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LOGistICAL: Earth News

LOGistICAL 3: Earth enters Africa and Finland

LOGistICAL 3: Earth (build #848d) brings more FREE content with:
- Northern Africa (over 20 new countries)
- Finland
- Rail to The Netherlands, Belgium and Luxembourg
- New European ship depot to buy more ships
- Shipping port in USA with road access

Note: New content for LOGistICAL 3: Earth will always be FREE.



[h2]Build Update:[/h2]
- Graphic update for vehicles on the ocean
- Fix for truck rejuvenation history and formula
- Shipping route colour change for light background
- Railway colour change for dark background
- Fix for dragging multiple trucks when some are loaded with ocean floaties. They now each take the appropriate route they can.
- Add blue background to trucks on the truck list that are either ships or trucks loaded with ocean floaties.
- Stopped the reverse drag of 200 ctr ships to docks
- Stopped the reverse drag of Jumbo planes to airfields
- Moved the "Load Truck" / "Unload Truck" text higher to avoid the mouseover of the tachometer text
- Fix for finding roads around new roads or rail station on load and when they get created
- Cleared the tag for trucks going overseas when returned to depot
- Truck sort fix by removing duplicate sort keys
- Truck sorting Up/Down click hotspot fix
- Truck sorting for parked trucks
- Optimise truck drag code to try and fix the slow "wood" drag. This would be in the direction from the "wood" industry to towns.
- Fix issue that was making vehicles stop short of their destinations.
- Fix for Jumbo planes being grounded
- Fix for dragging 4kt ships over docks (where they can't travel)
- Railway station fixes in Japan and Germany
- Many other train station fixes and general road fixes

Puzzled?

If you are having difficulties solving areas, pop over to the Discord where there is a wealth of hints and player knowledge. Feel free to ask your own questions.

https://discord.gg/xdQ2Gws

Enjoy,

Sacada.

LOGistICAL 3: Earth adds NL, BE and LU

LOGistICAL 3: Earth brings more FREE content with The Netherlands, Belgium and Luxembourg.

Note: New content for LOGistICAL 3: Earth will always be FREE.



Build Outline:

Besides the new content to play there are also lots of new updates including new features.

[h2]Truck Limits[/h2]
Limits on the total number of trucks and the limits on the number of certain truck types now increases as you complete towns and businesses.
- Every 1,000 towns complete the total number of trucks you can own increases by 1.
- Every 2,000 businesses complete increases all the truck "type" totals by 1.

[h2]Zen mode[/h2]
Zen mode is an additional game play style with no town consumption.
A more comfortable, relaxed style allowing you to slowing complete the game without having any stress from the difficulty of completing large complex towns.
Zen mode forks the current game into two save games, so you can continue with both styles.
Click the "Zen Mode" icon in the top right hand corner of the screen to enter Zen mode.
- Zen mode. Increased town needs, no consumption, new file, no towns to high score tables.

[h2]Business High Score Buttons[/h2]
This allows you to have a peak at how many have completed certain businesses across the map.
- High score buttons for businesses (except High Score and Efficiency).


Updates


Build #846b
- Dim map towns and roads that aren't the currently selected transport

Build #846c
- Dim towns/businesses/roads/rails/clusters by transport type of selected vehicle
- Fixed a bunch of rail nodes not joining to rail system

Build #846e
- NL, BE & LU
- Increase in truck limits for total and individual trucks plus contract
- Fix for some clusters not showing industries when filtered.

Build #846g on LE (beta)
- Zen mode. Increased town needs, no consumption, new file, no towns to high score tables.
- High score buttons for businesses (except High Score and Efficiency).
- New contracts for Croatia.
- Stop truck scroll when pause (space bar) is selected
- Contracts to clean up the final roads and rails in Europe

Build #846n on LE (beta)
- Cap on the amount you can make from selling expensive industries. Over $1,000,000 will only return the cost of the industry.

Puzzled?

If you are having difficulties solving areas, pop over to the Discord where there is a wealth of hints and player knowledge. Feel free to ask your own questions.

https://discord.gg/xdQ2Gws

Enjoy,

Sacada.

LOGistICAL: Earth Sale

LOGistICAL 3: Earth is 15% discount for this week only (until 22nd September).

LOGistICAL 2 owners can get an additional discount in a bundle.

New players can grab the LOGistICAL Learners bundle.

https://store.steampowered.com/app/672150/LOGistICAL_3_Earth/

LOGistICAL 3: Earth adds USA

[h2]New L3E Content[/h2]

LOGistICAL 3: Earth brings more FREE content with the United States of America.
A long puzzle weaving your way across all the mainland states of the USA.
A bunch of new industries to take back to the other discovered areas.

Note: New content for LOGistICAL 3: Earth will always be FREE.



[h2]Updates[/h2]

Build #844q on LE (live)
- Add "Industries" to filter list to force all industries to show regardless of other groups
- Redid the filter detection to force showing filter objects if checked
- Plane routing update for the International Date Line. Both routes, moving across and moving across while delivering cargos across.

Build #844r on LE (live)
- Fixed a load problem where pin no longer has a town
- Cluster numbers updated to not include broken roads

Build #845f on LE (live)
Currently prepping for next section of new content coming very soon.
- Detect corrupt vehicle route fix and push the vehicle back to its depot.
- No "New Cargo" popup on startup
- Fixed new contract buttons
- Major rewrite on the load code. Restructure later for faster load.
- Major rewrite on the object code for better memory management.
- Fixed a bunch of road/rail bugs
- Fix for the cluster numbers
- Fix for the "End Road/Complete Town" "Go to" button
- Fix so closing the "End Road Fix/Complete Town" window so it doesn't click the map.
- Fix for showing end of road
- Fixed issue of invalid keys in "find town"
- Fixed problem of sticky "ctrl" key
- Fixed a problem where the planes kept going back to the depot.
- Fix load error when non-discovered town is selected town on save.

Build 845x on LE (live)
- New region - USA
- Adjustment to visibility of roads, railways and shipping for better contrast with backgrounds
- Railways changed to black with purple highlight

Build #845zb on LE (live)
- Updated a few US contracts and town requirements for the contracts
- Changed the pause image to be more noticable.

Build #846a on LE (live)
- Image updates for new cargos and industries
- A couple of contract fixes near the end of the US experience.
- A slight adjustment to the railway colour to not clash with the rivers in the green vector view

[h2]Puzzled?[/h2]

If you are having difficulties solving areas, pop over to the Discord where there is a wealth of hints and player knowledge. Feel free to ask your own questions.

https://discord.gg/xdQ2Gws

Enjoy,

Sacada.

LOGistICAL: Earth - Update #844p

As promised I will continue to grow LOGistICAL: Earth with FREE updates and new content.

[h2]New Content[/h2]
Only a small amount of new content this time allowing everyone time to discover the huge amount already available.

- Norfolk Island, Australia
- Jeju Island, South Korea
- Chatham Islands, New Zealand
- Japan Rail
- South Korea Rail

To gain access to these new islands you will need to have made your way throughout lots of Europe and into Thailand. You will also need some Ocean Floaties.

[h2]Updates[/h2]
Lots up updates for this build. Many small interface changes and also a few subtle changes to the LOGistICAL engine.

[h3]Vehicle List[/h3]
Clicking the vehicle's icon will now select only the vehicle without recentering the map.
To recenter the map on the vehicle, double click the vehicles icon.

[h3]Roadworks[/h3]
There have been occurrences of roadworks not being selectable once newly discovered. This has been fixed.
Pins on roadworks will now disappear once all the roadworks for that node have been completed.

[h3]Maximum Road Speeds[/h3]
Players have been racing the trucks and have not been impressed with costly 2x trucks being beaten by some ordinary ones. This has been due to maximum road speeds.
These have now been slightly adjusted.

30% max road increase for purchased 2x trucks (this is not the 2x, 4x, 6x boosts)
50% max rail increase for trains
150% max airways increase for planes.

[h3]Contracts[/h3]
A few new contracts have been created to help you through various complex areas.
Other contracts give help to the LOGistICAL game play.

[h3]Dragging Vehicles[/h3]
New faster code to render the map when you drag vehicles.
Added some better detection code for where you drag, for both empty and full vehicles.

[h3]Planes[/h3]
It takes a while to get planes in LOGistICAL: Earth. A few snuck out early but they need pilots. Well done to those that have already made it there.
Once you get them you can fly to the Airports in every country.
To fly to airfields you need to first create an industry at the airfield. Use your trucks and trains for that.
Jumbo planes can't fly to airfields. They are just too big.
As you complete each resource line at an Airport/Airfield you can create a Single Storage at the Airport/Airfield of that resource type.
Complete three resource lines and the Airport/Airfield will create a road for trucks, if they don't already exist.
Complete all resource lines (ie the entire Airport/Airfield) to get more choices of Single Stores.

The onboard GPS computers in the planes still need an update to cross the International Date Line correctly. That should happen soon.

[h2]Maps[/h2]
You can now change the maps in the settings.
Click the checkbox to turn the satellite images on/off.
The slider will move between the various vector map styles. At this stage there are only two.

[h2]Pins[/h2]
Pins now appear in the cluster's town list (to the left of the town name).
Towns in the cluster list that have a pin, now appear at the top of the list.
Roadworks with pins will have the pins removed once the roadworks is complete.

[h2]Clusters[/h2]
The list of towns that appear on a cluster's mouse over has been increased to 15.
The number of additional towns at the bottom of a cluster mouse over does not include unfound towns.
There are some clusters which have "+" signs still showing. The plus sign indicates there is something not found within the area.
I have found there are still a few "+" signs showing where they shouldn't. I will be fixing those soon.

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That's the list for this week. Lots more coming soon.
Enjoy,
Sacada.