Full notes
Full Tollway Tycoon update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- UI and audio
Thanks all for playing, the feedback is coming in as fast as a tier 5, 7 lane highway.
[Gameplay] - 1, 2 and 3 now sets the game speed to 1x, 2x and 3x. - Patrol workers are now banned from hiking in the mountains and will only resolve incidents around the road. - Deer now spawn from 7am on day 2 instead of 7pm. - Tightened the car despawn helper, cars will despawn more often when in undesired or stuck states (ie. flipped over cars are not desirable).
[Bug Fixes] - Resolved issue with a deer not only crashing a car, but the game as well. - The moon programme is back on, check the deer and car progress in global stats for accumulated explosion heights reaching the moon. - Protestors are now far less problematic and will allow security to despawn them. - Tollbooth staff are now more lazy, on saving a game and loading, they will start in their tollbooth instead of doing unnecessary running. - Tollbooth workers can be re-allocated to their booth if removed in the same shift. - Loading a game should no longer penalise a player on car-flow resets. - HQ will no longer ignore directive completion. - Resolved the crash on game-loss and return to menu. - Mechanic and security play a small fixing animation when attending issues again. - Craters are now clickable on left click, similar to lost cargo and potholes. - Craters now only form on the actual road, instead of invisible craters off the road which confuses staff. - Resolved craters having issues on being repaired on loaded games. - Fixed patrolling staff not responding to incidents on game load.
[UI] - Old contracts are now cleared out at the start of the day correctly. - Removed the "recorded accuracy" from the tollbooth hover as it wasn't correct. - Added a tutorial popup for when the first crater is created with instructions on how to fix.
HQ is always watching!
Source
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