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Steam News4 January 20188y ago

Patch Notes v1.1.0 (official)

Dear community, we have now released the v1.1.0 of TransRoad: USA. The whole team would like to thank everybody playing the official and the public test version again, finding bugs or things they would like to be improv

Full notes

Full TransRoad: USA update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

9 fixes1 addition2 changes0 removals
  • Compatibility
  • Fixes
  • Balance
  • Gameplay
changedDear community, we have now released the v1.1.0 of TransRoad: USA. The whole team would like to thank everybody playing the official and the public test version again, finding bugs or things they would like to be improved and posting them here in the forum. Your support and participation really made us happy! We will continue to release public test version builds where you can participate in testing, if you want to. For the campaign, savegames from v1.0.7 and from v1.0.8 are not compatible to the official v1.0.9, due to changes we made to the quest chain. To prevent unexpected follow up issues and for the best experience, we recommend to start a new campaign if you did not participate in the v1.0.9 beta branches. Patch Notes v1.1.0 (official) Performance:
fixedSometimes, competitor trucks would not park correctly in their own depots. This would lead to follow-up bugs when you perform a takeover on this competitor, and it has been fixed.
fixedEnemy trucks sometimes tried to drive from their current destination to exactly the same destination. This has been fixed.
fixedIn some cases, trucks would not go to the correct next recurring contract in the schedule, but skipping one recurring contract. This has been fixed.
fixedThere was an error with saving and loading special contract data which has been fixed.
fixedThere was an error with saving and loading fuel price data which has been fixed as well.

Dear community, we have now released the v1.1.0 of TransRoad: USA. The whole team would like to thank everybody playing the official and the public test version again, finding bugs or things they would like to be improved and posting them here in the forum. Your support and participation really made us happy! We will continue to release public test version builds where you can participate in testing, if you want to. For the campaign, savegames from v1.0.7 and from v1.0.8 are not compatible to the official v1.0.9, due to changes we made to the quest chain. To prevent unexpected follow up issues and for the best experience, we recommend to start a new campaign if you did not participate in the v1.0.9 beta branches. Patch Notes v1.1.0 (official) Performance:

  • We minimized some more lags even further, like interacting with the driver staff list in the HQ menu, placing your HQ or the generation of contracts, or leaving the follower camera of a truck.

Contracts & Trucks:

  • Sometimes, competitor trucks would not park correctly in their own depots. This would lead to follow-up bugs when you perform a takeover on this competitor, and it has been fixed.

  • Enemy trucks sometimes tried to drive from their current destination to exactly the same destination. This has been fixed.

  • In some cases, trucks would not go to the correct next recurring contract in the schedule, but skipping one recurring contract. This has been fixed.

  • There was an error with saving and loading special contract data which has been fixed.

  • There was an error with saving and loading fuel price data which has been fixed as well.

  • When dragging a single truck or a single trailer from the “idle” list, there was no icon on the mouse that indicates the drag, making it look as if it didn’t work. This has been fixed.

  • Trying to cancel more than 3 contracts was possible and led to the 4th contract always staying in the “trash bin”. This was fixed.

  • When trucks were on the way to a maintenance depot, and they had a breakdown on this way, they would not start maintenance in the depot correctly, but instead park in the usual way. This was fixed.

  • Pathfinding of all trucks was improved by giving each truck (competitors and player) an own “seeker object”. This removes problems with waiting competitor trucks for their “turn” to get the seeker object.

  • When you added contracts to a schedule and then instantly reverted the schedule changes, the trailer icon remained in that schedule. Now it disappears and the problem is solved.

  • Another case of trucks stuck at a loading zone was fixed. When they got the order to drive from the current position to the same position, and the path manager could not find any path because the distance is zero, the truck would stop operating.

Campaign:

  • It was possible to save the game while Billy tells you to buy the reefer concession. If you did that, the quest log would be empty and the campaign blocked. This is now not possible anymore.

Other:

  • Closing the contract list panel now does not put the game into play mode anymore, but instead stays in pause (if your game options are set to pause when it opens).

  • Entering the truck follower mode (dashboard at the bottom), the game does not go to play mode automatically anymore.

  • When a driver quits because the player didn’t raise his/her salary, the amount of drivers in the

Source

Steam News / 4 January 2018

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