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Iron Roads News

Fixing some zoom issues with Beta 3

[p]This is a small patch to fix some issues with zoom in Beta 3[/p][p][/p]
  • [p]The aspect ratio of the initial map now matches the aspect ratio of your screen, which means that zooming out fully will now show you the full map when you start[/p]
  • [p]Zooming is no longer capped, you can keep zooming until you see the entire map. If that means you go beyond the boundaries of the map, clouds are shown as shown in the screenshot below[/p]
[p][/p][p]Thanks to those who sent us such feedback about this![/p][p][/p][p][/p]

Iron Roads - Beta 3

[p]If 0.6.7’s Quality of Life fixes were the crowd pleasers of Early Access patches, then Beta 3 could be thought of as Iron Roads’ difficult second album.[/p][p]In the biggest set of gameplay changes since Early Access launch, we have changed Iron Roads' default play mode from scenarios to the new Endless mode. Endless mode represents a new, randomly-generated play mode, in which you start with just three towns needing connection. If you serve them well, they expand and you are rewarded with R&D tokens that you can exchange for map expansions to add towns and systems to your map. Start small, end devilishly complex![/p][p][/p][p]What if you really liked scenarios, I hear you cry out? They are all still there, along with the time-bounded monthly challenge - we just don't expect players to be playing these by default and as the main gameplay.[/p][p][/p][h2]Why we made these changes[/h2][p]Feedback from players revealed a few issues we wanted to address:[/p]
  • [p]Iron Roads had 4 modes of play, which was too many for a minimalist management game. Worst of all, no single mode contained all the best content. So we've cut down the modes, merging what we believe are the best elements of Iron Roads into the new Endless mode[/p]
  • [p]We want players to be able to start simple and scale up to something complex. Scenarios are fixed in scale. They are either too small, limiting how much you can develop your network, or they are too big, and risk overwhelm. The map in the new Endless mode grows with your network[/p]
  • [p]Scenarios have limited replayability. In Endless mode games are more randomly generated. The player shapes the game and the map through their choices when playing, rather than our choices when building the scenario[/p]
[h2]Other gameplay changes[/h2][p][/p][p][/p]
  • [p]A new 'Issues' screen lists things that are stopping your network from flowing or expanding, such as stuck trains, towns with insufficient connections or arrivals, platforms that are too short, and long waits. This list should act as an active to-do list to help network optimisation [/p]
  • [p]The old Free Play mode is gone, but Infinite Resources can now be turned on at any time from the preferences. Cheat at will! (except in challenges)[/p]
  • [p]In the Endless mode resources are now needed to grow towns beyond a certain size (perfume at easier difficulties, Desert Dew at the harder difficulty)[/p]
  • [p]Star unlocks for scenarios are gone. You can now play any scenario at any time[/p]
  • [p]The old sandbox mode has been removed in favour of Endless mode[/p]
[h2]UI improvements[/h2][p][/p][p][/p]
  • [p]We've added a help button to all build modes. Click it, and it will show a small help screen with a link to the tutorial when appropriate[/p]
  • [p]We've added an Undo button at last. Click it to revert your last construction/deletion[/p]
  • [p]The currency indicators have been moved from the toolbar to the left hand side. This obscures less of the map with UI, and makes it clear that they are there[/p]
  • [p]The speed selector has been split into 3 separate buttons, so there is no more toggling through speed modes![/p]
  • [p]We have overhauled the visual style of the research and graphs screens[/p]
  • [p]We have worked further on the town screen to improve information messages[/p]
  • [p]We have improved the UI scaling calculation to choose a more appropriate UI scale on large screens[/p]
  • [p]We have added some missing hotkeys[/p]
  • [p]The game no longer blocks deletion of track containing a train, instead it deletes the track and removes any trains no longer on tracks after a delete[/p]
[h2]Fixes[/h2]
  • [p]Deselect completed contract (don’t keep showing it)[/p]
  • [p]Disable the growth button when not viable[/p]
  • [p]Stations snap to horizontal/vertical when building at all times, rather than the behaviour before where they would sometimes fail to build at angles[/p]
  • [p]We have fixed a large number of text overlap issues[/p]
  • [p]We have fixed a bug where it would double charge for track when placing stations[/p]
  • [p]There are a number of performance improvements to allow for networks with hundreds of thousands of passengers and cargo units on the board[/p]
[p][/p][h2]Coming next[/h2][p][/p][p]It is a big change so we'd love to hear your thoughts on the changes! Most likely that will result in some smaller patches tweaking balance, but the next big feature we are planning is controller support. If you have a Steam Deck and are interested in testing that we'd love to hear from you![/p]

Beta update: lots of fixes and we've added a difficulty levels

The first gameplay change in this build is that towns require a continuous feed of perfume to remain above a certain size, they don’t just need it to grow. Without sufficient supply of perfume your towns will eventually shrink!

This build also adds Snowy and Desert biomes. Desert is effectively a Hard mode, with less time to transport passengers, and stricter resource requirements. Conversely Snowy is the Easy mode, however with towns growing more easily, you quickly end up with a lot of passengers so it can become Crowd control mode....

This build also has a lot of minor fixes. Including:

  • A new pause screen
  • Currencies are shown gradually as they are needed
  • We have fixed the description of the Aether to correctly identify it as a railbus, not a DMU
  • We have fixed the scroll on the train screen

The 100k passenger update - a Beta branch patch

[p]A tester recently shared an interesting save game with around 100k passengers and cargo units on the board. Unfortunately it was running a little slowly, but it has been a great test case to improve performance. This update to the `beta` has a number of performance improvements for large games.[/p]

[p]It also fixes:[/p]

  • A bug that could cause inconsistent train display, and eventually a crash (introduced on the `beta` branch)
  • UI scaling on larger screens
  • A bug that could double charge for track when extending platforms


[p]Thanks to all those who have given us feedback on the current `beta`, please keep it coming! If you have not yet tried the preview of Beta 3 and would like to, there are notes on how here.[/p]

Iron Roads Beta 3 playtest

[p]If 0.6.7’s Quality of Life fixes were the crowd pleasers of Early Access patches, then the update we’ve been working on recently could be thought of as Iron Roads’ difficult second album.[/p][p]In the biggest set of gameplay changes since Early Access launch, we have changed Iron Roads' default play mode from scenarios to the new Endless mode. Endless mode represents a new, randomly-generated play mode, in which you start with just three towns needing connection. If you serve them well, they expand and you are rewarded with R&D tokens that you can exchange for map expansions to add towns and systems to your map. Start small, end devilishly complex![/p][p]If you'd like to try Endless mode, we'd love to hear your feedback. We have pushed a build to the beta branch - there are notes on how to try that here[/p][p][/p][p]What if you really liked scenarios, I hear you cry out? They are all still there, along with the time-bounded monthly challenge - we just don't expect players to be playing these by default and as the main gameplay.[/p][p][/p][h2]Why we made these changes[/h2][p]Feedback from players revealed a few issues we wanted to address:[/p]
  • [p]Iron Roads had 4 modes of play, which was too many for a minimalist management game. Worst of all, no single mode contained all the best content. So we've merged what we believe are the best elements of Iron Roads into the new Endless mode[/p]
  • [p]We want players to be able to start simple and scale up to something complex. Scenarios are fixed in scale. They are either too small, limiting how much you can develop your network, or they are too big, and risk overwhelm. The map in the new Endless mode grows with your network[/p]
  • [p]Scenarios have limited replayability. In Endless mode games are more randomly generated. The player shapes the game and the map through their choices when playing, rather than our choices when building the scenario[/p]
[h2]Other gameplay changes[/h2][p][/p][p][/p]
  • [p]A new 'Issues' screen lists things that are stopping your network from flowing or expanding, such as stuck trains, towns with insufficient connections or arrivals, platforms that are too short, and long waits. This list should act as an active to-do list to help network optimisation [/p]
  • [p]The old Free Play mode is gone, but Infinite Resources can now be turned on at any time from the preferences. Cheat at will! (except in challenges)[/p]
  • [p]In the Endless mode perfume is now needed to grow towns beyond a certain size[/p]
  • [p]Star unlocks for scenarios are gone. You can now play any scenario at any time[/p]
  • [p]The old sandbox mode has been removed in favour of Endless mode[/p]
[h2]UI improvements[/h2][p][/p][p][/p]
  • [p]We've added a help button to all build modes. Click it, and it will show a small help screen with a link to the tutorial when appropriate[/p]
  • [p]We've added an Undo button at last. Click it to revert your last construction/deletion[/p]
  • [p]The currency indicators have been moved from the toolbar to the left hand side. This obscures less of the map with UI, and makes it clear that they are there[/p]
  • [p]The speed selector has been split into 3 separate buttons, so there is no more toggling through speed modes![/p]
  • [p]We have overhauled the visual style of the research and graphs screens[/p]
  • [p]We have worked further on the town screen to improve information messages[/p]
[h2]Fixes[/h2]
  • [p]Deselect completed contract (don’t keep showing it)[/p]
  • [p]Disable the growth button when not viable[/p]
  • [p]Stations snap to horizontal/vertical when building at all times, rather than the behaviour before where they would sometimes fail to build at angles[/p]
  • [p]We have fixed a large number of text overlap issues[/p]