Full notes
Full TransRoad: USA update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
- Fixes
- UI and audio
Dear community, since we want to make patches available to you directly instead of handing it over to quality assurance before, we have created a separate Steam branch that you can activate on your own. This is so to speak a “branched off version” of the official version. How to activate the “Public Test Version”:
Right click on TransRoad: USA in your Steam library.
Click “Properties”.
Click on the tab “BETAS”.
Choose “public_test_version” from the dropdown list.
Steam will now add a download for TransRoad
USA to the download queue. Generally speaking, savegames will not be downwards-compatible. For example, the Public Test Version is v1.0.8b1, and these savegames will not be compatible with the v1.0.7 official version!
New features
Automatic maintenance is now implemented. Once your HQ is upgraded to level 3 (click on your HQ map marker and then the upgrade in the bottom-right), you can activate nationwide automatic maintenance in any depot. You don’t need a maintenance depot for that. All trucks will maintain themselves once they reach a 2,000 miles threshold.
Contract deadlines now have a “day + hour” accuracy, meaning they will count down the hours and not just the days. Like this, it does not matter at what time of the day you accept a contract; you won’t loose multiple hours if you accept a contract late in the evening/night.
Contracts & Trucks:
When a truck waited in the queue for a truckshop maintenance, it was possible to assign a different task to the truck. But it did not leave the maintenance queue, causing the queue not to continue correctly. This could result in trucks waiting endlessly in a truckshop’s maintenance queue.
When you added contracts to a schedule and then instantly deleted the contract from the schedule, the trailer icon remained in that schedule. Now it disappears and the problem is solved.
When a Special Contract appears, you can see the individual contracts in the lower right corner. Now you can scroll in this list while the “accept or decline” popup is opened.
For recurring contracts, a buffer was added to the calculation for needed trucks, since it sometimes showed not enough trucks.
Depots:
Drivers can now be switched directly inside the depot, instead of having to clear the slot first.
Depot map markers are now all visible even when zoomed out: Your own depots, depots of the competitors, and depots that are still free to buy. You can toggle them by using the key [G] (directly next to the [F] that lets you cycle through all owned depots).
Other:
Zooming in and out can now be done on the keyboard with or [+] on the keypad for zooming in, and [o] or [-] on the keypad for zooming out.
We fixed two cases where the colored lines on the roads that mark the currently hovered or selected route would not vanish.
There is a new, more detailed explanation now on how to remove or unassign trucks from a contract (namely by dragging it from the truck fleet list or from the map onto a depot). This explanation is in the ingame manual (? button in the top right) in the chapter Schedules, Trucks and Depots. It is furthermore a tooltip on a “info i” icon in the truck info window, and in the truck list of a single accepted contract (click on a contract in your schedule to see that list).
When clicking on a city map marker, the city info window in
Source
Changelog.gg summarizes and formats this update. How we read updates.
