Full notes
Full Empire Builder update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Events
- Fixes
- UI and audio
NEW FEATURES
Your track map is now reflected in the mini map so that you can tell where you have built to at a glance.
Derailment events now more clearly display their requirements to you when the event is drawn. If you are inside the impacted area, it will tell you that you have lost a turn AND also give you either a prompt to drop a resource from your train or tell you that you had nothing to drop from your train. If you are outside the impacted area, the requirements screen will now tell you that you were not in the impact area and have nothing to worry about.
Floods now have a message that indicates as a requirement that if you were built over the flooded river that the track has been erased. You'll still get the same specifics on the result page that has always been there. The requirements page is no longer confusingly blank.
Pathing during your operations phase now favors your track regardless of movement cost when hovering over any node that you have connected track. Hovering over another players track will navigate to that pip in the shortest route possible regardless of the track owner. Holding down SHIFT while pathing will tell the game to only consider the shortest route on any track, essentially turning off the favoritism of your own track in the pathing algorithm. In the image below, the new favor my own track code will prevent you from being able to move 1 space to the east across the red player's track along the grey arrow because you have track, the black arrow, drawing to that same pip. Holding down the shift key while pathing will force the algorithm to use any player's track and allow you to get there in one movement. As was discussed on our Discord when the issue of pathing was raised, the area around Ruhr and Holland gets very tricky for code to always do what the player "intends" to do. Spend more money for less movement cost or spend no money for more movement cost. This is a scenario that the game cannot decide for the player and requires pip by pip pathing.
BUG FIXES
Numerous behind the scenes bug fixes.
We fixed a reconnection issue that was preventing clients from reconnecting to the game after dropping.
The report a bug form is no longer hidden by the create game screens.
The host now properly reflects the amount of taxes that they owe in the requirements section of the event. This was a display only bug.
Buttons will now always have an icon indicating mouse button can be clicked or key pressed to activate it.
Timers work properly for all buttons except the Train Placement confirmation button. Since this button requires you to add a train to the board, we cannot put this one on a timer.
The upgrade locomotive button should no longer be visible on the minimized hand view.
Highlighting demands now works everywhere in the demand frame. Previously, there were pixels in the demand UI element that would not register the click. It's all better now and all pixels have been disciplined and are paying attention to your clicks.
You can now type on more than one line when using the bug description form.
Rejoining a game where another player has forfeited will no longer cause an error preventing you from joining the game.
Event results for derailments will now always show the results page properly.
Disconnecting before getting into a game will no longer try to pause the game. It was getting ahead of itself. We slowed it down and told it to relax.
Fixed an issue where the host would not properly enter a game staying stuck on the loading page.
Source
Changelog.gg summarizes and formats this update. How we read updates.
