI issues and introducing a handful of fixes.

UI:
[/h3]
  • [p]Train list station filter contains player's color marker for multiplayer sessions;[/p]
  • [p]James Hall's portrait is now shown properly in Chapter five;[/p]
  • [p]Oil power plant earnings effect is now shown properly when upgrading;[/p]
[h3]
Fixes:[/h3]
  • [p]Trains now pass crossroads properly;[/p]
  • [p]Restarting of a mission in a campaign now keeps skill points;[/p]
  • [p]Bank and Power plants earnings count properly in multiplayer sessions;[/p]
  • [p]Oil well capacity fixed in certain missions;[/p]

Power Up with New Buildings and Resource System Tweaks!

[p]Hello everyone,[/p][p][/p][p]It’s been a bit over a month since the last update, and we’ve been working on another round of improvements.[/p][p][/p][p]After we introduced a change to our resource depletion system in our last update, we have gotten a lot of feedback from the community that we have decided to address with a brand-new building type.
[/p][h3]Introducing: Power Plants[/h3][p]With electricity slowly becoming the standard at the turn of the century, you’ll need to find ways to satisfy the demand and keep the ball rolling. That’s why we’ve added two brand-new building types to Railroad Corporation 2: the Oil Power Plant and the Coal Power Plant. [/p][p][/p][p]With these new buildings, you’ll be able to produce electricity to sell to the greater population, or use it in your own production! The chemical factory, for example, now uses electricity to produce chemicals that can be turned into dynamite in the Explosives factory. [/p][p] [/p][h3]More Resource Tools[/h3][p]But that’s not all: Electricity is the key to a variety of other renewable resources: Dynamite can be used to restore exhausted mines and electricity allows you to unearth even more layers of your clay pits. We’ve also increased the availability of oil in the oil well, but be mindful: the deeper you go, the higher your upkeep costs will be. [/p][p][/p][h3]Other Changes[/h3][p]As always, we’ve also included a handful of quality of life improvements! Competitive mode is now available for user-generated Multiplayer maps and we’ve also added resource capacity options for your lobbies. Additionally, trains will now move against the direction of a road if the path is defined before the semaphore has been switched.[/p][p]Finally, we’ve implemented a handful of Balancing and UI improvements. You can read our detailed patch notes here. [/p][p]⚠️ Please note that, due to the significant changes made in this update, we've run into another (this time, smaller) issue when it comes to your save files. While post-mission save files will be still be compatible, those made during a mission will not. Just like last time, you'll still be able to access the previous version through a separate branch, to tie up any loose deals.[/p][p]We’d be curious to hear what you think about the new resource system! As always, we’ll be actively reading your comments on Discord and the Steam Discussion board.
[/p][p]See you soon,[/p][p]Corbie Games[/p]

Patch 0.8.14719: Power plants, resource system, balancing and fixes

[h3]Gameplay:[/h3]
  • [p]Oil Power Plant and Coal Power Plant buildings added to the game; [/p]
  • [p]Produced electricity can now be sold to citizens or used in production; [/p]
  • [p]Chemical Factory now consumes electricity to produce fertilizers and chemicals; [/p]
  • [p]Chemicals are now required to produce Dynamite in an Explosives Plant; [/p]
  • [p]Dynamite can be used to restore exhausted mines; [/p]
  • [p]Clay pits have unlimited deposits but require electricity for deeper extraction; [/p]
  • [p]Oil wells are now unlimited, but deeper pumping increases upkeep; [/p]
  • [p]Competitive Mode is now available for generated multiplayer maps; [/p]
  • [p]Added resource capacity scenario options for multiplayer maps; [/p]
[p][/p][h3]Balancing:[/h3]
  • [p]City Hall's internal consumption rate has been reduced; [/p]
  • [p]Contracts for produced commodities will now appear later; [/p]
  • [p]Banks provide services to a limited number of citizens on a monthly basis; [/p]
[p][/p][h3]UI:[/h3]
  • [p]Full/empty notifications can be managed per warehouse; [/p]
  • [p]Alt+Click on commodities now sets the correct number of carriages in the route planner; [/p]
  • [p]Added a "Delete All Old Save Files" button; [/p]
  • [p]Fixed 'researched' symbol for Geology map cells; [/p]
  • [p]While a train is selected, clicking on a city or a commodity on the map will always add it to the train's route. [/p]
[p][/p][h3]Fixes: [/h3]
  • [p]Trains now move against road direction if the path was set before the semaphore switched; [/p]
  • [p]Bridge pillars no longer disappear on long bridge; [/p]
  • [p]Bridge and tunnels were not built properly in some cases; [/p]
  • [p]Players can not launch auctions before building an office; [/p]
  • [p]Localization improvements.
    [/p]
[p]Please note that, due to the significant changes made in this update, we've run into another (this time, smaller) issue when it comes to your save files. While post-mission save files will be still be compatible, those made during a mission will not. Just like last time, you'll still be able to access the previous version through a separate branch, to tie up any loose deals.[/p]

Patch 0.8.14136: Balancing and fixes

[h3]Balancing:[/h3]
  • [p]Cities will now buy local commodities with less intensity to prevent early depletion;[/p]
  • [p]Office staff will now have positive and negative skills more often;[/p]
[h3]Fixes:[/h3]
  • [p]Video card driver updates now work properly;[/p]
  • [p]Misleading "failed" text for objective will not appear now;[/p]
  • [p]Some geology staff skills not show proper effects values;[/p]
  • [p]Farm building cannot be constructed in Chapter 5;[/p]
  • [p]Sausage Factory building cannot be constructed in Chapter 5;[/p]
  • [p]Cotton fields now consume fertilizers;[/p]
  • [p]Achievements will now be issued according to completed chapter;[/p]
  • [p]Depleted cross marker now has a proper material;[/p]
  • [p]Railroad construction particle effects optimized;[/p]
  • [p]Localization improvements.[/p]

Patch 0.8.14024: New features, rebalancing, and a variety of fixes

We’re happy to share a new, exciting update today!

⚠️ Please note that this update comes with a full save wipe due to major system changes.

Gameplay
  • New mission added to North Subjugation campaign
  • CEO skill points and skills chart added to North Subjugation campaign
  • Added Trading Department to office building
  • Added contracts for goods delivery
  • Finance Department now allows taking loans and issuing corporate bonds
  • The finance staff now have skills related to bonds and loans
  • Company Credit Rating system implemented
  • Added 4-4-2 Atlantic locomotive to research chart
  • Added new production building – Chemical Plant
  • Added Trading Academy social building


Balancing
  • Commodity price and consumption speed now depends on the volume of consumption
  • Seller price in some cases can now be higher than a buyer price
  • Initial buy-sell price gap has been reduced
  • Natural resources available for mining are now limited
  • Different mineral deposits now contain different capacities
  • Different capacity resource presets are enabled in generated scenarios
  • Grain and cotton fields’ production is limited by soil saturation and now consumes fertilizers
  • Resource capacity is included in the beginning options for generated scenarios
  • Changes to commodity weights now affect all commodities on the map simultaneously
  • More staff will be spawned in multiplayer sessions
  • Multiplayer skill book effects rebalanced
  • Research projects are now performed faster in multiplayer sessions
  • License prolongation price can now be adjusted in the beginning scenario settings for generated scenarios
  • In North Subjugation campaign, player will not lose when all extra funding is spent


UI
  • Other player locomotives can now be selected in multiplayer sessions
  • A route can now be copy-pasted between trains in the train side panel
  • Added money balance tooltip indicating company monthly costs
  • FPS overlay dialog hotkey switched to F7 (instead of F12)
  • Staff members can now be fired directly from the department
  • Added cost marker fly-up for semaphores and railroads
  • Added sound when all players are "ready" in multiplayer lobby
  • Railroads and railroad station colors are now visible on the minimap in the Lobbying department
  • Save files from previous game versions are marked as not supported
  • Other UI improvements


Fixes
  • Parallel railroad tool (Alt) is now working properly for slopes and bridges
  • Parallel bridge construction is not causing the raising of the soil level
  • Train movement and pathfinding logic enhanced
  • Now cities are developing further beyond the laid railroad lines
  • Train breakdowns are now properly synchronized in multiplayer sessions
  • Train badge now correctly focuses with the player camera
  • Carriage masses are now shown properly in the cargo tab of a train
  • Locomotive tech parameters are now properly synchronized in multiplayer sessions
  • Laws now appear properly for newly established cities
  • Buildings effects are now updated properly in a building UI
  • No crash occurs after multiple generations in a single-player generated scenario
  • Train used to freeze before entering the station in some cases
  • Player color was not saved from the previous multiplayer session
  • A commodity is now always available on the map if enabled during map generation


Other
  • Improvements in localization.