Tentative Railroads! v1.010 Patch Changelog

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Gackbeard
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Tentative Railroads! v1.010 Patch Changelog

Post by Gackbeard » Sat Oct 28, 2006 1:35 am

The patch has been released to QA, so as promised, here's the current tentative changelog for the first patch (v1.010). Note that this list is TENTATIVE and may change at any time before it's released. I don't have a firm release date for this yet, so please don't bomb me with requests for dates.

This patch represents verified fixes for over 80% of the bugs we've received via Windows Error Reporting, and also substantially improves the AI's performance so far in early testing.

Code: Select all

Sid Meier's Railroads! Changelog

----------------------------------------------------------------------------------
||  v 1.010 (59214)  ||  27-Oct-2006  ||
----------------------------------------------------------------------------------

* AI - Added a negative value to investor level, to slow AI down if he's running away with a win.
* AI - Better AI train upgrades- only upgrade trains that have hit full load capacity at least once after the first 3 years of service.  Also only upgrade when a comparison of max speeds, given the prior loadouts, proves the upgrade is actually faster.
* AI - Edited timing differences in difficulty XML
* AI - Fix for AI failing to initiate industry auctions.
* AI - Fix for AI failing to set a route in first minute of game.
* AI - Fixed AI bug where all its internal values for each good were mixed up, causing passengers to be valued at the price of automobiles, hence passengers were almost exclusively delivered.  
* AI - Increased maximum AI auction bidding limits.
* AI - Less idling on Tycoon difficulty.
* AI - Track/train costs constant for all difficulty levels
* AI - Train's consist from a bought out AI will no longer have more than 8 cars on the routing screen.
* AI - Refresh mission status after each train added (ensures early delivery missions get added)
* Art - Correcting naming convention for Class 40 Diesel.
* Art - Fix for missing build-up animations.
* Art - Fixed rotating truck problem on ES1 and Crocodile locomotives.
* Art - fixed sorting transparency issue with Goods Car v1.
* Art - Fixes for the Iron Duke and Consolidation.
* Crash - Deleting both routes to a train will no longer crash the game when the train comes back.
* Crash - Deleting the section of track right before the train will no longer crash the game.
* Crash - Double left-clicking on an "Industry Buy" button no longer causes the game to crash to desktop.
* Crash - Fix crash when trying to hide auction that hasn't been created yet when going into routing screen. 
* Crash - Fixed restart crash.
* Crash - If user changes the route to a depot the train is just passing the game will no longer crash.
* Crash - Long track is broken up into smaller tracks to address the "long track crash".
* Crash - Overlapping a track junction no longer causes a crash to desktop upon quitting to main menu or laying a parallel track off a piece of track.
* Crash - stopped a problem with improper links.
* Crash - The game no longer crashes after deleting a certain segment of track from the attached save game.
* Crash - The game will no longer crash if the player blocks AI's train track at the beginning of the game.
* Crash - The liquidate and merge overlay is no longer transferable to other parts of the game.
* Crash - User can no longer crash game by holding down the increase/decrease elevation keys. 
* Crash - When bought out, don't try to update the main game interface if the main game interface does not exist.
* Crash - When deleting a track, there is no reason to reroute a train that is using that track if the train has already passed that track and will not cross it in the future.
* Crash - When Host or Client is bought out when on the "Train Upgrade" screen they'll no longer crash.
* Design - Mail price tweak.
* Functionality - Fix for rerouting issue.  If you change your route by adding a new stop while you're loading at the first stop and the way to the second stop is blocked by another train, your train will no longer stop loading at the first stop and start moving towards the second stop (where it wouldn't unload it's cars.)
* Functionality - Fix for why sometimes both parallel tracks aren't added to a depot when dropped down.
* Functionality - Fixed tutorial progression stoppers.
* Functionality - If the user retires with an auction onscreen and chooses to 'keep playing' the current auction and all future auctions will now retain their functionality.
* Functionality - Making parallel tracks within looped track will choose the shortest path along the loop to build the track.
* Functionality - Opening the Trains screen (F4), clicking the Money sort button, and then deleting a train will no longer cause the sorting order to become randomized again.
* Functionality - Remove victory conditions that involve competitor stock when playing with no AI.
* Functionality - Stock buy/sell exploit fix.
* Functionality - The player who owns the industry now gets the bonus money, rather than the person who delivered the goods.  
* Functionality - User is no longer able to place depot in the water in london on the GB scenario, leaving it inaccessible.
* Functionality - When player buys out another player, and they inherit the stock of the remaining player, the remaining player will now be shown as "bought out" if the player now owns all shares of that player.
* Graphics - cleared city and industry temporary track grid every time it moves.
* Graphics - Half the alert screen no longer disappears until space is pressed.
* Graphics - improved UpdateLeaders performance.
* Graphics - Minimizing then maximizing the game no longer causes the Minimap and Train Graph, on Roundhouse screen, to become corrupted
* Graphics - Updated Nvidia settings
* Graphics - While dragging a track and you loose focus of the railroads window in fullscreen and when you come back the ground texture will no longer go black.
* Interface - Added option to not show the era intro screen. 
* Interface - Clicking on mission objectives takes you to the locatoin instead of re-opening the newspaper.
* Interface - Closing load dialog resets focus to load button.
* Interface - Closing options dialog resets focus to options button. 
* Interface - Customize train screen now remembers apply all states. Setting apply all buttons, sets color and/or decal as default for new trains.
* Interface - "Event Log" box no longer comes forward when Player tries to "close" out the "Finance" screen.
* Interface - First auction bid is now the proposed value rather than being $10k+ than the proposed value.
* Interface - Game Alert Log can now be properly closed if a newspaper alert appears above it.
* Interface - In the button config option, the "Print Screen" key no longer appears as the "System Request" key.
* Interface - Interface can no longer get stuck on the screen if user presses escape and then an F-key.
* Interface - Newspapers are no longer modal.
* Interface - Now show trade-in value when you're upgrading a train.
* Interface - Optimization to keep the frame rate from dropping dramatically when objects are mouse-over or selected.
* Interface - Preventing the new train and the newspaper screen from appearing at the same time
* Interface - Removed the "show all player's floating text" option.
* Interface - The world now drops the initial depot before the era popup is closed.
* Interface - Selecting a city and having a "New Train Alert" pop up will no longer cause the selected city's resource icons on the mini-map to disappear.
* Interface - The in-game Pause prompt now updates after assigning a new letter to the Pause action.
* Interface - Update player name for game when changed on options screen from main menu.
* Interface - User can no longer assign arrow buttons as hotkeys.
* Interface - User can no longer enter over 20 characters of text for the Buyout Taunt Headline or Subhead in the Options menu.
* Interface - When rotating view, letting go of the center mouse button while over a large city icon now releases the "rotating camera".
* Interface - Zoom in and out keymap keys added.
* Multiplayer - Code fixes to address MP AI OOS.
* Multiplayer - Don't allow the game to access the internet if we're not playing an internet game.
* Multiplayer - Enabled AI players in MP.
* Multiplayer - Network and sync timing now floats - attempting to resolve the time error accumulation in slower machines.
* Multiplayer - Stuttery train fix: turn off vblanksynch in MP.
* Performance - Fixed small AI memory leak when a route is valid but the AI can't afford it.
* Performance - Improved city and industry placement performance.
* Performance - Improved mow field performance.
* Performance - Improved track overlap finding performance.
* Performance - Improving city and stockpile track cutting, which improves track dragging by ~25%.
* Performance - Increased performance of reflection and shadow generation.
* Performance - Roundhouse and feature screen no longer load animations (only affects non-precached option).
* Performance - Simplified track validation to improve performance.

----------------------------------------------------------------------------------
||  v 1.000 (58110)  ||  29-Sep-2006  ||
----------------------------------------------------------------------------------

* Initial Retail Release.


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Warll
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Post by Warll » Sat Oct 28, 2006 3:53 am

Wow :shock: you guys are working hard keep it up!
Last edited by Warll on Wed Nov 01, 2006 9:32 pm, edited 1 time in total.

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Wolfwood
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Post by Wolfwood » Sat Oct 28, 2006 4:55 am

Welcome Gackbeard and thank you very much for sharing this info with us! :)
“People aren’t wearing enough hats.” - Monty Python

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Falconer
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Post by Falconer » Sat Oct 28, 2006 6:57 am

Yup, there's some good stuff in there. :)

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sherc
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Post by sherc » Sat Oct 28, 2006 7:01 pm

it looks awesome, can't wait 8)

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Atheai
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Post by Atheai » Sat Oct 28, 2006 7:39 pm

Very nice indeed, I'll be eagerly awaiting its arrival :)

HighFive
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Post by HighFive » Tue Oct 31, 2006 3:34 pm

Thank you for being so responsive and getting these things fixed so quickly.

tomvilfroy
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With so many items "fixed"

Post by tomvilfroy » Thu Nov 02, 2006 5:08 pm

(and yes I know sometimes a fix might cause another issue..thus the quotes!), hopefully we'll see this patch soon.

Thomas

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Jyrchi
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Post by Jyrchi » Sat Nov 04, 2006 11:44 am

That is so cool. I cant even wait when this comes to public. I myself asked a few days ago when is it going to be released straight from Take2. Here is their answer
Dear Sir/Madam

There will be a patch available for Railroads soon . We do not have a
release date at the moment .
Thats all that I got answered.

drivebymaster
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Post by drivebymaster » Sun Nov 05, 2006 8:06 am

could you guys also post what abilities are available to modding (xml wise) because I am working on multiple inputs for one output mod.

Daidoji Kaneda
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Post by Daidoji Kaneda » Mon Nov 06, 2006 5:51 pm

Please post it..... :wink:

drivebymaster
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Post by drivebymaster » Tue Nov 07, 2006 5:12 am

this is what we like to call thread jacking my friend...but no sorry Im not planning on posting it for a while until Firaxis releases a patch and maybe a guide on what can be used in the .xml files and what not...

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McSchaff
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Post by McSchaff » Tue Nov 07, 2006 11:09 am

@Firaxis

When will the patch be released?

And please dont tell me any nonsence like "It is done when it's done", or things like "All depents on the publisher now". I know that the patch is at 2K for QA. If you dont know how long they will take ask them, but give us some rough date.

Greets
McSchaff

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PiratesFan
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Post by PiratesFan » Tue Nov 07, 2006 2:28 pm

Normally a patch goes through an approval process by the QA team that can take 2-4 weeks to make sure the improvements don't cause more problems to the product. At which time they check off what works and what doesn't. Then it has to go back if a percentage of the fixes are not approved to be reworked and then it will have to go back through QA but the second time through if nothing major had to be fixed its a quicker process cause they are only testing out to see what it broke is fixed.

Thats somewhere along the lines of a patch. Most Developers wouldn't even give us the tentative information on the patch cause it will probably and most liekly change from the time they post it.

Basically saying it could be 2-4 weeks from this post if nothing major comes up between now and then. But anything can change in the world of computers at a drop of a hat...

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jayo
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Post by jayo » Tue Nov 07, 2006 10:59 pm

Actually, from what the initial post said, it ought to be 2-4 weeks from Oct 27, so if all goes well, we should see it soon... :roll:

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