It's finally here! Three years since development on it started, we're pleased to announce the Simulator major update has just been released – along with a brand new trailer:
If you already have Derail Valley in your Steam library, it will be automatically downloaded. When you start the game your last save from the previous version will automatically convert to the new format and location used by Simulator. You'll then be able to continue from there, or start new sessions in the main menu – up to you!
What's new?
We've made this listing so you can see what's new and what's coming soon:
Being an enormous update, a few things remain to be done. These are notably the S060 locomotive, DE6 slug, Steam Deck input layout (it does work otherwise), RailDriver support, and a couple more smaller things. Rest assured that the mentioned two vehicles will be added very soon, in a couple of weeks.
Any news on the new steam engine simulation and VR?
We've been making core changes to both until recently, and are happy to say that they are finished. The update features the all new S282 steam locomotive experience, as well as dynamic VR hands that naturally interact with controls and items. Support for the Pico 4 headset has also been added.
Localization:
The update introduces 25 new languages to the game, translated by a carefully selected dedicated group of players. Apart from providing a good spirit and feedback, our translation team handled tens of thousands of words per language, and have put a lot of care into making it all fit nicely and using proper technical terms. They're absolute heroes!
We've marked the languages that we think the game is sufficiently translated to as supported on the store page itself. The rest are also available to choose from in the game, with an UI scoring element representing their completion level. Please let us know, and our translation team, how you like the translations and we'll further update the statuses.
Please bear in mind that since the tutorial translations needed to be done at the very end (today, also barring many bugs we've just resolved), they are also the least complete. Don't worry though, the translations will continue being improved after the release.
What happens with mods?
If you've been using mods, please note that you should to do a clean install of the game. If your save file was modded, it may not convert well – it depends. Most, if not all pre-Simulator mods will no longer work with Derail Valley and will have to be updated by the community in the coming weeks and months, to become functional again. Some of that effort is already ongoing.
What's next?
For the next few days and weeks we'll make frequent updates, fixing all the immediate issues as they arise, as well as finishing up the two vehicles and a few more things. Then we'll drop the pace a little and take a well deserved rest. For the more long-term plans, please see our http://www.derailvalley.com/future/ page.
We hope you'll enjoy the new Derail Valley and where it's headed, and we're looking forward to seeing your reactions in posts, reviews, videos and other media!
9 New Extremely Dangerous Zones, so be wary during your explorations since enemies will chase you while wandering in those areas.
Battle
New Tactical Capture map: Cliffside Military Factory (available through the mission “Duel with the Past”)
New Vehicle: The Aberrant Mutation
Can now be crafted and upgraded
Also has its own proficiency
Basic troops and vehicles can now have bonus affixes
In multiplayer, the more players in the team, the fewer units from each battalion will join the fight
Missions
Completely revamped the main missions
New crafting material tracking system
Tracking an item will create a quest that will guide you through space to find the item you are looking for (note that this quest cannot be completed, so you can use it to track as many materials as you want)
You can track items through either the backpack or the crafting interface
In the backpack, click on Track Item, and in the crafting menu, open the item details popup and choose to track the item
UI
There is now a new video that introduces the lore at the beginning of a new game
New Fleet setup interface
You can choose here which troops, spaceships, and vehicles you bring into battle
You can automatically set those up by pressing F (only fills empty slots, this won’t override your current setup)
New repair interface, with a “repair all” button
You can now press G in the inventory to display a popup explaining in more detail some stats
You can now change the Graphic Settings while in battle
Changes & Optimizations
Galaxy Map
Terra has been renamed Elysia
New Paris has been renamed Lima
Fleets won’t fly into planet models anymore
UI
Durability and Price labels have been added to the UI for better clarity of the data
The backpack sorting mode is now saved until the game is reloaded
Equipped items now have a specific icon instead of the check mark
Weapons and Armaments have a number corresponding to their slot id
All the others have an icon corresponding to their slot’s icon
Simplified the troops, vehicles, and spaceship proficiencies descriptions
Changed the weapon proficiency tree
Battle
Reduced the size of vehicles
Changed the collision of the tanks
Chests can now knockback units to get them out of the way
Swapping weapons now interrupts the use of certain armaments
The victory animations of the troops are now unsynchronized
Balancing
Increased the experience needed above level 9
Increased the fleet battles, boss, and elite loot
Reduced the level requirement of Superliminal Warping Beacon to level 4
Increase the capacity of passenger, cargo, and ship cabins
- Clockwork Gauntlet is now compatible with Combo. - Combo now increases Power Charge speed.
- Removed Tribow (Doesn't work with some infusions, needs fixing).
- Added an icon for Hounds.
- Fixed Brittledeep Workers not grabbing and throwing objects. - Fixed an issue where client player camera/sprint settings wouldn't load, causing it to default to snapless camera and toggle sprint. (Reported by at least Fwutters and Scriblez.) - Fixed players not dropping grabbed objects properly on death. (Reported by Scriblez.) - Fixed Clockwork Gauntlet not using the proper windup animation when charging an attack.
We are pleased to inform you that in this update, we have added a new NPC named L. Kaiser, who will provide maps to help players navigate more easily. Although we are still in the early stages, we are considering adding intuitive signage for all languages.
Bug Fixes:
[] Fixed an issue that prevented exiting the fire trial in the circus.[] Updated the information in the mission book for the delivery of moon bars.
If multiplier bonus is between -100% and 100%, the additive bonus will be added after multiplication
Added more complete tooltips to named boss drops
Tweaked fast buy values slightly
Changed Seraphim's spells
Fixed pause menu still showing when exiting to main menu
Fixed bug that may have been causing slightly less enemies to spawn than intended.
Fixed grenade rain not showing damage
Fixed bug where boss drop items weren't the correct quality
Fixed being able to click on units through loot screen
Gun Mage's Enchanted Ammunition now does 5 spell damage every .6 seconds for 3 second
Multiple instances of non crit damage done in one frame will now be consolidated into a single damage number, this along with a change in how burning particles were handled should make some gunmage cases more performant.
UI bug fix where upon exiting unit config, if a unit was mouseovered it wouldn't be visually selected
Fixed bug with lightbringer's sky's might sometimes not acquiring a target
Added some +%hp scaling to stages 50+. This offers some resistance against -max hp %