Full notes
Full Rise of Industry 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello board members.
What changed
- Performance
- Gameplay
- Maps
- Fixes
- UI and audio
Rise of Industry 2 changes
We hope you had a great 2025 and we wish you all the best in 2026!
To kick off the new year we are pushing out a patch focusing primarily on bug fixes, QoL improvements, and general stability improvements.
Patch notes:
Adjusted nuclear plant power output to make it more economical
Expanded loading docks are now proportionally more expensive (But still cheaper per truck average)
Updated Production Manual to show the dual requirements for pit mines
NEW option to restart a sandbox map or campaign scenario added to the in-game pause menu
Minor QoL adjustments to sandbox
Fixed an issue where the Rail Tycoon achievement was not always triggering
Fixed an issue where starting lot boundaries were not always appearing in larger maps
Fixed an issue where you could get stuck navigating menus while using a controller
Fixed an issue where you could begin international negotiations for invalid materials
Fixed an issue where pipes which looped would cancel out, causing 0 net flow
Fixed menus persisting after exiting a map
Fixed an issue where cities would refuse to cancel or negotiate contracts
Fixed an issue where occasionally reordering the construction queue would duplicate tasks
Fixed some errors with text and spacing for summaries and reports
Oil rigs now correctly calculate byproducts/natural gas production
Fences now behave as intended and will not multiply unintentionally
Poached candidates (Successful and unsuccessful) now count as one individual
Only one round of candidates can now be active at one time
Improved clarity for construction blockers and issues
Typos and translation changes
Source
Changelog.gg summarizes and formats this update. How we read updates.
