We're thrilled to announce a fresh wave of updates that's just hit the shores of Clean The Sea! Our mission has always been to provide an engaging and meaningful gaming experience that raises awareness about the importance of keeping our oceans clean. Thanks to your feedback and support, we've made some exciting enhancements that make the game even more immersive and fun!
What's New in the Update? đłïž Smarter Helper Ships Our helper ships have received a major intelligence upgrade! They're now more efficient in collecting trash, navigating through the ocean, and assisting you in your clean-up efforts. Expect your fleet to be more responsive and effective than ever before. đ Sound and Music Dive deeper into the ocean with the addition of dynamic sound effects and a captivating soundtrack. From the soothing sound of waves to the bustling activity of marine life, every audio detail has been carefully crafted to enhance your gaming experience. Plus, the new music tracks will keep you motivated as you clean up the ocean! đ Bug Fixes We've also squashed some bugs to ensure smoother gameplay. This includes fixes to known issues that some of you reported, as well as improvements in game performance and stability. We Want to Hear from You! Your feedback is like a beacon guiding us through the development sea. Please continue to share your thoughts, ideas, and experiences in the forums or in the comments below. Whether it's a feature request, a bug report, or just your impression of the game, we're all ears!
Thank You! A huge thank you to everyone who has supported Clean The Sea! Whether you've been with us from the beginning or just joined, your support means the world to us. Let's continue to make a difference, one piece of trash at a time!
Global indie publisher Grindstone and developer Games Farm are thrilled to announce Jötunnslayer: Hordes of Hel the thrilling new roguelike horde-survivor game set in the dark realms of Norse mythology. Coming to PC via Steam Early Access this autumn, Jötunnslayer: Hordes of Hel pits you against waves of horrific creatures to earn the divine blessings of ancient Norse Gods in epic battles deep in hostile realms.
Grindstone is excited to announce that a playable demo for Jötunnslayer: Hordes of Hel will be coming to Steam in May.
Jötunnslayer Hordes of Hel is developed by Games Farm and published by Grindstone and will be released for PC via Steam Early Access this autumn.
If you are a fan of dark Viking underworld, hordes of enemies and proving your worth in bloody epic battles, feel free to WISHLIST this new atmospheric hack-and-slash on Steam now!
To stay updated and connect with fellow Vikings, follow Jötunnslayer Hordes of Helâs development journey on the official Discord channel.
We are so psyched to announce that there is a major update on the way, in which we have improved the enemy combat system. Previously, when you blocked an attack it would interrupt the enemiesâ combo.
Once you master the enemiesâ starting moves, the entire combat experience becomes boring. Based on community feedback on this aspect, we have improved the combat system. When facing enemiesâ continuous attacks, you need to parry at the right moment multiple times to prevent yourself from being damaged.
Please notice that in this update we clearly differenciate parrying and blocking.
Blocking - If you only raise your weapon to block the opponent's attack, you will not be damaged, but this move will drain your poise bar faster and eventually make you drop your weapon. Parrying - If you actively swing your weapon against an opponent's attack, you will barely consume any of your poise. Instead, it will drain the enemiesâ poise by a chunk and make them fall to the ground or stunned.
Additionally, we've improved weapon hitboxes in this update, making parrying and blocking more accurate. The glitch that caused some parts of weapons to be unblockable in the past has also been fixed.
We have also slightly adjusted the enemy AI. While blocking combos, they may suddenly change their attack pattern, making the combat more diverse and dynamic, and of course, harder than before.
We will release this update as a preview first, if you want to give it a try, you can pull it up from the game version selection page.
Please consider join our discord and provide your feedback there at #049-preview-feedback forum. We are going to read and reply every single one of them :)
We are pleased to announce the imminent release of Cafe Owner Simulator Farm DLC, along with the add-on - a major patch will be released, with many new features, items and important fixes and balances.
In this patch planned new fittings, decor elements, some new features that you wrote about in the comments and discussions, and fixes critical bugs (for example - stuck waiters or visitors), now visitors will be able to sit several people at a table and much more.
Farm DLC - will include mechanics that allow you to open your own farm, not far from the cafe. Grow organic produce, breed animals, to obtain, meat, eggs and milk. Organic products are very valuable and useful, so it will greatly affect your profits, but also give more care.
We are pleased to announce the imminent release of Cafe Owner Simulator Farm DLC, along with the add-on - a major patch will be released, with many new features, items and important fixes and balances.
In this patch planned new fittings, decor elements, some new features that you wrote about in the comments and discussions, and fixes critical bugs (for example - stuck waiters or visitors), now visitors will be able to sit several people at a table and much more.
Farm DLC - will include mechanics that allow you to open your own farm, not far from the cafe. Grow organic produce, breed animals, to obtain, meat, eggs and milk. Organic products are very valuable and useful, so it will greatly affect your profits, but also give more care.
Hello and welcome to another Developer Diary! Today we shall talk about the last two nations that will receive specific content for this DLC. But before we start, I should mention some further tweaks based on your feedback from previous DDs:
Montezuma no longer starts as a general for the Aztecs. In exchange, youâll be able to convert him to one through a decision with the general stats he used to have before. If you feel lucky, you can use the normal way to make a ruler into a general if you think you can roll higher stats though.
The modifier for âRise of Montezumaâ will give Average Monarch Lifespan in order to keep your ruler alive for longer.
Should Montezuma die, the conquest missions will give alternative rewards.
Oman-Zanzibar has been renamed to Zanzibar, and you can rename yourself back to Oman should you ever wish.
With that being said, let us get into the content for the Timurids. Letâs start with the setup, which has been adjusted with the following changes:
Timurids now start with the entirety of Afghanistan as core provinces. This means we have added the fort province Roh as a core province of the Timurids, too, allowing you to diplomatically annex them without any cost.
All of the Timurid dynasty nations now start with an additional 20 Army Tradition on top of what they already start with.
The provinces in and around Balkh now start with increased local autonomy as those territories were governed by Muhammad Juki. In the game, it looks like this:
Timurids now start with 3 estate privileges at the start, but we will get to that later!
Additionally, the situation with Ajam is now properly explained in an early starting event which can force a war between the Timurids and Ajam: Note: The AI will not declare war through this event on Ajam in order to keep Ajam alive so they can most reliably form Persia.
Now letâs take a look at the new mission tree, which is split into two major sections: the upper part is heavily focused on ending the Ajam rebellion as well as reconquering lost territories of the crumbling Timurid Empire, reaching all the way from Caucasia to the Delhi Sultanate. The lower part, on the other hand, is all about the internal elements of your country, focusing on the government, the economy, the religion, the military, and the development.
The highlights of the conquest missions are the following rewards: Note: The additional missions from âTimurid Empireâ will be showcased later.
Meanwhile, the highlights of the internal part are the following, focusing on topics such as Artistic Patronage, Islamic Schools and Laws, or internal politics:
The mission âRightful Protectorâ and its follow-up missions refer to the aforementioned privileges you start with. These would be the following:
You also start with the âPatronage of the Artsâ privilege. In order to remove the 2 inconvenient privileges, you have to enact special decisions, which triggers are the following:
As for the Timurid Diwan reform you unlock, it has the following mechanic attached to it: With that out of the way, let us continue with the branching missions for the Timurids which can be unlocked with the âTimurid Empireâ. You have the choice between the âNomadâ branch and the âPersianâ branch.
First, let us discuss the Nomad path for the Timurids, which unlocks the following missions: Note: All the new missions are colored in orange for the sake of presentation.
As the name suggests, the Nomad missions play into the fantasy of your nomadic roots, and as such are quite comparable to the Horde missions as they are heavy on conquest. With that branch, you not only go to the furthest extent of the historical Timurid Empire all the way to Anatolia and Egypt, but fulfill Timurâs ambition of re-establishing Yuan.
Here are the highlights of this part of the mission tree:
The Persian path, on the other hand, is more focused on internal and cultural development:
Here are the highlights of this mission path:
One special mention goes to the âReform the Soyurghalsâ which enables a very unique mechanic for the Timurids here, with a new type of Subject:
That would be the end for the Timurid-focused content, leaving only the Mughals for us to explore. But before that, let me explain why we decided that the Mughals should get a rework. With 1.26 and the accompanying Dharma DLC, the Mughals received their unique content as well as their own set of missions. As time has gone, the quality of the Mughal missions could no longer hold up compared to the ones of the other two Gunpowder Empires. This is the reason we have decided to revisit the Mughals to make them somewhat on par with Persia and the Ottomans.
With that being said, let us take a closer look at the Mughalâs missions:
The spirit of the original mission tree prevails as the new Mughal tree also has a heavy focus on unifying all of India under the Mughal banner. Still, the mission tree also provides some other aspects such as religious tolerance, economy, architecture, military, taxation, and a little bit of diplomacy.
I will present some general highlights of each aspect, starting with the conquest-heavy missions first:
Next are the non-conquest-focused missions, with a wide variety of missions to play with: Note: the mission icons in these screenshots are from an earlier build. The up-to-date icons can be seen in the overview image of all the missions.
That was it for todayâs Developer Diary! Next week Dargeths will present to you the summary of all the features present in the next DLC, that we have been presenting in the Dev Diaries over the past weeks, and an overview of the 1.37 Free Patch. Until then, I wish you all a great week!
As we say goodbye enjoy this comic from FatherLorris:
Hello, Masters of the Book, This is the development team of "ASTRA: Knights of Veda."
On April 4th, we shared our first set of update patch notes and opened up a space on our Discord official community for your invaluable opinions.
We're deeply thankful to see so many Masters of the Book engaging with us, offering a wealth of perspectives. In light of your enthusiastic responses, we've formulated replies to the numerous points raised.
Beyond these responses, we're keenly listening to all you have to say and encourage your ongoing dialogue with us. We're committed to diligently assessing the scope of work and proposed changes to methodically implement enhancements.
Thank you for your unwavering support and thoughtful feedback.
1. Shortening the Recharge Time and Increasing the Max Number of Adventurer's Shoes
We noticed that many shared concerns about the shortage of Adventurer's Shoes. We empathize with this issue and have been closely monitoring it while seeking directions for improvement in various aspects.
To quickly provide improvements in response to the overwhelming feedback, we plan to accelerate the recharge rate of Adventurer's Shoes from 9 minutes to 8 minutes in the April 11th update. Additionally, we will increase the maximum quantity that can be automatically recharged from 120 to 160.
As Adventurer's Shoes are a fundamental economic unit in ASTRA: Knights of Veda, excessive changes could lead to unintended consequences for the game's economy, so we will make these decisions and adjustments with great care.
2. Kicking Guild Member Changes
The inability to kick guild members is an issue that the development team overlooked, and for that we are incredibly sorry.
This issue is scheduled to be fixed through the April 11th update, and we will do our best to prevent similar occurrences happening in the future.
3. Reward Decree âKnights of Arenaâ Change
Weâve discovered a sizable portion of players feel compelled to participate in the arena due to the Reward Decree, even if they are not interested in PvP content. We empathize with the sentiment, which is why starting from the next Reward Decree season, missions requiring mandatory participation in the arena will be excluded.
4. Balancing for Knights of Veda in Arena
We have reviewed various opinions shared regarding the balance between melee and ranged Knights of Veda in Arena content.
In the upcoming 4/18 update, we plan to introduce a feature that will switch between Knights of Veda automatically during Auto-play. Since melee characters perform better in auto situations than ranged, we need to take a multifaceted approach to balance. Weâre reviewing the data as we get it, and plan adjustments to the balance with fairness in mind, ensuring that the individuality of Knights is maintained.
5. Increasing the Quantity of Arena Crowns of Victory Earned
Considering the perspective of Masters of the Book who may not favor Arena content, we initially set a higher difficulty for obtaining rewards from the Arena to address concerns about the rapid progression of Knights of Veda through Arena rewards being potentially unfair.
However, based on your feedback, we acknowledge that the current quantity of Crowns of Victory awarded may be too low, making it challenging to achieve progression rewards. Therefore, in the upcoming April 11th update, we will double the amount of Crowns of Victory earned and will closely monitor the situation going forward.
6. Streamlining the Call of the Stars screen
We are going to improve the Call of the Starâs screen to allow Masters of the Book to quickly review the results, enhancing the overall efficiency of the process.
7. Improving the readability of Poison Attribute Damage
We will improve the visual clarity of Poison attribute damage to make it easier to distinguish the effect on monsters.
8. Improvements to the Description of Reward Decree Missions
We have also noted feedback that the description of Reward Decree Missions is not intuitive or user-friendly. We will review the content to ensure it's easier for all Masters of the Book to understand and will continue to make improvements.
9. Weapon Refinement tool tips
We are going to take a closer look at the current UI, and make the section easier to read.
10. Steam Deck Support
Steam Deck support is on our update schedule, and weâll let you know when itâs ready.
11. Add a button to exit a stage without consuming shoes when doing co-op
To put this into context, a user expressed that they were unintentionally consuming shoes while helping friends, guild members and other Masters of the Book when doing co-op mode.
While you can currently exit the stage without consuming Adventurerâs Shoes, by pressing the escape button on the top, we understand that as a force of habit, youâll hit the Vedaâs Return.
For added convenience, we are currently considering adding a button which will allow you to exit a stage without consuming shoes.
12. Adding the amount of Gold and Starstone information to the item information windows
For those who need context, currently when looking at the Gold and Starstone tooltips, they currently do not display the total amount of these resources that you have. A suggestion came through to include this information, similar to other item tooltips.
This was an excellent suggestion, and weâll be looking to implement it as soon as possible.
13. Improving Skill Cooldown features for Knights
Weâve seen quite a few comments regarding skill cooldowns, and the desire to have something to showcase that the skills are ready to be used again. Weâre exploring options to improve this feature.
14. Adding the Ability to Preset Equipment
It seems that there have been discussions regarding the inconvenience of equipping gear while enhancing multiple Knights of Veda. In response, just like the formation presets for Knights of Veda, we will develop a preset feature that allows you to save and load equipment sets, including Relics.
15. Call of the Stars/ Arena History Review Feature
We will review our current plans, and make space to add this to an update. Weâll let you know once it is added.
16. Improving Skill Descriptions
We will thoroughly review and improve skill descriptions with each update.
17. Improving the Reward Screen Animation
A feature to quickly skip the reward animation when pressed will be added on April 11th. Weâll continue to check other inconvenient aspects.
18. Improving Controller Support
We fully understand the inconvenience of having to use the mouse alongside a controller as expressed in feedback.
Originally, we planned to enable the game to be fully controlled through a controller, including UI elements, but unfortunately this could not be implemented for launch.
However we plan to address this issue, and make the game fully controller supported in future updates. These changes will be announced on our website when they are ready.
19. Adding a Feature to Keep Current Co-Op Team
This is something that the development team have also found quite inconvenient, and we will work to improve it as soon as possible.
20. Introduction of Arena Co-Op and Friendly Matches
We have noted numerous requests from users who wish to enjoy Arena content with friends. We fully recognize the need and will incorporate this into future development.
Additionally there have been numerous opinions regarding the readability of the UI, as well as improved options for chat and alert window notifications. We promise to promptly address any areas that Masters of the Book may find inconvenient, while balancing their importance and the time required for the implementation of these changes. These will then be reflected in our update schedule.
Furthermore, we will not let this affect our planned new content and event updates, which aim to deliver various forms of enjoyment.
The immense interest and support Masters of the Book have conveyed are a great source of motivation for the entire development team. We sincerely appreciate your valuable opinions and are committed to doing our best to reciprocate with improved services in the future.
Enter an all-new EMU and run down the Long Beach branch â Train Sim World returns to New York with an all-new extension and the state-of-the-art M9. LIRR Commuter: New York - Long Beach, Hempstead & Hicksville releases on 30th April.
LIRR Commuter: New York - Long Beach, Hempstead & Hicksville
LIRR Commuter offers a new way to experience Americaâs busiest commuter railroad. Shifting on average a quarter of a million passengers a day, with many services per hour, it is also the USAâs oldest commuter railroad, having been in continuous operation since 1834.
In summary this route Add-on features:
A total of 57 miles of network to operate
NEW Long Beach Branch with 10 Stations
NEW Abandoned Woodhaven Station on part of the Atlantic Branch
NEW M9 EMU
UPDATED M7 EMU
UPDATED Reworking of the Schedule with significantly more services (+ more for those with the M3 EMU loco Add-on)
NEW Scenarios including âDouble Dutyâ where you can play as a Conductor
UPDATED Reworking of Sunnyside Yard
UPDATED Station areas, with updated lighting and textures
UPDATED Scenery textures, water materials and increased fidelity with the landscape texture blending
NEW Full TSW4 feature set, including Scenario Planner (chained paths), Volumetric Fog, rain effects as well as TOD4 lighting and Dynamic Weather from TSW3
Pricing and Steam Discounts
This new route Add-on will be priced at $39.99/ÂŁ29.99/âŹ35.99 and is available to any player that owns Train Sim World 4 (no previous Add-ons / LIRR content is required).
Players on Steam will be able to pre-order with a 10% discount from 23rd April. There will also be a 10% loyalty discount for Steam players who own the original Long Island Rail Road route Add-on which will stack, resulting in a possible 20% discount on that platform during the pre-order phase.
Loyalty discount will apply to owners of Long Island Rail Road: New York - Hicksville in TSW2020, TSW2, TSW3, or TSW4.
The 10% loyalty discount will remain in place on Steam until 14th May.
Xbox Game Pass players can also take advantage of 10% off Train Sim World 4 Add-ons. This is activated on release. (Can take up to 24 hours).
Unique Gameplay Features
Working with Licensors and Content Adjustments
As part of the development of Long Island Commuter, weâve been working closely with Metropolitan Transportation Authority and Long Island Rail Road to bring you an experience that is immersive, and provides a safe representation of the route.
In addition to all the new content coming with the route, weâve adjusted the following:
Safety Systems for the route will be enabled at all times â this is something unique to Long Island Rail Road Commuter
The Brake charge will be automated as part of the start-up procedure, rather than operated by the player
Removed circuit breakers in the rear of the cab
Door controls have been altered, including removal of door interaction control panels throughout the train
Signal IDs are now randomised
Removed CCTV cameras from coaches
We will be developing a Manual for this route to help any players operate with ATC and ACSES Safety Systems, and there will also be a tutorial on how to operate trains on the Long Island Rail Road Commuter route with Safety Systems enabled.
Youâll be able to experience all the exciting new features, in addition to the changes listed above, in our upcoming route preview livestream on 25th April - in which weâll also devote some time to an ATC and ACSES tutorial.
The Route: Long Beach, Hempstead and Hicksville Branches
LIRR Commuter adds plenty of mileage to the route set in 2017 / 2018 with the Long Beach Branch, in addition to updates and new features in the environment, gameplay and the trains themselves.
NEW: Long Beach Branch
New to LIRR Commuter is the Long Beach Branch, extending south from Lynbrook, where it diverges from the Montauk Branch. First operated in 1880, this line runs through the areas of Oceanside and Island Park, crossing the Barnum Island Channel Bridge and the Wreck Lead Lift Bridge over the Reynolds Channel before arriving at the City of Long Beach, situated on the Long Beach Barrier Island.
At East Rockaway, the open water and docksides show off the new improvements on water materials implemented into this Add-on, as well as an increased fidelity with the landscape texture blending.
The route also features the Wreck Lead Lift Bridge as a notable landmark on this particular line.
Hempstead Branch
The first branch of the LIRR, the original Hempstead Branch, opened way back in 1839. During the 1870s, another branch operated by another railroad ran parallel to the original which eventually resulted in it closing. The current Hempstead Branch is that of the successor and now serves the Queens area and part of Nassau County.
Trains run parallel to the Main Line (mentioned below), before splitting at Floral Park and continuing through Garden City where the line turns south to arrive at Hempstead via Country Life Press.
Main Line (as far as Hicksville)
The Main Line of the Long Island Rail Road covers a number of overlapping branches and lines, including the Hempstead Branch and Port Jefferson Branch. The latter features in this route Add-on as far as the junction at Hicksville Station.
From New York Penn, the Main Line heads through the complex Jamaica Station which is located at the junction between this line and two other major routes: the Atlantic Branch and Montauk Branch. Further down, the Main Line splits via another junction at Floral Park Station onto the Hempstead Branch.
Rolling Stock â the Electric Fleet
NEW: M9
New to the fleet in Train Sim World is the recently introduced M9 EMU. This modern addition to the LIRR network entered service in 2019 primarily to replace the M3 units from the 1980s. The trains are characterised inside by wider seats and larger PIS displays, marking an improvement for passenger comfort over their predecessors. Improved acceleration and stopping power mean a more responsive journey for the engineer and though in service these units reach a maximum of 80 mph, they are in fact capable of 100 mph.
Though it may look similar to the M7, the M9 is in fact an entirely different train, with state-of-the-art features. In-game, the cab features interactive operating screens with unique functionality, including fault clearing and train number implementation as well as ATC and ACSES functionality which is enabled by default.
UPDATED: M7
Existing Train Sim World players may be more familiar with the M7. These units were introduced to the Long Beach Branch in October 2002, shortly after their initial introduction and have since seen operation along other routes in the LIRR network.
For LIRR Commuter, the M7 has been updated with a new set up and improved physics, as well as updated sounds using some audio from Harlem Line as reference material. Like the M9 this train also has interactive screens and ATC and ACSES functionality which is enabled by default.
Also available: Original M3 loco Add-on (TSW4 Compatible)
Players wanting more variety among services can throw back to the M9âs predecessors with the M3 Add-on (available separately).
LIRRâs M3 cars stretch 85-feet in length and are constructed of stainless steel. They are powered by four 160-horsepower traction motors riding in General Steel GSI trucks. The versatile EMUs are built in two-car âmarried pairsâ and operate at speeds of up to 80 mph (129 km/h) on the LIRR.
These units add 3 Scenarios to the route Add-on and 32 services to the new schedule.
Services, Scenarios and Schedule
The new and improved schedule is based on real world reference material from around 2021 and features regular traffic on all lines. The M9 in-game is represented on more services than is typical to offer more gameplay on the route. In reality, the fleet is growing with M7 units still making up a large percentage of services.
This results in a total of 306 playable services for the M9 and 287 playable services for the M7. As well as services running the entire Long Beach and Hempstead branches, there will be services covering other parts of the network that run out of the map, which are drivable for part of their run, such as those running the Main Line as far as Hicksville.
During rush hour, services are rather unique as there are times when both the east and west lines to Hicksville are used for traffic in the same direction resulting in your train overtaking / being overtaken by other trains. During quieter times of day, there are deadheading services running empty back to the depot as well as yard services and coupling to other units to form longer trains.
Due to performance limitations on older hardware, Gen 8 consoles and Xbox Series S feature a less intensive schedule with a total of 208 playable services.
Signaling
Much of the increase in available services within the schedule are down, not only to the introduction of the M9, but also improvements in signaling implementation and the dispatcher. The realistic traffic flow has been aided by the addition of missing signals.
A more thorough bit of work has also been done by amending and improving the âcustom logicâ in the signal model which configures behavior based on what is going on ahead. With the Long Island Rail Road, each area is configured in a different way and this system allows for that. Each signaling point needed to be manually programmed in order for them to behave as expected.
Additionally, scripted timed code changes have been made in the signal model. At various points on the LIRR, the cab signal in the locomotive can change several seconds after passing a signaling point. This keeps trains going at a higher speed for a longer period of time, which in turn improves efficiency.
Our team are also working on core dispatcher improvements relating to some stuck train issues.
Double Duty
In the UK Glossop Line route Add-on, players could utilise a âGuard Modeâ for the first time in the On Guard Scenario. For LIRR Commuter, weâve brought this alternative style of gameplay to another Scenario: Double Duty.
In this Scenario, the passengers will have randomized seats and tickets, giving it a new level of replayability not seen in Glossop Line. As the conductor, youâll need to ensure passengers have the correct ticket for their journey and give the appropriate response. On top of that there'll also be some yard work to do assisting the engineer in preparing the train.
Note: there will be no achievements or trophies for this route Add-on.
Train Sim World 4: LIRR Commuter: New York - Long Beach, Hempstead & Hicksville route Add-on will be available from 30th April for $39.99/ÂŁ29.99/âŹ35.99
Players on Steam will be able to pre-order with a 10% discount from 23rd April.
There will also be a 10% loyalty discount for Steam players who own the original Long Island Rail Road route Add-on which will stack, resulting in a possible 20% discount on that platform during the pre-order phase.
Loyalty discount will apply to owners of Long Island Rail Road: New York - Hicksville in TSW2020, TSW2, TSW3, or TSW4.
The 10% loyalty discount will remain in place on Steam until 14th May.
Xbox Game Pass players can also take advantage of 10% off Train Sim World 4 Add-ons. This is activated on release. (Can take up to 24 hours).
You can join the Railfan TV team on Twitch and YouTube at 11:00 PT / 13:00 CST / 14:00 ET / 18:00 UTC / 19:00 BST on 25th April for a preview of Train Sim World 4: LIRR Commuter: New York - Long Beach, Hempstead & Hicksville.