In this update5
Full notes
Full Tollway Tycoon update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Security
- Balance
- Events
- UI and audio
- Fixes
Tollway Tycoon changes
The biggest inclusion is "Road Status" in the top navigation ribbon.
It allows a quick-glance indicator to inform you if the road is working well, or if there is an issue causing delays (Blocked, Disrupted, Slowing, Steady).
Hovering over the status gives more detailed information for the problem.
[Gameplay]
Road Status has been added to the top ribbon.
Mechanics and Security will now complete additional queued jobs instead of continuing their trip back to HQ.
Kiosk is now defaulted to Coffee and Snacks on first build.
Speed camera is defaulted to warning mode on first build.
Increased the burn duration of cars on the heatwave major event.
Changed the calculation and contracts/directives for queue wait times.
Changed Speed Advisory signs to also slow booth processing speed by 10% due to confused toll workers.
Reduced mini event occurences during drunk drivers, ufo, war and zombie events.
Security and Maintenance will now prioritise the job closest to themself instead of the "next job" clicked.
[Other]
Replaced the wheel prop in craters with an array of new props.
[UI]
Text popups over HQ/Kiosk and Tollbooths is tighter and now set to per-level sizing.
[Optimisations]
Optimised multiple scripts
Shifted max car count to 80 by default.
Reduced 3x speed physics tick count
[Bug Fixes]
Prevented the minimum wait time contract from being incorrectly marked as unavailable.
Additional controls to ensure contracts are achieved.
Prevented customers from attending the kiosk whilst the game is paused.
Fixed incorrect day gating on contracts, allowing higher tier ones to appear early.
Keep the road open and cars moving.
Tim
Source
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