A new version of Simutrans-Experimental is now available: version 3.9. See here (http://forum.simutrans.com/index.php?topic=1894.0) for information on how to get it. This version incorporates a large number of bug fixes as well as a number of performance enhancements, and also incorporates all the latest updates from the nightly builds of Simutrans-Standard, including, most notably, the "withdraw all" feature for lines. A list of the main changes follows.
Changes- FIX: Connexions from public player stops to private players' stops were not correctly registered.
- FIX: Journey distances were over-accumulating in some cases. Note: this may lead to decreased revenue compared with previous versions of Simutrans-Experimental
- CHANGE: Remove deprecated code.
- FIX: Crashes on rotation
- CHANGE: Deprecated the NEW_PATHING preprocessor directive, and removed all code relating to the old pathing system.
- CHANGE: Electrified depots now show a power flash in the top right hand corner (Gerw).
- CHANGE: Sending vehicles to depots is faster in some cases (Gerw).
- CHANGE: Only mail, not goods, is reduced in proportionate importance for the growth of cities compared with electricity as time progresses.
- FIX: Too many city cars generated (Knightly)
- FIX: Double counting of p****engers with no route (Knightly)
- CHANGE: Mail does not use private cars.
- ADD: If p****engers can walk to their destination, pedestrians are generated in the nearby area.
- FIX: Convoys would sometimes go to the wrong player's depot.
- CHANGE: Memory pool used for managing pathing system.
- FIX: Sometimes the wrong sort of goods would accumulate at a stop, even though there was no path for it.
- FIX: Crashes when a large amount of cargo was aboard a convoy.
Feedback and testingAs ever, very great thanks to all of those who have played Simutrans-Experimental and reported issues with it: most of the resolved issues above were resolved as a result of testing from users on this forum. Further feedback is very much welcome - I am interested in all feedback, but am particularly interested in bug reports, game balance issues, and information as to how the new features of Simutrans-Experimental affect strategy. Have fun!