For the first time in railroad simulation, play as both the driver and company director! Take the controls of your locomotives and grow your railway empire by negotiating deals and developing your network.
[img]{STEAM_CLAN_IMAGE}/41001365/c2b0b070c6091c9683d413577f2086df1119737d.png[/img]
[h1][b]Patch #19 | FULL RELEASE + DAY 1 PATCH[/b][/h1]
Engineers! The time is nigh, Train Life 1.0 is here and it's time to talk about what you can expect today patch while playing the game. Before we get into that, I would like to welcome all new and returning players back to the game. As for those veterens who have stuck around for the entirety of Early Access, you guys are the real MVP's! Lets dive right in ladies and gentleman!
[h2][b]Additions[/b][/h2]
[h3]Features[/h3]
[list]
[*] Added Codex tab to the Tablet - now you can learn about the game as your on the move.
[*] Added possibility of reverse train anywhere - No more reversing at Service Stations!
[*] Added new Map system and minimap - a long awaited feature, that will definitely make your life that much more easier.
[*] Added controller feedback support
[*] Added “Lucky Cargo Values” City Bonus
[/list]
[h3]Scenarios[/h3]
[list]
[*] Added Towing Scenarios
[*] Added Shunting Scenarios
[*] Added possibility to continue game in scenario after derailing
[/list]
[h3]Sounds[/h3]
[list]
[*] Added voice lines in the tutorials - We considered adding Joey's voice, but he's from Wisconsin, so yeah...
[*] New voice lines when contacting stations via the station communications panel
[/list]
[h3]Miscellaneous[/h3]
[list]
[*] Added animation to come cabin cusomization
[/list]
[h2]Changes & Fixes[/h2]
[h3]HUD[/h3]
[list]
[*] Fixed access to radial menu during cutscenes
[*] Fixed a problem with subtitles in tutorial cutscenes
[*] Updated tutorials and scenarios by changing the way that tasks are displayed
[*] Updated radial menu icons
[/list]
[h3]Tablet[/h3]
[list]
[*] Fixed "new career" panel navigation
[*] Updated the position of tutorial widgets
[*] Fixed the displayed price of locomotive parts not being affected by the career customization multiplier
[*] Fixed the render opacity for the confirmation popup in the Escape Menu
[*] Fixed a missing button prompt in company management
[/list]
[h3]Gameplay[/h3]
[list]
[*] Fixed a lack of rain particles in some places
[*] Fixed a problem with refreshing the GPS when changing locomotive cabins
[*] Fixed a problem with the state of lights after game load
[*] Updated camera sensitivity settings
[*] Lowered the default wagon XP value of all cargo goods by ~50%
[*] Increased the default passenger/postage XP by 20%
[*] Lowered the default wagon cash value of all cargo goods by 25-33%
[*] Added a few more variants of NPC locomotives you can encounter during events
[*] Increased the starting number of wagons that start on production points at the start of a new game
[*] Increased the starting number of passengers and postage that start on main stations and warehouses at the start of a new game
[*] Increased the price of derailing and continuing from 10,000 to 50,000
[*] Increased the price of returning to the previous station from 5,000 to 10,000
[/list]
[h3]Level Art & Design[/h3]
[list]
[*] Fixed asset popping on scenario’s start
[/list]
[h3]Stability & Performance[/h3]
[list]
[*] Improvements to path searching in the map
[*] Improvement to the GPS system
[*] Fixed a problem with fps drops while scrolling the list of locomotives in the Service Center
[/list]
[h3]Miscellaneous[/h3]
[list]
[*] Fixed some gameplay settings not being saved
[*] Fixed a problem with skipping tutorials
[*] Fixed various smaller problems in tutorials
[*] Fixed various smaller problems in scenarios
[/list]
Before we end here, I wanted to share a few words (it's actually a lot, but Joey is a little softy when it comes to these things) a word from our Lead Game Designer:
"It’s a tremendously exciting day for game developers to release their game, which is usually the culmination of many years of challenging work. For Simteract, and the incredible team we’ve had working on Train Life, it’s no different. Allow me to take just a moment of your time, and then we can get back to gaming!
First and foremost, I want to thank our community members who have been with us from the start, and the ones who are joining us on day one of our full release. While it’s easy to pinpoint the monetary support as a direct contribution to our artform, it would be remiss of me if I failed to mention your bug reports, criticism, and activity within our online communities. Early Access is a grueling, but crucial, phase of iteration, polish, and community involvement. I sincerely hope that we removed as many barriers as possible to aid the flow of information between you and us, the developers. Going forward as a studio, I can certainly promise the continued treatment of the community as an extension of the game’s development team. We look forward to the long-term fans and appeal that our games generate, as well as proving that, at our heart, Simteract aims for transparent and collaborative development with our community.
To our team, our lovely group of quirky and talented men and women, I have nothing but pride thinking of how much we’ve grown and learned. Our combined mental forces can conquer even the mightiest of hurdles, and I could not ask for a better set of people to work with on a daily basis. Stand up proudly and wear a well-deserved smile when you think of where this game is now and where it began. Game development is certainly not an easy industry, but even on the toughest days I can rely on my team to put a smile on my face and encourage me onwards. Keep being your best selves, being honest, objective, and fun. Keep being the best friends I’ve ever had, and let’s make some great games together!
Lastly, but absolutely not least, our friends and business partners at Nacon deserve a big spotlight as our publisher. We’re all in this industry together, and putting all of the puzzle pieces together can, at times, be stressful and hectic. Like any good marriage, communication is key. Thank you, Nacon, for showing us a ton of care, consideration, and understanding when it came to Train Life. Working with you has been an immense pleasure for us, and we’re looking forward to the future of our relationship with you!
From all of us to you players, thank you for everything! <3
Joey Bougneit
Creative Lead & Lead Game Designer"
Thank you Joey, and thank you all for playing a huge part in this project.
Mike
Simteract Community Manager