There's a lot in this update, so grab an oil can and let's walk the train while I tell you about it.
We are continuing to build and refine Wear & Tear in Railroader by adding two new features - oiling and hotboxes - and adjusting how repair tracks work. There're also two big new quality of life features - the context menu and notices - as well as some exciting enhancements for switches: manual unlocking CTC switches, and switch throw "audits" for multiplayer.
That journal box looks like it needs a bit more oil. Get that one real quick.
Oiling & Hotboxes
While hotboxes are still a concern in railroading, in the days of friction bearings (i.e., the days of Railroader) they were a much bigger deal. "Hotbox" refers to the axle bearing overheating, usually due to inadequate lubrication. That's where oiling comes in.
Our goal with bearing oiling was to add a simple preventative maintenance interaction with a "fun" consequence -- hotboxes. Cars and steam engines (but not diesels) have a bearing oil level which can be checked by hovering the mouse over the trucks or drivers.
Filling the oil is as simple as holding left mouse on the truck or drivers while the oiled percentage rises. You'll want to check the oil level on cars arriving at the interchange!
As the oil level drops below 50%, wear starts to rise, as does the risk of a hotbox (on cars only). You can spot a hotbox by the smoke, as well as the tooltip. If a hotbox occurs, you'll want to add oil and keep the speed below 15mph to avoid further damage. Hotboxes are repaired by taking the car to any repair track.
We understand that this may sound like a lot to worry about - don't despair!
Cars in good condition only consume about 0.5% of their oil in a mile.
AI Engineers, when stopped, will gradually walk the train and oil any cars below 75% oil level.
AI Engineers periodically check the train for hotboxes and automatically reduce speed.
You can always turn off oiling and hotboxes in the Settings for your game.
Additional Changes to Wear & Repair
We've adjusted the rate at which equipment on the road takes wear to better incentivize regular maintenance while not being too punishing if you don't put your engines in the shed every night.
For general use you should expect condition to fall from 100% to 90% in the first 200 miles, but it will take over 3,000 miles before you reach 50%. This is with the default settings - you can adjust this and the overhaul mileage (which is now 2,500 by default) in Settings.
We've also reworked how repair tracks operate. Now, the shop automatically "hires" repair crews depending on how much equipment is present, and all equipment is repaired simultaneously. You can also set repair shop speed if you need them to work faster. We expect this to help especially busy railroads handle the repair work. Just make sure you have enough funds on hand to pay the wages due at midnight!
Context Menu
We've added a context menu for equipment! Clicking on equipment with right mouse (RMB, or using the `Z` key if you have "Right Mouse Toggles" mouse look enabled) shows a radial menu for quick access to toggling the handbrake, bleeding the brakes, showing the inspector, and selecting/deselecting.
We can't wait for you to try it out. It's immediately become a feature we wonder how we ever played the game without!
Notices
Sometimes there's a lot going on and it's easy to miss or forget about an important message like an AI engineer running low on water. That's where the new Notices feature comes in: notices appear in the upper right corner and stay until you dismiss them, or they are canceled.
Notices currently appear for AI engineer fuel/water levels, stop signals, fusees, and player connection changes. We plan to expand this feature in the future, so let us know what you'd like to see!
CTC Switch Unlocking
If you're doing some switching around a CTC interlocking it can be cumbersome to clear the interlocking and contact the dispsatcher for every throw. Now, crews can unlock and lock CTC switches using the switch's context menu (and verbal permission from the dispatcher, of course).
By unlocking a CTC switch the crew can throw it as needed and lock it again once they're done with their work, returning it to dispatcher control. Unlocked switches make the interlocking show occupied on the CTC panel.
Also: we have put a lot of effort into resolving bugs related to unlocking sections of the CTC system. We hope you notice the improvement, and thank you for your patience with these issues. Please continue reporting any issues you see!
Switch Audits
There's a lot more in this update - the full release notes are below - but we have one more feature we want to cover specifically.
We've heard from some multiplayer players that they've had trouble with crews throwing switches they shouldn't. We're considering introducing enhanced access controls to help with this in the future, but for the time being we have enhanced switches to record an "audit trail" of the last three throws.
To see the audit for a switch, hold Shift while hovering over the switch and the tooltip will expand to show the available audit data.
We hope this helps you educate crews and promote safety on your railroads!
Full Release Notes
Wear & Tear Iteration
Added Hotboxes & Bearing Oiling! Steam engines, tenders, freight and passenger equipment now have an oil level. Hover over the trucks (wheels) to check the level via tooltip, and click-and-hold to fill. Equipment with < 50% oil runs the risk of hotbox, which requires moving at < 15 mph to avoid additional damage. AI crews will periodically check for hotboxes and reduce speed upon detection. AI crews will also gradually oil the train when stopped. Full details are available in the Employee Timetable (F1 in game).
Hotboxes & Oiling can be disabled in Settings, but you must save and re-open the save file for the change to take effect.
Revised equipment wear from general use to incentivize daily service but not drop dramatically until condition approaches 50%. On default settings equipment will drop to 90% in the first 200 miles, but not reach 50% for more than 3500 miles.
Repair facilities are no longer limited by number of shop crew. Instead, crew is brought on as needed and all present equipment is repaired simultaneously. Repair is limited by money to pay wages at midnight (if inadequate, no repairs will be performed the following day) and repair parts on hand. Wages are only paid for repair work performed.
Repair speed can be set to increase wages in exchange for faster repairs.
Repair times are non-linear, depending on the condition of the equipment. It will take longer to repair from 50% to 60% than it will take to repair from 90% to 100%.
One overhaul is sufficient to return equipment to full condition.
Added overhaul information to the Equipment panel. Revised presentation to show service miles until overhaul.
Added context menu to cars for quick access to handbrake and bleed. Right click on car to access. The menu can also be opened with `Z` (right click context menu is not available for players who have enabled "Right Mouse Toggles" mouse look).
CTC switches may now be unlocked for local control using the aforementioned context menu on the switch motor. Unlocking a CTC switch sets the interlocking block occupied until it is locked again.
Improved representation of switches on the map, particularly at crossovers.
Added clickety-clack sounds for steam engines. (RR-469)
Adjusted selection of cars delivered to the interchange to be based on a normal distribution, better preferring cars that are appropriate to the power present on your railroad.
Switches now record recent throws. Hold Shift while hovering over a switch stand to see who recently threw a switch.
Added notices in the upper right corner to make important events more visible. AI engineers will post notices when they have stopped for some reason; player connect/disconnect will also appear here. We plan to expand this feature in the future.
Added ability to set train crew from Employees panel.
Added ability to rename train crews.
Added "East Whittier Interchange" map label; interchange labels now appear only when enabled. (RR-500)
Added tooltips to signal heads.
Updated A-26 engine.
Updated car tooltip: Moved handbrake indicator to its own line, changed to use icon in place of "Destination" and "Spotted".
Changed Alarka Jct Water Column milestone destination track to match other Alarka Jct Site tracks. This will require existing cars spotted at the prior location to be moved. (RR-498)
Changed milestone button text to use "Start" when ordering cars and "Purchase" for milestones without cars.
Changed AI to whistle more rapidly when moving a short distance.
Improved restoring player position on connect or load when player was riding on top of a car.
Mines now spot cars with air connected, end anglecocks open, and brake cylinders bled.
Improved map switch button culling vs UI scaling setting. (RR-455)
Improved display of small quantities of weight-measured loads. (RR-505)
Audio is now muted when pausing the game in single player.
Expanded range of sound preference sliders to 200%.
Fixed CTC not initializing correctly when purchased, which could cause signals at the extent of the system to not be settable. (RR-233)
Fixed phantom switch stand throw sounds.
Fixed Dillsboro Diesel Stand enabled by default in Sandbox mode.
Fixed AI announcing that it is stopping for a signal or fusee when it just stopped for a couple in yard mode.
Fixed AI setting headlight to forward when stopping.
Fixed AI not starting with reverser at 100%.
Fixed console text field being selected when hitting W in certain cases. (RR-461)
Fixed map icon for triple-headed Bryson entry signals. (RR-489)
Fixed unable to sell car that is already waybilled to buy repair parts or fuel. Any previously set sell destinations have been lost and will need to be re-applied! (RR-504)
Fixed "Copy to Coupled" of auto waybills applying waybills to cars which shouldn't be waybilled to those destinations. (RR-488)
Fixed case where player would be dropped from car they were riding when camera is elsewhere. (RR-501)
Fixed paying down loan resulting in negative loan payments in certain circumstances. Interest owed is no longer cleared by paying remaining loan amount and is due on the regular schedule. (RR-496)
Fixed cars sent away for loading still having their handbrake set upon return. (RR-510)
Take your game to the next level by logging in for increased rates, during Golden Time Event! Starting at midnight, enjoy a 2x EXP, 2x Skill, and 2x Drop event!
Event Duration: July 12, 2024 00:00 - July 14, 2024 23:59 Pacific
This increased rate event will only last until Sunday, July 14th, before midnight, so don't wait to take advantage of these increased gains!
+Added a few more edge cases to the block spawn system. +Added an "About" button to the player screen. +Added 3 new levels to level select (NEW BOSS COMING SOON). -Fixed an issue where black bars would not open when failing or finishing (should be fixed now). -Endless Easy and Gramma mode will no longer have speed-ups or challenge blocks. -The game will now still load even if the save files are messed up. -Cleaned up code for sidebars. -Cleaned up more spawner code.
Patch 2.2(Silent Patch)
+Added New Endless Mode Difficulty editor button to the endless mode screen +Added New Endless Mode Difficulty editor (Beta) +Added some new glow effect to falling blocks +Added SpawnRange slider to endless editor. +Blocks will now match the color theme of the level. -Fixed some cases where a level would crash while trying to expand.
We are still fine tuning some bosses based on feedback. Players can now find new minor quests and entrance to Dûzmûkm area in Northern Dawn. Ferry access has been added to Misty Tor, We have also increased the kill quest reward experience!
CHANGELOG
MONSTERS
Ceggadys loot value increased.
Bar-gura loot value increased.
Mountain Giant loot value increased.
Thordrak spins slightely less and has less movement speed during enrage.
QUESTS
Kill quests had their experience reward increased.
A new quest is required to be completed before slaying Skaldar.
New minor quests & areas added all over ND.
MAP
Changed lever to allow entrance to the Dûzmûkm area.
Ferry added to Misty Tor.
Replaced Mountain Giant at Thordrak's arena for dwarves.
Our goal for this session is to get feedback on the new content we’ve added, and test some new backend systems in development against higher concurrent player counts.
For this playtest:
All spells are unlocked, and class mastery is disabled
Level Cap reduced from 5 > 3
Merchant is set to level 3 by default
Ruined Castle (Night) Map disabled
We want all players to have access to and experiment with all content that is available. Future playtests will reintroduce map selection and unlockable progression.
We've updated the DLC prototype of Tame It Too! with the long-awaited breeding mechanics. We're glad to finally show you what we've got!
It's very easy to start breeding in this prototype. Since the breeding features are not yet story related, all you need to do is clean up the camp, build a tent and a workbench, then a purple icon will appear at the edge of the camp that will allow you to start the breeding.
Please note that due to a change in the save system to support multiple saves and future game growth, old saves are not compatible with this prototype!
What awaits you in this update
First of all, there are two new monster girls, Bunny and Lily. You'll meet and tame them as story characters in the full game, but for now, they're both ready to do a variety of naughty things with you, so you can start right away with the hottest part!
Breeding System
You can start to breed new monster beauties as soon as you launch the breeding prototype. The process of breeding new generations of girls will definitely surprise you!
At first everything is clear and quite simple, because it all starts with sex, of course! After successful impregnation, you'll be able to watch the girl's belly grow and other body changes, such as breast enlargement. You can also have sex with your pregnant beauties!
Things become more interesting from here on out! There's nothing complicated about breeding, but the process is quite unique, so it may raise some questions.
Briefly, your steps to breed a new girl are as follows:
Have sex. Once is enough, but you can try out all the available poses as many times as you like, just remember to keep your energy up!
Click on the girl when she is lying on the bed with the red exclamation mark above her;
Pick up what she gave birth to and bring it to the nest;
Assign one of the girls to nurse by taking her to the nest;
Wait for a new girl to appear and build a bed for her.
All new girls appear as adults, and you can continue breeding with them right away to get even more colorful wild beauties!
Variety
You'll be able to breed girls of many different colors and body shapes, so there's plenty of freedom for imagination and experimentation! It will not yet be possible to breed girls of different heights, faces and several other small traits in the breeding prototype, but all this is planned for future patrons' releases!
Construction
There are several new items available for you to build in this prototype, the most important of which is a bed. Each girl will need her own bed for sleeping and giving birth, and a new girl cannot be born if there is no room for her in your camp. In the full game, Lee won't have to sleep in a tent while girls sleep on beds, it will be different and you'll have the opportunity to build a house for Lee.
Hurry up and try it out for yourself! Feel free to share what kind of girls you breed in our Discord and Twitter! We'll be very grateful for your comments, so don't hesitate to tell us what you think!
This is the last of our prototypes for this game, the full-fledged Tame It Too! is ahead and we're already actively working on it! We plan to do regular releases for our patrons on Patreon, while the game is in development, and then make a big release on Steam, when the game will be finished. So stay tuned not to miss anything!
Well for this update there is some big news. Over the past month I have been in discussions with Whiskeybarrel Studios and we have decided to team up on making Lair of the Leviathan.
I have always been happy working solo but the sheer scale of the project meant it was going to take far longer than I had anticipated and combining efforts we can get this done in a fraction of the time. If you have played the Swords and Sandals games you will also be familiar with all the great little synergies and stats in those games and I think this will bring a lot to Lair as well.
Things should really pick up pace from now so stay tuned!
Some game news
In game preview news here's a little teaser of the bounty hall from the main city hub. You will be able to get all kinds of quests here from hunting outlaws, finding missing people and best of all, hunting down rare and dangerous monsters. As you complete quests more and more difficult bounties will be available with better and better rewards.
Some of the later bounties will be very challenging and also require going out and looking for clues to find them. I want to provide as much variety in gameplay as possible along with the main quest and also an 'end game' activity for players to focus on even after they complete the main story.
And in keeping with the 'represent as much as possible visually' theme of the game as you hunt down these bounties, little trophies of the fights will appear so you can have a souvenir of your battles. Trying to fill the entire hall will be a little optional challenge for players to complete and there might even be a final mega bounty for those who can do so.
In the next news post I'll post a little more about the updated combat system. Until then, here's a little teaser.