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Iron Roads News

0.2.9

Another minor version increase, another batch of bug fixes. Our focus is still on the new Endless mode, but we’ve ticked off a few bugs along the way, so we’re pushing 0.2.9 with those

We have:

  • Fixed a bug where the top bar did not show in certain modes in the Desktop version
  • Fixed a bug that could cause the train stuck warning to flash on and off
  • Reduced zoom inertia when using QE keys
  • Fixed a bug that could cause settings not to get upgraded and preserved
  • Fixed a bug that could block deletion of an old save game in some cases
  • Reduced an editing lag that happens with big networks. There is still more work to do here though as network sizes continue to grow
  • Fixed a bug where clicking on trains was selecting a nearby, but incorrect, train
    Improved graphs on the mobile version, though again, there is still more work to be done on this
  • Updated the SDL version from 2.0.22 to 2.28.0 - hopefully this will change nothing, but it may be the source of some curious bugs, so do let us know if that happens


Apologies, this update resets your settings completely, so you’ll see the welcome screen when booting and have to update all your settings (oh, the joys of pre-release software!). That said, we have altered the code so this shouldn’t need to happen again in the future

Thanks for all the bug reports and other feedback, and back to Endless mode for us!

0.2.8 - Fixing a crash

Oops, 0.2.7 went out with a crash in the new tutorial section. This is a tiny patch to fix that!

0.2.7 - New map generator

The changes are fairly minor this week. Most notably we’ve swapped to a new map generator for the Challenge mode. The shapes are larger and more continuous, which looks better, and gives more variety for gameplay. Also, rather than evenly distributing fields across the whole map, they are grouped in certain areas.

Other than that, some more minor changes:

  • We’ve swapped the challenges to be Fortnightly rather than Weekly
  • The late graph has been removed
  • We’ve expanded the tutorial to show some example uses of nonstop zones, oneway orders, and waypoints. This is following feedback from quite a few people that the tutorial often explained how to do something, but it rarely explained why you may want to


Thanks as always for the feedback, it is a critical part of our process for improving the game!

0.2.6 - Reworking the way towns grow

Despite the innocuous version number increase, in this update we’ve changed the way towns grow. It is a big change to how the game is balanced, and we’d love to hear thoughts on it. The new system sets a clear target for on-time arrivals, and when the target is met, the town grows. We hope this gives clarity on what needs to be done for a town to grow, and adds an incentive to not keep passengers waiting too long. While doing this we also reworked the town information screens to make them easier to read with large numbers of towns. There is more detail about on this on our blog.

Other than the growth system work we have:
  • Added images for the scenario chooser
  • Added buttons to the town screens so you can cycle between them
  • Added icons to the town screen to show what cargo is accepted by that stop
  • Split the town screen and route information windows
  • Sped up the mouse wheel on Windows
  • Added icons to the contract window to make it clear when there is money to be collected
  • Fix for mouse with scaled displays under Wayland
  • Smoothed out the volume changes on background notes
  • Fixed an issue where houses would spawn on stations far from a town centre

We’re currently doing a lot of work on the generated scenarios for Endless Mode and Challenge Mode. We hope to have the new map generator out in an update next week.

0.2.5 - More fixes!

We're focusing on the new Endless mode right now, but we’ve made a bunch of fixes in the meantime:

  • We’ve removed the length limit for bridges, and the geographical restriction on Horseshoe Isle is enforced differently now
  • Stations can be extended
  • We’ve made a number of UI improvements: there is text shown when there are no active contracts rather than ablank box; train warnings are replaced by a text warning when you are paused; toggle buttons have been altered to be more consistent; and there is a background colour change to indicate when a contract is active


Thanks as always for the feedback!