
Hello respected community!
5th era is finally out now!
Please enjoy and let me know any concern, feedback, issues ;)
Full changelog is here:
5th Era update overview
- 5 new locos (3 electric, 1 diesel, 1 quest loco), 6 new wagons (1 quest wagon)
- 3 new industry buildings with upgrades
- 2 new buildings without upgrades
- 6 new quests, 1 era quest
- 1 new cargo type
- 1 new track type, new depot
- new sounds, particle, camera positions, fixes, features, visual effects, etc.
Electrified track
- Electrified track (UI, 3D assets, gameplay params & balancing, transition parts, AI pathfinding, new depot)
Fields
- Field generator (respects terrain shape, chunking into compact shapes, select amount in newgame dialog, tools for planting and removing, limit trees on fields)
- Field types - corn, grain, sunflower
- Shader feature for Fields growing in spring, autumn harvest, clipping by rocks, separate "harvestable" geometry (fences stays over the winter)
- Field type moved to xml - so fields are modable too!
- Generating fields even into savegame when old savefile detected
Script
- New quests for 5th era
- Bonus wagons present in the depot even if owner quest invisible
Buildings
- Oil power plant, upgrades
- Coal power plant, upgrades
- Farm, upgrades
- Glassworks (quest building)
- Food shop
- Temporal coal mine upgrade
Vehicles
- New Ragulin diesel loco
- New Alligator electric loco
- New E118 electric loco
- New E66 Azakase electric loco
- New Passenger, Mail and Restaurant wagon
- New Timber wagon
Rendering
- All textures are now compressed (smaller HDD footprint, faster streaming)
- Transparent pass (Glasses)
- Fresnel driven glossiness
- Overlays for track type (helpers for track upgrading)
- Vehicle particle delay randomizer (controlled by its xml params)
- New Electric loco particle
- Improved details via distance interpolation
Sounds
- New sets of sounds for electrified locos
- New Sounds for Oil Power plant, Coal power plant, Farm
- Loco sound reference speed (not needed current max speed) - this will provide more engine sound variations
User Interface
- By deselecting wagon / loco type filter in depot, all are activated again
- Prefered track (only when using shortcuts) is now automatically updated once new track appears or after load / start new game
- Screen resolutions sorting (also it offers Full Screen multiple times with different frequencies)
- 55 new buildings cameras and 24 new vehicles cameras
- Vehicle shows depot icon when it's heading to a depot
- Missing or dangerous mods windows shows only up to 10 first mods and "..." instead of the rest to fit the screen
Gameplay
- All tracks returns full price once removed (so player can get tokens back by removing track)
- Train chooses depot exit according to its track type (for bug depot with multiple exits)
- Multiexit depots are possible now even for one-depot mode (you may place multiple depots chunked together)
- Upgrade also to basic track (downgrade from any track type to basic one)
- Generator places buildings closer to map edge - up to 5 tiles instead of 5%
- Params for all new vehicles and wagons, several iterations, balancing
Optimizations
- Better clipping for plants, smooth terrain chunks and grass
- Faster Generating new map and Loading savegame
Fixes
- GPU loop issue, fullscreen switching (not verified all occurrence yet)
- Wring UI text size computation (caused empty space in missing mods list window)
- Grass length, wrong clipping, added some grass on rocks
- Flickering when rendering large buildings far from camera
- Unable to load the game when some mods are missing and others are dangerous
- Train does not skip waypoints when right after full unload / load
- Removed unnecessary whitespaces at the beginning and end of mod name
- Dithering lod transition
- Some Script issues
- Clipping of grass and fields near the bottom screen edge
- Terrain type names
- Map generating issue (caused slow down of generating)
- Sea foam rendering
- Grass & Fields mask where bridge ends, also for station and station upgrades
- Correct upgrade cost (take track sell cost also into account)
- Removed gravel under town buildings, used grass and gravel paths instead
- Using enter when missing mods window appear no more break the loaded game
- Crash / corrupted far geometry after map edit
- Depot refresh after upgrading track inside
- Tons issues with glass and fields when implementing them :)
Hope you will like it as much as I do (and due to the fact it probably the biggest update so far)
Thanks again for your support and interest in Mashinky game!
Best,
Jan
Changed files in this update