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  3. 5th era is out now!

5th era is out now!



Hello respected community!


5th era is finally out now!

Please enjoy and let me know any concern, feedback, issues ;)

Full changelog is here:



5th Era update overview
  • 5 new locos (3 electric, 1 diesel, 1 quest loco), 6 new wagons (1 quest wagon)
  • 3 new industry buildings with upgrades
  • 2 new buildings without upgrades
  • 6 new quests, 1 era quest
  • 1 new cargo type
  • 1 new track type, new depot
  • new sounds, particle, camera positions, fixes, features, visual effects, etc.


Electrified track
  • Electrified track (UI, 3D assets, gameplay params & balancing, transition parts, AI pathfinding, new depot)


Fields
  • Field generator (respects terrain shape, chunking into compact shapes, select amount in newgame dialog, tools for planting and removing, limit trees on fields)
  • Field types - corn, grain, sunflower
  • Shader feature for Fields growing in spring, autumn harvest, clipping by rocks, separate "harvestable" geometry (fences stays over the winter)
  • Field type moved to xml - so fields are modable too!
  • Generating fields even into savegame when old savefile detected


Script
  • New quests for 5th era
  • Bonus wagons present in the depot even if owner quest invisible


Buildings
  • Oil power plant, upgrades
  • Coal power plant, upgrades
  • Farm, upgrades
  • Glassworks (quest building)
  • Food shop
  • Temporal coal mine upgrade


Vehicles
  • New Ragulin diesel loco
  • New Alligator electric loco
  • New E118 electric loco
  • New E66 Azakase electric loco
  • New Passenger, Mail and Restaurant wagon
  • New Timber wagon


Rendering
  • All textures are now compressed (smaller HDD footprint, faster streaming)
  • Transparent pass (Glasses)
  • Fresnel driven glossiness
  • Overlays for track type (helpers for track upgrading)
  • Vehicle particle delay randomizer (controlled by its xml params)
  • New Electric loco particle
  • Improved details via distance interpolation


Sounds
  • New sets of sounds for electrified locos
  • New Sounds for Oil Power plant, Coal power plant, Farm
  • Loco sound reference speed (not needed current max speed) - this will provide more engine sound variations


User Interface
  • By deselecting wagon / loco type filter in depot, all are activated again
  • Prefered track (only when using shortcuts) is now automatically updated once new track appears or after load / start new game
  • Screen resolutions sorting (also it offers Full Screen multiple times with different frequencies)
  • 55 new buildings cameras and 24 new vehicles cameras
  • Vehicle shows depot icon when it's heading to a depot
  • Missing or dangerous mods windows shows only up to 10 first mods and "..." instead of the rest to fit the screen


Gameplay
  • All tracks returns full price once removed (so player can get tokens back by removing track)
  • Train chooses depot exit according to its track type (for bug depot with multiple exits)
  • Multiexit depots are possible now even for one-depot mode (you may place multiple depots chunked together)
  • Upgrade also to basic track (downgrade from any track type to basic one)
  • Generator places buildings closer to map edge - up to 5 tiles instead of 5%
  • Params for all new vehicles and wagons, several iterations, balancing


Optimizations
  • Better clipping for plants, smooth terrain chunks and grass
  • Faster Generating new map and Loading savegame


Fixes
  • GPU loop issue, fullscreen switching (not verified all occurrence yet)
  • Wring UI text size computation (caused empty space in missing mods list window)
  • Grass length, wrong clipping, added some grass on rocks
  • Flickering when rendering large buildings far from camera
  • Unable to load the game when some mods are missing and others are dangerous
  • Train does not skip waypoints when right after full unload / load
  • Removed unnecessary whitespaces at the beginning and end of mod name
  • Dithering lod transition
  • Some Script issues
  • Clipping of grass and fields near the bottom screen edge
  • Terrain type names
  • Map generating issue (caused slow down of generating)
  • Sea foam rendering
  • Grass & Fields mask where bridge ends, also for station and station upgrades
  • Correct upgrade cost (take track sell cost also into account)
  • Removed gravel under town buildings, used grass and gravel paths instead
  • Using enter when missing mods window appear no more break the loaded game
  • Crash / corrupted far geometry after map edit
  • Depot refresh after upgrading track inside
  • Tons issues with glass and fields when implementing them :)



Hope you will like it as much as I do (and due to the fact it probably the biggest update so far)

Thanks again for your support and interest in Mashinky game!

Best,
Jan