Transports • Patchnotes (1.1) ➥

- Update 1.1 -
Changes:
- GUI changes
- train collisions
- fixed: trains shouldn't leave the depot randomly anymore and crash into other trains
- support for biomes. I've implemented a desert biome to the standard theme.
- the ai will react to sabotage and other actions from the player
- a new manager for vehicle maintenance
- vehicles will need to be maintained
- ships will choose a more random path now (that should decrease the stacking)
- filter options
- managers will check the vehicles more frequently
- fixed: vehicles in the depot will now start their schedule correctly when changing the schedule order
- You will be able to hire staff for your vehicles. The staff can give passive improvements such as reduces breakdown times. (you need to start a new game)
- improved research window
- markings for building streets and tracks
- more advanced error information
- a new signal that checks the next three train track parts
- several bug fixes related to signals
- industries will now automatically increase or decrease their production capacity by building additional buildings
- fixed: a bug related to the deletion of the signal type 2
- trains will choose alternative routes more often
- hold the left shift key to level the terrain while building streets and tracks
- hold the left shift key to add streets and tracks at the ends of bridges and tunnels while building them
- The company headquarter represents the player rank now.
- You won't pay double anymore if you build over existing infrastructure.
- fixed: planes shouldn't return to the airport they are depart
Please note:
Trains will no longer choose a new route if the train is in a tunnel or on a bridge. There was a problem with reserved track sections which were no longer released when a train was on a bridge or in a tunnel.