Changelog ========= --------------------- 2.0.0 Alpha 6 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 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* - Afrikaans (Telanus) ------- 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.