We just released the November Update 2025.3 of Railroad Manager! This updated introduces Steam Achievements to the game, so you can now start to earn them just by playing! Some of them are hard to get! We also took the opportunity to improve some graphics. A minor change is the option to upgrade a junction to a goods station. Of course we will continue to work on the game! Thanks for playing and keep us informed about your wishes and ideas!
Based on some bugs reported by you, as well as those we discovered in the final build, we are now releasing the first patch for the current 2nd playtest. Thank you very much for your help. Here are the patch notes:
- Scanner didn´t work -> fixed - Radialmenu has problems on the buildingsystem -> fixed - Some buildings has no build ghost while in build mode -> fixed - If you turn a Campfire at an angle, it does not adapt to the angle -> fixed - some trees fall down even if they are not completely felled -> fixed - if stamina drained while swimming, you can´t swim, but you won't start drowning -> fixed - some translations aren´t correct -> fixed
New Features: - Reset Character function: You can now reset your character in your inventory when you stuck or have problems
Erydia: - 2 freshwater sources added (lakes)
Balancing: - Render ranges adjusted - Some foliage actors adjusted
Bugs: - Fixed some collisions - Fixed missing sounds and effects - Animals now only run into the sea to a limited extent
Today’s DevBlog introduces Rina, our stylish rebel. Curious about her journey and what drives her to join the battle? Dive into her story and find out what makes Rina such a fierce ally!
Name: Rina Age: 24 Place of Birth: Mibu, Tochigi Favorite Food: Donburi, with veggies from grandma’s garden
Rina was raised mostly by her grandparents, as her parents were often away due to their demanding work schedules. This surely sparked some insecurities in her, but it also fueled her desire to stand out and express herself in bold ways.
Growing up in a small town, Rina always felt like a misfit, longing for the vibrant, stylish life she admired in Tokyo. To cope, she developed an edgy, eye-catching style that’s uniquely hers – a mix of bold confidence and a quiet defense mechanism against her self-doubts.
Despite her tough exterior, Rina’s heart beats with a deep desire to prove herself and be seen. So when the alien invasion began, she saw it as her chance to step up. It wasn’t just about survival; it was about carving out a place for herself in a world that had often made her feel small. Determined and fierce, Rina dives into the fight with an attitude that says, “I’ve got this”.
It's hard to believe it's already been a few months since Guild Wars 2®: Janthir Wilds™ launched. As we wind down 2024, we'd like to give the community an update about all things Guild Wars 2. Our fifth expansion added one of the most requested features to the game—homesteads—and it's been wonderful watching the creativity of players as they decorate their new homes. You also got to experience the beauty of Lowland Shores and survive the dangers of Janthir Syntri with your new allies, the lowland kodan. With the kodans' help, you were taught to wield spears and ride the warclaw like you never have before. But Guild Wars 2: Janthir Wilds has just begun, and in one week, you'll be able to join forces to tackle our first raid in five years, craft a new legendary spear, and continue your story with the lowland kodan.
Guild Wars 2: Janthir Wilds—"Godspawn"
"Godspawn," the first of three major updates to Guild Wars 2: Janthir Wilds, is coming on November 19. Three new story chapters will continue your adventure against the threat of the titans. Will you and your allies be able to uncover a path to securing peace for the inhabitants of the Isles of Janthir?
In addition to new story chapters, there will also be a new raid and Convergence, the new legendary spear, Klobjarne, along with a new Wizard's Vault season, relics, weapon and armor rewards, a Mastery update, and new homestead decorations!
Stay tuned for previews of the new rewards and Wizard's Vault refresh in our launch day blog!
Raids Are Back!
In next week's update, we will be introducing our new 10-person raid, which will take you to Mount Balrior. It features three bosses and several smaller, varied encounters that will test your coordination and adaptability.
At the heart of Mount Balrior's narrative are Greer, the Blightbringer, and Decima, the Stormsinger, the two titans you battled in Janthir Syntri. After their defeat, they've retreated to Mount Balrior to recover and regroup. This time, they won't be alone. Their raid versions bring back the chaotic, relentless attacks of Greer and the structured, strategic mechanics of Decima, but cranked up to new levels of intensity. Expect familiar moves executed in ways that will keep your group on their toes, along with a few completely new surprises that Greer and Decima have in store.
Embark on the New Convergence in Lowland Shore
For a different flavor of group content, we are also launching a new Convergence in the "Godspawn" update! Like the Convergence in Guild Wars 2®: Secrets of the Obscure™, up to 50 players can participate in public squads every three hours, with private squads able to start any time. Expect a challenge comparable to the Guild Wars 2: Secrets of the Obscure Convergence bosses, with most groups completing it in 20-30 minutes.
In this journey, Stoic Alder, the Claw of the lowland kodan, narrates your adventure to young kodan cubs, adding unique story twists with every playthrough. Fans of Greer and Decima will find familiar attacks, but with adaptations that make this event a fresh experience. As our first multi-purpose map, Mount Balrior includes hidden passages and adaptive designs, setting the stage for future rotations of bosses and a challenge mode arriving later next year.
Stay tuned as we dive deeper into what's next for both raids and Convergences in an upcoming blog later this week!
World vs. World (WvW) Updates
Our team is focused on refining core systems in WvW while we continue planning for some of our larger, long-term goals. One major area of focus is incentivizing winning—or, in other words, creating shared goals that encourage teamwork. We've consistently heard two key pieces of feedback: players often have different preferences for defending versus not defending, and, more generally, many players feel there aren't enough incentives to win matchups. By aligning team goals around winning, we hope to address both these issues. It's a big task, but it's one we're dedicated to, and we're excited to start rolling out improvements.
We're also making some significant scoring adjustments for the first time in a while. This is an essential step in aligning player goals and encouraging teams to prioritize winning together. We've updated PPK (points per kill) values, the points for capturing objectives, and will soon launch adjusted VP (Victory Point) numbers tailored to different time zone coverage.
In the short term, we've been updating several key parts of WvW game elements. We've overhauled the siege system, improved the participation system to make earning repel credit more consistent, and introduced new attribute combinations exclusive to WvW (alongside tweaks to existing ones that don't impact PvE). We're also working to adjust certain tactics and strengthen objective lords to better serve as rally points for defenders. To make WvW more rewarding, we've added unique skins, infusions, new ways to spend WvW currencies, and better skirmish track rewards.
Accessibility for new players is a key goal, too. The warclaw is now immediately available in WvW, mastering it is faster, and new exotic gear with selectable attributes is readily obtainable.
World vs. World Restructuring and Competitive Updates
The World Restructuring team is currently focused on larger improvements to the team-creation algorithm, with special consideration given to improving the issue described in this forum post.
We're also enhancing the guild panel with a new UI element that displays which members have selected the guild as their WvW guild, making it easier for guilds to coordinate their World vs. World activities and avoid missing team-creation lockout deadlines.
Additionally, we're updating the character select screen, replacing World Selection with a Region Selection UI panel. This will allow seamless transfers between North American and European datacenters. With this change, intra-region transfers will no longer be necessary, which also eliminates the risk of spending gems on redundant world transfers. Regional transfers will now have a flat cost of 500 gems simplifying the process.
Also, for players who took part in our PvP Push beta event, we recently sent out a survey to gather feedback on the event, and we'll be reviewing the responses and then determining our next steps for the game mode. There will be more Push news in 2025 as we continue to work with the community on building the Push PvP mode.
Guild Wars 2 on the Epic Games Store!
Guild Wars 2 will be making its debut on the Epic Games Store later this month, and we're thrilled to welcome a new batch of players to the world of Tyria. Guild Wars 2 has been captivating players for the past 12 years, and we are excited to make Tyria even more accessible to players by partnering with Epic.
Keep a look out on our official platforms for a release date (and an epic new Guild Wars 2 trailer) soon!
Wrapping Up 2024
While the year may be coming to a close soon, there's still plenty of things coming up for Guild Wars 2. November and December will also include more events: a two-week New Hero Jump Start event, a "birthday" bash for Evon Gnashblade, and Wintersday coming up on December 10. Lunar New Year and a second skills and balance update will be coming along near the end of January 2025. Around then—or a little after—we'll be back to talk about the next few months of Guild Wars 2.
Here are some dates for our upcoming events to close out the year:
October 29–November 19: Extra Life In-Game Bonus
November 12–November 25: New Hero Jump Start Event
November 25–December 2: Evon Gnashblade's "Birthday" Celebration
December 10–January 2: Wintersday Event
And finally, as a reminder of what's still to come in Guild Wars 2: Janthir Wilds in 2025, we have this handy content chart:
This week in the Gem Store, we have elegant attire that suits all who enjoy a handsome style. The Dapper Suit Package is a staple in sharp couture. This package is available for 1,200 gems and contains the Dapper Coat Skin, Dapper Pants Skin, and Dapper Wingtips Skin.
What's in Stock
Starting November 15 and continuing for the next few days, the following mount packs, adoption licenses, and select licenses will be 20% off:
Warclaw Frontline Mount Pack
Distant Lands Mount Adoption License
Distant Lands Mount Select License
Exotic Breeds Mount Adoption License
Exotic Breeds Mount Select License
Lost Era Mount Adoption License
Lost Era Mount Select License
Awakened Mounts Pack
Canthan Vulpine Jackal Mounts Pack
Canthan Tigris Griffon Mounts Pack
Choose your favorite mount skins and add them to your collection!
Returning This Week
Creative hearts rejoice! From today until November 19, Character Slot Expansions are available at an awesome 20% discount. Expand your alt collection with a shiny new character.
Available Now in the Gem Store!
Log into Guild Wars 2 and press 'O' to access the Black Lion Trading Company for these great offers and more!
Get ready, contestants! Our second Dev Live Stream is coming up later this week on November 14th! This time, we're excited to have our talented UI Designer, Jordan Cox, as the host. Don’t miss out on another exciting Blindfire stream full of insights and surprises. We hope to see you there!
The stream is planned to start at 3 PM UTC/ 7 AM PT. Be sure to call your friends for a chance to get a game key!
Romain here, I want to talk to you about an architectural concept that use in Los Pingheros: AssetActions. If the term looks pretty generic to you, it is because it is supposed to be, AssetActions are meant to represent a wide variety of things that can be done in our game. Let’s get into it.
In case you don’t know it already, LosPingheros is a top down snowball fighting game where a lot of crazy stuff can happen: explosions, sharks chasing you, ananas meteor sent from the penguins gods, etc.
Thus, we developed a very systemic game and as we added features, the combinatorics of associating the different incomes with the different outcomes would have quickly exploded, se we searched for a generic solution to the problem.
What is an AssetAction
We have different kind of triggers in our game, and the goal is to unify the way we produce outcome from those triggers. We need to be able to:
Describe the outcome of the interaction
Prototype things easily
Give the designers the tools to leverage the systemic aspect of the game
Here is an example of what it looks like in the editor. Our coins are Interactable objects that trigger an action when the player touch them. The outcome of this interaction is given by the AssetAction associated to the Interactable component.
AssetActions are scriptable objects (more precisely AssetObject as we are using Photon Quantum, but this is not the topic) that implements the IAssetAction interface.
Simple and effective, the scriptable object must describe what happens when it executes, adding score to the player that triggered the action.
public unsafe partial class ScoreActionConfig : AssetObject, IAssetAction, IAssetInteraction
{
public ScoringValue ScoringValue;
public void OnAssetAction(Frame f, AssetActionRuntimeData context)
{
// Add score to the associated player
var player = f.C.pPlayerData->Get(f, context.Owner);
player->AddScore(ScoringValue);
// Send an event to the view to create FXs
ObservableEvent.Send(f,
position: context.Position,
owner: context.Owner);
}
}
We previously, created an explosive bomb (is there any other kind of bomb really ?) as you might have seen here: VFX Creation, and the use of symbols. So what happens if we just swap the AssetAction from the score one to the explosive one ?
We just gave a way for the designers to add a fake explosive coin without any extra development cost ! And this is just the beginning…
AssetActionRuntimeData
You might have noticed in the IAssetAction description that a AssetActionRuntimeData is passed as a parameter of the function. This truly has 3 purposes:
Pass other possibly meaningful parameters to the Action:
This is pretty straightforward in the example, it gives information on the context of the interaction that triggered the AssetAction, such as the position, the frame, the player, etc.
Give the possibility to execute the action at another point in the frame:
You don’t always want to execute the action instantly, might it be for logical reasons or performances. For example, you might not want to apply scores before you gathered everything that triggered score in the frame. This allows you to handle things in batch.
This is what the IAssetInteraction interface is for in the ScoreActionConfig. This interface is completely empty, and serves as a tag to tell when the action is supposed to happen.
switch (assetObject)
{
...
case IAssetInteraction:
AssetActionRuntimeData.CreateAssetAction(f, in assetAction);
//Executed later in the frame
break;
case IAssetAction config:
config.OnAssetAction(f, assetAction);
// Executed instantly
break;
...
The system handling AssetActions just check for the implementations of the AssetAction and execute different logic based on it. IAssetInteraction are added to an interaction queue to be handled later on, while basic IAssetActions are executed instantly.
Give the possibility to delay the action more in the future:
Sometime, you don’t event want the action to happen in the frame where it was triggered, in that case, you just store AssetActionRuntimeData somewhere and wait for it to be ready to be executed.
Different kind of AssetActions
Here is a sample of the kind of AssetActions you can find in our game:
Name
Action
AOEConfig
Create an area of effect applying different kind impacts to objects in the area. There is different shapes, different elements, different propagation logic, all defined as variables in the scriptable object.
SharkConfig
Modify the AI of the shark to make him try to bite a certain location or a certain player.
CharacterStatModConfig
Apply a buff to a player, making him as jumpy as a rockhopper or as strong as an emperor.
ActionOverrideConfig
Apply some modifiers to basic actions of the character, making them fly instead of jumping for example.
JumpAction (CustomAction)
Make an object jump, even if it is not supposed to. There is a bunch of actions like that for things that are not really factorizable.
MeteorShowerConfig
Well… Create a meteor shower… of pineapples !
SpawnItemConfig
Spawn a prefab at a certain place
TweakExplodableConfig
Modify an explodable, increasing its range for example.
And the list goes on. This is really powerful and might even unlock a new level of creativity for your designers. Would they have thought of a bomb which increase the range of other bombs in the area when it explodes ?
We also have a way to describe aggregated actions in a single one, would you trigger several things at the same time, or randomly pick one in a table.
public partial class RandomActionListConfig : AssetObject, IAssetAction
{
[Serializable]
public struct WeightedAction
{
public AssetRef AssetAction;
public FP Weight;
}
public List<WeightedAction> WeightedActions;
public unsafe void OnAssetAction(Frame f, AssetActionRuntimeData context)
{
// Compute total weight
FP cumulatedWeight = 0;
foreach (var action in WeightedActions)
{
cumulatedWeight += action.Weight;
}
// Random value
var pGameSessionState = f.Unsafe.GetPointerSingleton<GameSessionState>();
var randFP = pGameSessionState->SystemRandoms.AssetAction.Next(0, cumulatedWeight);
// Find random action
cumulatedWeight = 0;
foreach (var action in WeightedActions)
{
cumulatedWeight += action.Weight;
if (cumulatedWeight > randFP)
{
context.AssetActionContext.AssetRef = action.AssetAction;
f.Signals.OnAssetAction(context);
break;
}
}
}
}
Conclusion
This is a simple overview of what you can achieve with externalizing some logic in scriptable objects. Making systems like this help you go further faster, decoupling coding the interaction from using them, and even helping the creativity of the design of systemic games. How powerful !
But… with great power… comes great responsibilities… Don’t let your designers go crazy.
Don’t freeze your brains up ‘til next time, see you on ice !
Welcome to “This Week in The Crew” article! Every week, we bring the news of the weekly novelties in The Crew Motorfest to you to help get you started!
SUMMIT CONTEST
As a Chase Squad member, outmaneuver the rivals in thrilling city chases, navigate both free-roam and set paths to stop your targets. Speed, strategy, and precision are key.
Summit Events & Constraints
Events
Constraints
Smash Targets
Loan
The Hunt
Loan
Leave No Way Out
Ford Mustang Dark Horse
Chase Squad Unit
Loan
Under Arrest
Loan
On The Run
Audi RS 6 Avant
Escape Asphalt
No Constraint
Slalom Water
No Constraint
Speedtrap
No Constraint
CUSTOM SHOW
Hunting down your targets and executing precision take downs is one thing, but can you look good doing it? Chase Vehicles are the star of the show in this week’s Custom Show!
Constraints
Chase Vehicles
VANITY ROTATION
Here are the vanities that are in rotation this week! Grab them while you can!
For more information on The Crew®, check our official website. Join the The Crew® community on Reddit, TC Social, and Discord, and be sure to follow us on Twitch to never miss a livestream.