Changelog
2.0.0 Alpha 7 Release
Iron Horse 2.
It ain't done but it's kind of fun.
Stick to 1950-2050. Trains introduced before 1950 may have unfinished sprites.
Designed to be used with 'vehicles expire' set to to 'on', Horse 2 has a lot of vehicles and crowds the buy menu unless expiry is used.
Release Notes, for the Reading of
- use with Termite railtype grf to get Metro and Narrow Gauge trains
- the alpha doesn't contain every train planned, stay tuned for future cookies
- running and buy costs are set, but might need tweaks
- vehicle sprite alignment issues are known
- extensive cargo sprite support, but some cargo sprites are known to be missing
- no savegame compatibility with Iron Horse 1
- can be used alongside Iron Horse 1, if you must (kind of odd, but eh)
Changes from 2.0.0 Alpha 6
- no savegame compatibility with previous 2.0.0 Alpha releases
- rebalanced (again) all run costs compare to 2.0.0 Alpha 6
- most vehicles now cost less to run,
- a small number vehicles cost more to run, generally these are passenger vehicles with very high earning potential
- play-tested in detail with medium cost settings (and FIRS cargo payment rates)
- reduced passenger vehicle capacities for balance
- set cargo aging period for metro trains
- these are very profitable on short routes (up to about 16 tiles), if fully loaded
- but profitability will fall on longer routes
- improved the appearance of passenger vehicle sprites when doors are open for loading/unloading
- updated translations from web translators
2.0.0 Alpha 6 Release
Changes from 2.0.0 Alpha 5
- fixed vehicle sprite offsets
- updated translations from web translators
2.0.0 Alpha 5 Release
Changes from 2.0.0 Alpha 4
- no savegame compatibility with 2.0.0 Alpha 4
- rebalanced all buy costs and run costs
- engines now generally cost more to buy
- smaller engines generally cost more to run
- larger engines generally cost less to run
- fixed a bug where medium wagons cost 2x as much as small wagons, instead of 1.5x
- fixed cargo payment bonus for luxury passenger cars
- now implemented as a penalty for long delivery times on standard passenger cars and passenger railcars
- for long delivery times, the luxury cars will pay significantly more
- the effect will only show up on routes longer than about 64 tiles (depending on speed of train)
- added support for DMU/EMU livery (company colour) settings, available in OpenTTD nightlies from Feb 2019
- removed gen 6 Express Car, over-provided with express and mail cars at that point
- tweaked some engine weights for balance
- updated translations from web translators
2.0.0 Alpha 4 Release
Changes from 2.0.0 Alpha 3
- Helm Wind (1987) and Brenner (2017) high speed passenger trains
- distributed traction: all middle cars add power when attached to the correct cab car
- this means that high speed passenger trains always have enough power, whatever the total length
- swap the default livery for electric (and electro-diesel railcars), so they're visually distinct from diesel railcars in buy menu
- Pylon and Zeus electric railcars are now electro-diesel
- diamond shaped pantographs for Ares and Athena electric railcars
2.0.0 Alpha 3 Release
Changes from 2.0.0 Alpha 2
- no savegame compatibility with previous 2.0.0 Alpha releases
- added electric railcars:
- Athena, Geronimo, Breeze, Zeus for passengers
- Ares, Dover, Jupiter, Pylon for mail/express cargos
- introduced 1927-2017
- hidden silly easter egg for electric railcars, hard to find
- added more 'standard' passenger cars
- 3 short passenger cars introduced 1860-1930
- 3 long passenger cars introduced 1960-2020
- increased capacity of all passenger railcars and all 'standard' passenger cars
- added 3 long express cars, introduced 1960-2020
- improved appearance of vehicle images in docs
- updated translations from web translators
- numerous codechanges for graphics generation, capacity calculation etc
2.0.0 Alpha 2 Release
Changes from 2.0.0 Alpha 1
- no savegame compatibility with 2.0.0 Alpha 1
- adjusted small freight engines
- renamed Faun to Hercules
- added Goliath small freight engine
- improved sprites
- adjusted HP to balance away from medium-sized express engine
- reorganised express engines
- Dragon is now high-HP and is an upgrade from Pegasus, not Tencendur
- added Kelpie, upgrade from Tencendur
- added Griffon, upgrade from Kelpie
- Shredder adjusted, now a medium-sized engine, in gen 6, upgrade from Griffon
- changed colour scheme of Turtle
- electric freight engines
- added Gosling Blast gen 6 electric freight engine
- adjusted HP for Peasweep and Flanders Storm for balance
- added Express Cars as an alternative to Mail Cars
- completed all sprites for narrow gauge wagons
- wagons with opening doors now close them in stations if fully loaded
- reorganised engines in buy menu
- changed the en-gb translation to use more typically British names for wagons
- updated translations from web translators
2.0.0 Alpha 1 Release
Assume everything changed. Except things that didn't.
1.9.1 Release
Fixes
- weight was too high for Slammer and Tin Rocket, now reduced
- Tin Rocket HP reduced in line with reduced weight
1.9.0 Release
Features
- rename the 'Brit' roster to 'Iron Pony'
- added 'Longwater', 'Tyburn' and 'Tidewater' metro freight units
- removed 'Mole' metro locomotive and metro freight car
- covered hoppers now refit to sand cargo
Fixes
- correct offsets for some vehicles at 4/8 and 6/8 lengths
- some sprites out of place for passenger metros
Codechanges
- removed incremental compile support
- sped up the compile in a few places
- support for compiling a single roster using a compile-time parameter
- random sprites now use random bits from lead unit of articulated-consist, not per-unit, allowing the whole vehicle to use the same randomly chosen set of sprites
Language Updates
- translator credits http://bundles.openttdcoop.org/iron-horse/push/LATEST/credits.txt
1.8.0 Release
Not savegame compatible with previous versions of Iron Horse.
Features
- add Aberdare 2-6-0 freight engine
- rebalanced power of early freight engines (previously for many routes it made more sense to use the equivalent express engine, as it had more power)
- re-balanced Cargo Sprinter for express freight
- lower power, but with very low costs
- with no wagons attached, Cargo Sprinter will reach top speed quickly
- 1 or 2 wagons can be hauled per Cargo Sprinter, but acceleration will be slower
- add as many Cargo Sprinters to the consist as you need, they're affordable
- add vehicle transporter car (no cargo graphics yet)
- covered hoppers now refit to rubber cargo
- refit support for FIRS Cassava, Edible Oil, Nuts and Vehicles cargos
- refit and cargo graphics for FIRS Phosphate
Fixes
- improved offsets for vehicles longer than 8/8
- Cargo Sprinter refits didn't match intermodal cars
Language Updates
- many languages
- translator credits http://bundles.openttdcoop.org/iron-horse/push/LATEST/credits.txt
1.7.0 Release
Features
- scrap metal cargo graphics for hopper and open cars
- tank cars show different livery depending on cargo refit
Fixes
- all vehicles were 1px out of position for North-facing \ and / views
- Cargo Sprinter sprites were broken in multiple ways
- Cargo Sprinter weight and vehicle length were wrong
- Little Bear, some sprites were 1px out of position
- narrow gauge mail car, some sprites were out of position and/or too high
- bad purple pixels in Tin Rocket and narrow gauge open car
- tweaks to Slammer \ and / views
- covered hopper car was out of position
1.6.1 Release
Fixes
- Big Bertha tractive effort was a little too low
- 2nd generation reefer car sprites were out of position
Language Updates
- dutch
- translator credits http://bundles.openttdcoop.org/iron-horse/push/LATEST/credits.txt
1.6.0 Release
New Features / Changes
- metal cars (3 generations)
- caboose car for narrow gauge
- '0-8-0 Collier' is now '0-10-0 Big Bertha' with even more TE (it was already high, now it's insanely high)
- refit support for FIRS Beans and Nitrates cargos
- all tank engines now have randomised forward/reversed sprites (random when built in depot)
- improved sprite shading for some box cars and flat cars
- improved sprites for some metro trains / wagons
Fixes
- box cars now have capacity > 0 when refitted to mail
Language Updates
- multiple languages
- translator credits http://bundles.openttdcoop.org/iron-horse/push/LATEST/credits.txt
Codechanges
- compile now uses python 3 not python 2
- compile now requires nml 0.4.0 or newer
- refactored compile scripts, keeping pyflakes happy, and not relying on weird magic related to python imports
1.5.0 Release
New Features / Changes
- balanced loading speeds for all vehicles
- tank, hopper, covered hopper and intermodal cars load twice as fast as other types
- metro trains load twice as fast as other passenger trains
- clay cargo sprites for open and hopper cars
- more cargo sprites for supplies cars
- more cargo sprites for narrow gauge flat cars (timber, lumber, metal, tarpaulins)
- most text now translatable
Language Updates
- af_ZA (telanus)
- ca_ES (juanjo)
- de_DE (planetmaker)
- en_US (Supercheese)
- es_ES (SilverSurferZzZ)
- fr_FR (arikover)
- hr_HR (Voyager1)
- la_VA (Supercheese)
- nl_NL (Alberth)
1.4.0 Release
New Features / Changes
- added supplies cars (two generations); refit engineering supplies, farm supplies, building materials
- added a 3rd generation open car (large and fast, available late 1990s)
- added a 2nd generation covered hopper car (1950s)
- introduce 2nd generation tank wagon earlier for game balance
- introduce 1st & 2nd generation hoppers earlier for game balance
- flat wagons use metal as default cargo
- more pleasing buy menu order for wagons
- improve appearance of Cargo Sprinter when loaded
Fixes
- a few wagons had excessive weights
- 2nd generation open car missing cargo sprite for | direction
- passenger car capacity was 0 when refitted to tourists cargo
- stop mail cars refitting to tourists cargo
1.3.1 Release
Fixes
- stop box cars and open cars refitting to tourists cargo
1.3.0 Release
New Features / Changes
- added a narrow gauge mail car, bored of refitting box cars to mail
- fast (2nd generation) open, flat and box cars were introduced too early, unbalanced the game
Fixes
- reefers weren't refitting refrigerated class (oops)
- dibble pax car loading speeds so later generations don't load slower than earlier
- gen 3 brit flat car loads out of place by one pixel
Language Updates
- de_DE (planetmaker)
- fr_FR (arikover)
- la_VA (Supercheese)
1.2.1 Release
New Features / Changes
- generation 3 flat car
- introduce generation 1 edibles tanker earlier
- loading sprites for Tin Rocket when refitted to freight cargos
Fixes
- url to tt-forums thread was wrong in docs
- bad spritesheet for gen 2 flat car
- partial load state added for supply cargos for gen 2 brit flat car
Codechanges
- compiler defaults to multiprocessing off instead of on, to avoid DoS-ing people's systems
1.1.1 Release
New Features / Changes
- shuffled order of some wagons in buy menu
- box cars and reefer cars show progress while loading (open doors empty, open doors with crates loaded)
- improved online docs http://bundles.openttdcoop.org/iron-horse/releases/LATEST/docs/
Fixes
- engines no longer show as having passenger capacity (when filtering by cargo in buy menu)
- narrow gauge wagons now available in 1860, same as first narrow gauge engine
1.1.0 Release
New Features / Changes
- new sprites for Walker narrow gauge diesel
- removed Planet narrow gauge diesel
- adjusted narrow gauge vehicle stats for game balance
- flat cars no longer refit to express cargos, use open, box or mail cars instead
- edibles tank cars no longer refit rubber (yum yum chewy rubber)
- bumped minimum compatible version to avoid breaking savegames
1.0.0 Release
New Features / Changes
- improved sprites for Mole Metro loco and metro car
- it's 1.0.0...
Release Candidate 6
New Features / Changes
- randomly chosen 1st or 2nd company colour for hopper cars
- open wagons load state graphics for default and bulk cargos
- close mail car doors when 100% loaded
- increase Double Juice diesel power (a lot) and electric power (a bit) for game balance
- introduce Gridiron 5 years earlier for game balance
Fixes
- Northock 2-8-2 not 4-8-2
- correct smoke position for engines with random graphics variations (reversed tank engines)
- wagons and cargo sprinters now use loaded graphics in depot if they are loaded
*Code Changes
- removed a bunch of strings relating to buy menu extra text
- decided we'll never show buy menu extra text, sign of BAD FEATURES; read the docs instead
- made it easier to support tanktainer on cargo sprinter, and opening doors on box and reefer cars
- cleaned up some other nonsense around visual effects and power
- extended the Pixa pipeline for cargo recolouring to also handle 1cc/2cc swap
Release Candidate 5
New Features / Changes
- rejig tank cars
- add two edibles tank cars, for food-type cargos (water, milk, alcohol etc)
- edibles tank cars have high speed limits, and cargo-aging bonus
- remove one standard tank car
- adjust speeds and intro dates for tank cars
- tank cars no longer refit to food-type cargos, use edibles tank car instead
- introduce first-generation reefer car later, and make it faster (game balance)
- change order of wagons in buy menu (puts the most widely-refittable wagons first)
- randomly chosen 1st or 2nd company colour for:
- edibles tank cars
- tank cars
- flat cars
- covered hopper cars
- narrow gauge tank car is now black not company colour
Fixes
- avoid refitting hoppers to fruit (fruit cargo often has bulk class for historical reasons)
- allow refitting box cars to refit fruit (same issue with bulk class on fruit)
- don't refit flat wagons to food, the birds will eat it
Release Candidate 4
New Features / Changes
- new sprites for third generation hopper car
- randomly chosen 1st or 2nd company colour for
- box cars
- open cars
- reefer cars
- covered hopper cars can now refit to Building Materials cargo
Release Candidate 3
Fixes
- Ramsbottom tender misaligned in \ view
- smoke correctly positioned for most vehicles
- Double Juice shows electric sparks or diesel smoke, depending on power type
Release Candidate 2
Fixes
- Cargo Sprinter wasn't refitting at stations correctly
- purple pixels on 2nd generation hopper car
- many vehicles had loading speeds which were too high
Release Candidate 1
New Features / Changes
- set buy and run costs for all wagons
- sprites for generation 3 hopper car
- use company colours on generation 3 box car
- separate speed limit for narrow gauge wagons
Language Updates
Alpha 6
New Features / Changes
- Chaplin tank randomised reversed sprites
- adjust vehicle name to Mail Car (Metro)
- multiple tweaks to vehicle stats for game balance (too many to list)
Fixes
- some pax coaches using wrong sprite template
- Hudswell length should be 7/8
- Donegal should be 7/8 long
- Walker has 6/8 length
- bad spritesheet for some views of Little Bear
- Lemon tender wrong position in \ view
- set refittable pax on Combine cars (closes #6931)
- Cyclops sprites out of place (closes #6893)
- set default cargo correctly on lead slice of articulated consist (closes #6894)
- apparent fix for (limited) auto-replace of caboose
- spritesheet issues resolved for Tin Rocket
- sprites borked for gen 2 hopper car
- NG livestock is 4/8 long
Language Updates
- ca_ES: 1 change by juanjo
- lb_LU: 18 changes by Phreeze
- hr_HR: 1 change by Voyager1
- es_ES: 1 change by SilverSurferZzZ
- ru_RU: 1 change by George
- nl_NL: 5 changes by foobar
- ko_KR: 18 changes by kevin
- fi_FI: 4 changes by Arexander
Code Changes
- partial compiles, very much faster for isolated changes
- removed some dead strings
- provide NO_MP make flag for use during debugging
Alpha 1-5
Yair, stuff. Nothing to see here.