Since the start of ETS Update 1.22 open beta, we have received plenty of feedback from you concerning the new External Contracts feature and more. We would like to answer some of the most asked questions.
Before we do so, we would like to remind you: if you opted to participate in the beta and found a bug you'd like to report, we use only one channel to look for such issues - our forum. Please make sure to attach:
detailed description of what is happening
game.log.txt
game.crash.txt (if a crash had happened)
net.log
On Windows machines, all this can be found in My Documents -> Euro Truck Simulator 2 folder. Without those files we aren't often able to pinpoint the exact issue, so such complete reports are greatly appreciated.
Q & A
Q: Why is there the same limit of 6 hours for all contracts? A: Right now during the initial tests, we have fixed the time limit to be the same relatively short time window. There may be multiple server restarts during beta updates, and we wanted to avoid frustrating players who are mid-delivery if longer delivery times were available initially. In the future we plan to enhance this functionality, the time limit will be set individually depending on the job. Contract delivery limits are tightly related to implementation of future gameplay, and there are various consequences of what will happen if cargo expires (please stay tuned for that).
Q: I want to drive to pick up my World of Truck job, not be “teleported” to it. A: This is perfectly understandable, we aim to make this possible in a future World of Trucks update, for now we have started with the simplest possible "quick job" type of setup.
Q: Are you planning to convert your Single player game to Multiplayer? A: World of Trucks is envisioned as an optional layer created alongside the existing single player game. We will keep improving the singleplayer experience and add more features and content to the standard game, but we do not want to overhaul it and "fix" what most players would not consider broken. World of Trucks should -eventually - offer an alternate "metagame" with rich - but controlled - player to player interaction, the possibility to form Virtual Truck Companies, and eventually to make it possible to share the same world and make up convoys in a shared multiplayer game.
Q: The game is enforcing 90km/h speed limit for all World of Trucks contracts. I want to disable it. Why can’t I? A: As the future of World of Trucks is the same universe shared by many players, we have to make sure all players are on the same footing and have equal opportunities as well as limitations. At the moment we are looking for the right balance between strict control of certain aspects of gameplay and the ability to customize the experience according to player's preferences. In any case, at the core of the game there must be a set of "canonical" rules that everybody will have to adhere to so that there is fair comparison between players and their skills. The speed limiter currently looks like a solid candidate for such a limitation - otherwise people bending physical and legal rules would have an edge over players playing by the book.
Q: Can I change my starting city on World of Trucks? A: You will be able to re-select it after Beta. However, you don’t really have to do that. There’s no long-term consequence there, there is no such thing as a wrongly selected starting place. This selection is needed just to start you on the string of World of Trucks jobs.
Q: Why there are no World of Trucks contracts to and from Scandinavia? A: Currently only the base game is connected to World of Trucks. Please be patient with us, we are already working on the system to allow you to connect Going East!, Scandinavia and any future map DLC’s to World of Trucks.
Q: I’m confused about WOTR Time and Game Time concepts, why introduce another clock if we already are used to how things work with the game time? A: Based on initial feedback, it looks like we need to improve the presentation of the World of Trucks time in the game and on the site. The whole system is based on real time, not on "compressed" game time, for logical reasons - when there are thousands of people playing the game and sharing the same persistent job data, they cannot each use their local game time to coordinate their activities. And it had better be based on a globally understandable concept of time - like Coordinate Universal Time - rather than something artificial again. So all the servers will be using World of Trucks time, but for player comfort, this may eventually be adjustable to your local time zone, and also we'll try to adjust things to displaying relative time left until a deadline instead of any absolute time listed.
Q: I don't see how much money I get for World of Trucks contracts on the web? A: What we are launching now is an intermediary step, a hybrid combining the standard single player game with a persistent online system. We will introduce a totally separate economy system into World of Trucks later, using different rates and costs (closer to real world) than what we established a few years ago already for the needs of the accelerated single player game. It may be a little bit confusing right now, as you are receiving in-game money for World of Trucks contracts, but it won’t be so forever.
Q: Why don't I see fuel consumption for WOTR jobs? A: We are working on it as we speak and hopefully by the end of beta it will be enabled in some form. Proper handling of fuel consumption and associated expenses will be a part of a later stage of development of World of Trucks when we introduce more of VTC gameplay. As of now with any truck you drive, fuel is still consumed, it's just not so simple for us to report it as the online Contract job may be interrupted or even interlaced with a standard single player job.
Q: I’d like to see a map displayed on World of Trucks to help me choose my next contract. A: We’d like you to see it as well. And we are working on it :).
Extras
Q: What happened to Volvo trucks sounds? A: Currently the sfx are undergoing equalization polish. Especially the in-cabin sound is indeed somewhat in “unbalanced” state. We are in the process of introducing our recent real truck sound recordings into the game, things are a bit raw so far in current betas.
Since the start of ETS Update 1.22 open beta, we have received plenty of feedback from you concerning the new External Contracts feature and more. We would like to answer some of the most asked questions.
Before we do so, we would like to remind you: if you opted to participate in the beta and found a bug you'd like to report, we use only one channel to look for such issues - our forum. Please make sure to attach:
detailed description of what is happening
game.log.txt
game.crash.txt (if a crash had happened)
net.log
On Windows machines, all this can be found in My Documents -> Euro Truck Simulator 2 folder. Without those files we aren't often able to pinpoint the exact issue, so such complete reports are greatly appreciated.
Q & A
Q: Why is there the same limit of 6 hours for all contracts? A: Right now during the initial tests, we have fixed the time limit to be the same relatively short time window. There may be multiple server restarts during beta updates, and we wanted to avoid frustrating players who are mid-delivery if longer delivery times were available initially. In the future we plan to enhance this functionality, the time limit will be set individually depending on the job. Contract delivery limits are tightly related to implementation of future gameplay, and there are various consequences of what will happen if cargo expires (please stay tuned for that).
Q: I want to drive to pick up my World of Truck job, not be “teleported” to it. A: This is perfectly understandable, we aim to make this possible in a future World of Trucks update, for now we have started with the simplest possible "quick job" type of setup.
Q: Are you planning to convert your Single player game to Multiplayer? A: World of Trucks is envisioned as an optional layer created alongside the existing single player game. We will keep improving the singleplayer experience and add more features and content to the standard game, but we do not want to overhaul it and "fix" what most players would not consider broken. World of Trucks should -eventually - offer an alternate "metagame" with rich - but controlled - player to player interaction, the possibility to form Virtual Truck Companies, and eventually to make it possible to share the same world and make up convoys in a shared multiplayer game.
Q: The game is enforcing 90km/h speed limit for all World of Trucks contracts. I want to disable it. Why can’t I? A: As the future of World of Trucks is the same universe shared by many players, we have to make sure all players are on the same footing and have equal opportunities as well as limitations. At the moment we are looking for the right balance between strict control of certain aspects of gameplay and the ability to customize the experience according to player's preferences. In any case, at the core of the game there must be a set of "canonical" rules that everybody will have to adhere to so that there is fair comparison between players and their skills. The speed limiter currently looks like a solid candidate for such a limitation - otherwise people bending physical and legal rules would have an edge over players playing by the book.
Q: Can I change my starting city on World of Trucks? A: You will be able to re-select it after Beta. However, you don’t really have to do that. There’s no long-term consequence there, there is no such thing as a wrongly selected starting place. This selection is needed just to start you on the string of World of Trucks jobs.
Q: Why there are no World of Trucks contracts to and from Scandinavia? A: Currently only the base game is connected to World of Trucks. Please be patient with us, we are already working on the system to allow you to connect Going East!, Scandinavia and any future map DLC’s to World of Trucks.
Q: I’m confused about WOTR Time and Game Time concepts, why introduce another clock if we already are used to how things work with the game time? A: Based on initial feedback, it looks like we need to improve the presentation of the World of Trucks time in the game and on the site. The whole system is based on real time, not on "compressed" game time, for logical reasons - when there are thousands of people playing the game and sharing the same persistent job data, they cannot each use their local game time to coordinate their activities. And it had better be based on a globally understandable concept of time - like Coordinate Universal Time - rather than something artificial again. So all the servers will be using World of Trucks time, but for player comfort, this may eventually be adjustable to your local time zone, and also we'll try to adjust things to displaying relative time left until a deadline instead of any absolute time listed.
Q: I don't see how much money I get for World of Trucks contracts on the web? A: What we are launching now is an intermediary step, a hybrid combining the standard single player game with a persistent online system. We will introduce a totally separate economy system into World of Trucks later, using different rates and costs (closer to real world) than what we established a few years ago already for the needs of the accelerated single player game. It may be a little bit confusing right now, as you are receiving in-game money for World of Trucks contracts, but it won’t be so forever.
Q: Why don't I see fuel consumption for WOTR jobs? A: We are working on it as we speak and hopefully by the end of beta it will be enabled in some form. Proper handling of fuel consumption and associated expenses will be a part of a later stage of development of World of Trucks when we introduce more of VTC gameplay. As of now with any truck you drive, fuel is still consumed, it's just not so simple for us to report it as the online Contract job may be interrupted or even interlaced with a standard single player job.
Q: I’d like to see a map displayed on World of Trucks to help me choose my next contract. A: We’d like you to see it as well. And we are working on it :).
Extras
Q: What happened to Volvo trucks sounds? A: Currently the sfx are undergoing equalization polish. Especially the in-cabin sound is indeed somewhat in “unbalanced” state. We are in the process of introducing our recent real truck sound recordings into the game, things are a bit raw so far in current betas.
Update 1.22 for Euro Truck Simulator 2 is entering Open Beta on Steam today.
The update comes with a ton of improvements and fixes (see below), but for us the central new feature are Contracts - a new kind of jobs available from World of Trucks. During this public beta we will be testing the robustness of our server infrastructure, and watching for errors across the job-dispensing system. As always, we are looking looking forward to your feedback and reports of any bugs you may help us find.
The new feature is implemented both in the game "client" as well as on the World of Trucks servers.
The first thing you will see after accessing World Of Trucks Job Market screen is city selection dialog. Contracts are actually the first in a series of steps to create parallel gameplay to what we have now working in the standard single-player game. Contract jobs are handled separately, your vehicle's position while on a Contract is also tracked and stored independently of existing standard game jobs under way. The Contracts system will let you choose where you want to start your journey in this alternate game experience.
We have received numerous questions on why are we even venturing into this direction when there are so many other game features to implement that we could and should pursue. Looking at Contracts in isolation, they are indeed not a game changer. But as the saying goes, Rome wasn't built in a day.
Our long-term vision is to create a complex new meta-game on top of the existing game with online gameplay, rich economy, RPG elements, virtual trucking companies, and eventually multiplayer support. To get from point A to point B, we'll need to pass a lot of milestones, test out many things, and we would be happy to have you along for the ride.
The current implementation of Contracts is just the first of several steps that we are working on. During the beta period, depending on severity of any bugs discovered, we may touch the core of contracts generation mechanisms. Please be aware that all stats gathered during the beta period will be wiped before the final 1.22 update is made public.
But there are way more changes coming with Update 1.22. Another feature worth highlighting is extension of the simulation to cover European tyre grading system. Along with it comes a little cosmetic improvement that will allow the players to apply color to designated parts of the tyre. In fact this too is only a start of a more extensive push to have richer customization options for wheels, with more cool stuff being prepared for future game updates.
Let's review what we have in store for you...
Check out highlights what wen't into 1.22 Update:
GAMEPLAY
World of Trucks Contracts feature - now you able take jobs from the World of Trucks website
Tire decals coloring
Simulated tire grades based on European tire grading system (rolling resistance, wet grip, noise levels)
Modified naming scheme of tires
The paint shop was integrated into the standard truck configuration
VEHICLES
improved truck's chassis geometry and adjusted fifth wheel position for most of 6x2, 6x4 chassis's to decrease under steering under full throttle
multiple fixes of trucks models: Volvo FH16 2012, Volvo FH, Mercedes-Benz Actros, Mercedes-Benz New Actros, Iveco Hi-Way, Iveco Stralis, DAF XF Euro 6, DAF XF 105, MAN TGX, Renault Magnum, Renault Premium, Scania R [see extended log]
CODE
When clutch axis is not assigned for H-Shifter transmission, truck will handle clutch itself (much like sequential transmission).
When shifter layout is named (new attribute "name"), the name string is shown in game for better recognition.
Hired drivers are more efficient when equipped by good truck.
User defined limit for length of generated jobs in the offline economy (g_job_distance_limit)
User defined LOD distance for pedestrian, traffic and parked cars; multiplier of default distance (g_lod_factor_pedestrian, g_lod_factor_traffic, g_lod_factor_parked)
Config for disabling "Autoparking" dialogue (g_auto_parking_disabled)
Config for disabling Route Advisor popups when hidden (g_keep_adviser_hidden)
Fixing missing world on low-end GPUs on OSX
Improved physics and stability of trailers (disconnected, parked, AI)
MAP AND MODELS
multiple instances of holes, shadow, vegetation placements [see extended log]
improvements in signs fixes in multiple countries [see extended log]
many fixes for incorrectly positioned objects [see extended log]
various models and prefabs fixes and optimizations [see extended log]
AI
User defined traffic density, defined by multiplier to default (g_traffic)
Improved simulation of suspension (leaning in curves or when accelerating/decelerating)
Improved navigation, lane switching, spawning and obstacle checking
SOUND
New sounds for Volvo FH16 Classic
New sounds for Volvo FH
MISC
Higher resolution textures are used on models in UI screens regardless of the graphics settings
Redesigned job and time widget on desktop
Day/night effect switching for movers and walkers
For hardcore explorers of you we are welcome to read Full Change Log
You can find the beta in the public_beta branch on Steam. (Steam client -> LIBRARY -> right click on Euro Truck Simulator 2 -> Properties -> Betas tab -> public_beta - 1.22 public beta)
Update 1.22 for Euro Truck Simulator 2 is entering Open Beta on Steam today.
The update comes with a ton of improvements and fixes (see below), but for us the central new feature are Contracts - a new kind of jobs available from World of Trucks. During this public beta we will be testing the robustness of our server infrastructure, and watching for errors across the job-dispensing system. As always, we are looking looking forward to your feedback and reports of any bugs you may help us find.
The new feature is implemented both in the game "client" as well as on the World of Trucks servers.
The first thing you will see after accessing World Of Trucks Job Market screen is city selection dialog. Contracts are actually the first in a series of steps to create parallel gameplay to what we have now working in the standard single-player game. Contract jobs are handled separately, your vehicle's position while on a Contract is also tracked and stored independently of existing standard game jobs under way. The Contracts system will let you choose where you want to start your journey in this alternate game experience.
We have received numerous questions on why are we even venturing into this direction when there are so many other game features to implement that we could and should pursue. Looking at Contracts in isolation, they are indeed not a game changer. But as the saying goes, Rome wasn't built in a day.
Our long-term vision is to create a complex new meta-game on top of the existing game with online gameplay, rich economy, RPG elements, virtual trucking companies, and eventually multiplayer support. To get from point A to point B, we'll need to pass a lot of milestones, test out many things, and we would be happy to have you along for the ride.
The current implementation of Contracts is just the first of several steps that we are working on. During the beta period, depending on severity of any bugs discovered, we may touch the core of contracts generation mechanisms. Please be aware that all stats gathered during the beta period will be wiped before the final 1.22 update is made public.
But there are way more changes coming with Update 1.22. Another feature worth highlighting is extension of the simulation to cover European tyre grading system. Along with it comes a little cosmetic improvement that will allow the players to apply color to designated parts of the tyre. In fact this too is only a start of a more extensive push to have richer customization options for wheels, with more cool stuff being prepared for future game updates.
Let's review what we have in store for you...
Check out highlights what wen't into 1.22 Update:
GAMEPLAY
World of Trucks Contracts feature - now you able take jobs from the World of Trucks website
Tire decals coloring
Simulated tire grades based on European tire grading system (rolling resistance, wet grip, noise levels)
Modified naming scheme of tires
The paint shop was integrated into the standard truck configuration
VEHICLES
improved truck's chassis geometry and adjusted fifth wheel position for most of 6x2, 6x4 chassis's to decrease under steering under full throttle
multiple fixes of trucks models: Volvo FH16 2012, Volvo FH, Mercedes-Benz Actros, Mercedes-Benz New Actros, Iveco Hi-Way, Iveco Stralis, DAF XF Euro 6, DAF XF 105, MAN TGX, Renault Magnum, Renault Premium, Scania R [see extended log]
CODE
When clutch axis is not assigned for H-Shifter transmission, truck will handle clutch itself (much like sequential transmission).
When shifter layout is named (new attribute "name"), the name string is shown in game for better recognition.
Hired drivers are more efficient when equipped by good truck.
User defined limit for length of generated jobs in the offline economy (g_job_distance_limit)
User defined LOD distance for pedestrian, traffic and parked cars; multiplier of default distance (g_lod_factor_pedestrian, g_lod_factor_traffic, g_lod_factor_parked)
Config for disabling "Autoparking" dialogue (g_auto_parking_disabled)
Config for disabling Route Advisor popups when hidden (g_keep_adviser_hidden)
Fixing missing world on low-end GPUs on OSX
Improved physics and stability of trailers (disconnected, parked, AI)
MAP AND MODELS
multiple instances of holes, shadow, vegetation placements [see extended log]
improvements in signs fixes in multiple countries [see extended log]
many fixes for incorrectly positioned objects [see extended log]
various models and prefabs fixes and optimizations [see extended log]
AI
User defined traffic density, defined by multiplier to default (g_traffic)
Improved simulation of suspension (leaning in curves or when accelerating/decelerating)
Improved navigation, lane switching, spawning and obstacle checking
SOUND
New sounds for Volvo FH16 Classic
New sounds for Volvo FH
MISC
Higher resolution textures are used on models in UI screens regardless of the graphics settings
Redesigned job and time widget on desktop
Day/night effect switching for movers and walkers
For hardcore explorers of you we are welcome to read Full Change Log
You can find the beta in the public_beta branch on Steam. (Steam client -> LIBRARY -> right click on Euro Truck Simulator 2 -> Properties -> Betas tab -> public_beta - 1.22 public beta)
Today we'd like to cover a design-oriented topic relevant for the upcoming Euro Truck Simulator 2 update 1.22.
After quite a few rounds of private beta tests and fixes, we are getting close to releasing the first Open Beta of the update to Steam. Along with the release of the Beta, we will roll out the Contracts feature on World of Trucks (as already covered earlier in our announcements).
Once you'll run the new version of the game, you will see that we have been through a slight modification of the main user interface "desktop" screen. We have redesigned the job info widget - the element on top of the screen showing you information about your current assignment.
With the addition of World of Trucks Contracts, we now need to provide the player with enough information on the jobs received this way as well as on the regular Freight Market or Quick Jobs supplied by the standard game economy.
In fact, the player can be assigned both type of jobs in parallel. The new Contracts are actually happening "online" - the game communicates with the back-end servers frequently to update the system on each player's vehicle position and situation. Network connections though can be shaky, and the player should also be able to take a break from a delivery easily taking two-hours in real time, so we need an ability to interrupt a Contract (save the player's progress) and resume it later. But the next day, the player may be offline, or just decide to go for a quick normal delivery before resuming the Contract job. So in principle we need to make sure that there can be two concurrent job assignments.
With Contracts (and the fact that they are the first step towards more complex features), we have also faced a new game design challenge - the concept of time in the game. As of now, you were used to the accelerated Game Time (sometimes shortened in the game as G.T.). It's the clock used for the standard-game day cycle, accelerated so that 24 game-time hours take approximately 72 real minutes. We are not going to change the flow of time in regular game, but for Contracts, we are going to introduce a new clock - World of Trucks Time (you may see it shortened in the game as "WOTR Time", or "W.T."
World of Trucks Time is based on Coordinated Universal Time, a real-world "clock" where 24 hours takes no less then real 24 hours to complete. We use it to synchronize all World of Trucks features - jobs, future economy and player interactions, and upcoming online activities. It is what the servers use internally, but we have decided to also make it visible for the players, so that they can understand what the delivery deadlines are etc. So you will encounter World of Trucks Time immediately when taking your first World of Trucks Contract.
All World of Trucks jobs will be based only WOTR Time limit to complete. Right now during the beta, while we are stress-testing our server infrastructure and sorting out potential bugs, the WOTR Time for job completion will be fixed to only several hours for any job. Once we feel the servers are working as intended even under load, we will further increase the precision of tracking and also have Contracts with a wider range of time limits for enhanced gameplay experience.
Today we'd like to cover a design-oriented topic relevant for the upcoming Euro Truck Simulator 2 update 1.22.
After quite a few rounds of private beta tests and fixes, we are getting close to releasing the first Open Beta of the update to Steam. Along with the release of the Beta, we will roll out the Contracts feature on World of Trucks (as already covered earlier in our announcements).
Once you'll run the new version of the game, you will see that we have been through a slight modification of the main user interface "desktop" screen. We have redesigned the job info widget - the element on top of the screen showing you information about your current assignment.
With the addition of World of Trucks Contracts, we now need to provide the player with enough information on the jobs received this way as well as on the regular Freight Market or Quick Jobs supplied by the standard game economy.
In fact, the player can be assigned both type of jobs in parallel. The new Contracts are actually happening "online" - the game communicates with the back-end servers frequently to update the system on each player's vehicle position and situation. Network connections though can be shaky, and the player should also be able to take a break from a delivery easily taking two-hours in real time, so we need an ability to interrupt a Contract (save the player's progress) and resume it later. But the next day, the player may be offline, or just decide to go for a quick normal delivery before resuming the Contract job. So in principle we need to make sure that there can be two concurrent job assignments.
With Contracts (and the fact that they are the first step towards more complex features), we have also faced a new game design challenge - the concept of time in the game. As of now, you were used to the accelerated Game Time (sometimes shortened in the game as G.T.). It's the clock used for the standard-game day cycle, accelerated so that 24 game-time hours take approximately 72 real minutes. We are not going to change the flow of time in regular game, but for Contracts, we are going to introduce a new clock - World of Trucks Time (you may see it shortened in the game as "WOTR Time", or "W.T."
World of Trucks Time is based on Coordinated Universal Time, a real-world "clock" where 24 hours takes no less then real 24 hours to complete. We use it to synchronize all World of Trucks features - jobs, future economy and player interactions, and upcoming online activities. It is what the servers use internally, but we have decided to also make it visible for the players, so that they can understand what the delivery deadlines are etc. So you will encounter World of Trucks Time immediately when taking your first World of Trucks Contract.
All World of Trucks jobs will be based only WOTR Time limit to complete. Right now during the beta, while we are stress-testing our server infrastructure and sorting out potential bugs, the WOTR Time for job completion will be fixed to only several hours for any job. Once we feel the servers are working as intended even under load, we will further increase the precision of tracking and also have Contracts with a wider range of time limits for enhanced gameplay experience.
We are working hard on American Truck Simulator: California, fine-tuning it and polishing the content and features. You may have seen glimpses of the locations already before in our earlier blog posts, but we thought the couple of panoramas below are still so cool that you will appreciate seeing them...
We have to admit that we have been in the "let's finish it" mode working on American Truck Simulator: California longer that we hoped.
Basically, the "problem" is that we want to give it all to you. Euro Truck Simulator 2 has been great success for us - so we thought that we absolutely should not abandon it - let's continue to improve and expand it! While we are at it, let's venture across the ocean too with American Truck Simulator so that we can make happy more of the global fan base of the truck sim genre. At the same time, we knew that we will need to go deeper - and from this the ambition to create the complementary World of Trucks project was born.
We are adding community features and infrastructure to support implementation of a grand trucking universe with Virtual Trucking Companies and eventually with rich multiplayer. We would also like to introduce more vehicles into our world than just plain semi-trucks, so work has started on adding alternate gameplay and driving experiences into our simulation system. At the same time, we know that we need to keep pushing our graphics technology, there are still many things in our game engine to improve and optimize, and balancing such changes while trying not to break the game mods too badly is not easy at all.
Pursuing all these goals at the same time has been quite a ride. We have more than tripled our head count at SCS Software to over 50 people currently since the days of release of ETS2. While the content teams working on the projects are separate, they share the programming team, and we are still learning tough lessons when it comes to improving our testing and release pipeline.
Sometimes it feels like for every step forward we need to take two back, but we are stubborn and dedicated, and we are confident that in the end we will deliver on all that we have started. In our quest, we feel that quality is the most important thing for you and us. That's why, more often than not, we tend to adjust our plans and sacrifice release schedules in order to stay true to our mission and to build new pieces of the puzzle in a way that they will all fit well together.
Very soon, you will see us take another step with World of Trucks. The first release in American Truck Simulator line is on the horizon, and the team working Euro Truck Simulator 2 has great things in development too for you for the next year. Please be patient with us and stay tuned!
We are working hard on American Truck Simulator: California, fine-tuning it and polishing the content and features. You may have seen glimpses of the locations already before in our earlier blog posts, but we thought the couple of panoramas below are still so cool that you will appreciate seeing them...
We have to admit that we have been in the "let's finish it" mode working on American Truck Simulator: California longer that we hoped.
Basically, the "problem" is that we want to give it all to you. Euro Truck Simulator 2 has been great success for us - so we thought that we absolutely should not abandon it - let's continue to improve and expand it! While we are at it, let's venture across the ocean too with American Truck Simulator so that we can make happy more of the global fan base of the truck sim genre. At the same time, we knew that we will need to go deeper - and from this the ambition to create the complementary World of Trucks project was born.
We are adding community features and infrastructure to support implementation of a grand trucking universe with Virtual Trucking Companies and eventually with rich multiplayer. We would also like to introduce more vehicles into our world than just plain semi-trucks, so work has started on adding alternate gameplay and driving experiences into our simulation system. At the same time, we know that we need to keep pushing our graphics technology, there are still many things in our game engine to improve and optimize, and balancing such changes while trying not to break the game mods too badly is not easy at all.
Pursuing all these goals at the same time has been quite a ride. We have more than tripled our head count at SCS Software to over 50 people currently since the days of release of ETS2. While the content teams working on the projects are separate, they share the programming team, and we are still learning tough lessons when it comes to improving our testing and release pipeline.
Sometimes it feels like for every step forward we need to take two back, but we are stubborn and dedicated, and we are confident that in the end we will deliver on all that we have started. In our quest, we feel that quality is the most important thing for you and us. That's why, more often than not, we tend to adjust our plans and sacrifice release schedules in order to stay true to our mission and to build new pieces of the puzzle in a way that they will all fit well together.
Very soon, you will see us take another step with World of Trucks. The first release in American Truck Simulator line is on the horizon, and the team working Euro Truck Simulator 2 has great things in development too for you for the next year. Please be patient with us and stay tuned!
We are continuing in our quest - to cover the territories where Euro Truck Simulator 2 has a lot of players - with a new paint job DLC pack. This time we are paying tribute to Japan.
Very surprisingly even for us, the number of activated copies of the game in Japan puts the country into a Top 15 list, so we thought that it should definitely be included.
We would like to eventually cover at least the Top 20 regions, so in the next few months, our players in the Netherlands, Turkey, or South Korea can look forward to receiving a paintjob treatment. At the same time, our goal is to cover Europe for ETS2, surely the European countries where we have a sizeable loyal player base, as we of course understand the complaints from players for example from Italy or Hungary that they do not have their own flags available yet. So more paintjobs are still on the way, and there is also a refresh of the paint job selection user interface screen on the way to make the interface less clumsy when working with a long list of choices.
Some of our fans complain that we pay attention to such unimportant cosmetic stuff (from their point of view anyway), when we should push to include the more important features. At the same time, we get a constant stream of e-mails from players in countries that we do not yet have covered by paintjobs, asking us to finally create their national paintjobs pack.
Rest assured that the work on paintjobs does not detract our attention from any other development projects going on at SCS Software. It is handled by a dedicated micro-department consisting of two talented artists, working at their own pace. It is not a major source of revenue for us, and the pricing policy we have in place makes it clear that we do not plan to get rich selling truck liveries. Yes, every little bit helps, but we see the work on new paintjob packs mostly as a service to our playerbase.
We are continuing in our quest - to cover the territories where Euro Truck Simulator 2 has a lot of players - with a new paint job DLC pack. This time we are paying tribute to Japan.
Very surprisingly even for us, the number of activated copies of the game in Japan puts the country into a Top 15 list, so we thought that it should definitely be included.
We would like to eventually cover at least the Top 20 regions, so in the next few months, our players in the Netherlands, Turkey, or South Korea can look forward to receiving a paintjob treatment. At the same time, our goal is to cover Europe for ETS2, surely the European countries where we have a sizeable loyal player base, as we of course understand the complaints from players for example from Italy or Hungary that they do not have their own flags available yet. So more paintjobs are still on the way, and there is also a refresh of the paint job selection user interface screen on the way to make the interface less clumsy when working with a long list of choices.
Some of our fans complain that we pay attention to such unimportant cosmetic stuff (from their point of view anyway), when we should push to include the more important features. At the same time, we get a constant stream of e-mails from players in countries that we do not yet have covered by paintjobs, asking us to finally create their national paintjobs pack.
Rest assured that the work on paintjobs does not detract our attention from any other development projects going on at SCS Software. It is handled by a dedicated micro-department consisting of two talented artists, working at their own pace. It is not a major source of revenue for us, and the pricing policy we have in place makes it clear that we do not plan to get rich selling truck liveries. Yes, every little bit helps, but we see the work on new paintjob packs mostly as a service to our playerbase.