-Fixed killfloor being too high on Warp -Added missing killfloor on World 3 Start -Added missing spawnpoint to Space -Sped up screen transitions -Fixed falling twice from killfloors -Fixed falling after clearing goal -Added a light to Ziggurat
Last month, we revealed the first city that will receive a new look in the second phase of the rework of German cities that is coming in the 1.48 update for Euro Truck Simulator 2. Today, we are very excited to let you know that Rostock will be a part of this phase as well, and there are many changes coming to this historic city.
The city has been rebuilt from scratch with a brand-new layout, along with the E55 and E22 roads and highways around Rostock which have also been modified and redesigned. As you enter the city from the E55, you will drive through the logistics part of Rostock, which features a garage, a service station, a truck dealer (Renault), and a supermarket depot.
As you leave the logistics part of the city, you will approach the historical part of Rostock, where you will be greeted by a stunning view of three churches: St. Peter, St. Nicholas, and St. Mary. Across from the historical part of the city is a newly constructed harbor area, where players can look forward to the new marina depot. The harbor area also features landmarks such as Mönchentor gate, houses with unique architecture, icebreaker Stephan Jantzen, as well as Circus Fantasia a little further on.
Rostock is located on the shores of the Baltic Sea and at the mouth of the Varnava River. The Varnava flows into the sea in the north of the city, and at this confluence is the port of Rostock. Players can follow the city circuit to reach the port, which has four parts that feature unique depots that copy the industry of the Rostock port. Moreover, a new wind tower factory depot is designed specifically for this port. Players can also catch ferries to Gedser and Trelleborg from the port of Rostock and there is also a new railway terminal depot just under the ferry.
So, freunde, how much are you looking forward to this phase of rework of German cities? Let us know in the comments! There are still a couple of locations we’d like to show you in the future, so, to not miss out on any official news, give us a follow on social media (Twitter, Instagram, Facebook, TikTok) and keep an eye out for any updates.
The 2.5D Sample is now included in RPG Architect with an example of the on-map battle. Major kudos to Noobk and Mondune for their efforts in getting this released and ready. They've been working on this for roughly four months.
Outside of that, some updates:
Fixed an issue with display summary of Variable commands.
Several small performance improvements to engine.
Added a <newline> parsing command to add a new line in text rendering.
This one has some multiplayer improvements to make initial connection easier when you're using a variety of mods and DLC, and it has some improvements to stability in long-session late-game multi-client situations. Also more updates to the Sidekicks mod.
After almost 8 years Redeemart is finally hitting Early Access! While I'm sure many changes are yet to come this major update marks the first release to the public. To follow along with what's currently being worked on, check out the game's Trello board. And to be a part of the development join the official Discord.
There are too many changes big and small to list here, and nothing previously to compare them to. But I would like to highlight two important updates this build brings to both the Early Access release and the updated demo.
-AMD compatibility. I know previously some users had issues running the game with AMD cards. Because I primarily developed the game on an Nvidia GPU I had no testing data with AMD. After hearing the feedback, I purchased an AMD GPU to test with and resolved all the issues I was able to find. This means the demo should now be playable on AMD devices
-Error reporting. During the aforementioned AMD issues, Redeemart would generate crash logs detailing the issue but it would then be up to the user to share them with me. With this update, I've added a reporting tool which will allow users to submit their logs automatically. My hope is that this will help to cover any future device issues I haven't been able to test for.
Thank you for all your patience. As I've said many times, making a game by yourself means you can only do one thing at a time. Leaving the demo broken for some users was really disappointing for me, but I had to focus on finishing the Early Access Release first. I can't tell you how proud I am of this release and what it represents, I hope you all enjoy it!