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Railroad Corporation 2 News

Orchards, Drinks, and Canned Goods: Coming soon to Railroad Corporation 2!

[p]Hello everyone,[/p][p][/p][p]It's been a while since our last update. Rest assured, though: we’re hard at work on the next update, and today, we want to share a first look at some of the upcoming additions to Railroad Corporation 2.[/p][p]Over the past few months, we have been working on a handful of exciting things. We won’t get into everything in this blog, but we’ll be focusing on some of the new buildings and production technologies that’ll be rolling into Railroad Corporation 2.[/p][p][/p][p]Let’s start with a brand-new resource: Fruit! [/p][p][/p][h3]Orchard[/h3][p]
The first brand-new building making its way into Railroad Corporation 2 is the Orchard. The orchard produces fresh fruit that can be directly sold to towns. Fruit is a valuable ressource that can also be used as raw material for a variety of products. To make that happen, we’re also implementing two new processing plants.[/p][h3]
Beverage Factory [/h3][p]
Need a refreshment? Grab a drink from the Beverage Factory! You will need to supply 2 kinds of resources - fruit and glass for bottles - to kickstart production. Unlike fruit, drinks are a final commodity that can only be sold to towns. Curious what the actual production technology looks like? Have a look:[/p][p][/p][p][/p][h3]Cannery:[/h3][p]
Want something a little more shelf-stable? The other new facility that consumes Fruit is the Cannery. It also requires two commodities to produce the final product, which can be sold to towns only. Cans require a steady supply of Steel and Fruit. But unlike Beverages, the consumption of the Canneries is a lot higher. You’ll have to supply three times more Fruit than Steel.

[/p][p]Along with these new production buildings, you will find new, challenging missions in the campaign. They will also be added to the mission generator to expand the variety of commodities. 
[/p][p]That’s not all, of course. We’re also hard at work on new missions, and a steady stream of improvements and bug fixes. We’ve been reading your reports and feedback and we’re always trying to make this ride as steady as possible for you.

That’s it for today, though. We’re looking forward to sharing more insights as we move closer to our next update! [/p][p]
[/p][p]See you soon,[/p][p]Corbie Game[/p][p]
[/p]

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]