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Railfever 2.10

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@iebb iebb released this 11 Oct 11:10
· 4 commits to main since this release

Railfever 2.10: playability. Play it at https://iebb.github.io/railfever/.

Smoother

  • Many rival companies no longer stall the game. With 8 rail rivals on a 768 map, a game day takes 80 ms instead of 1.5 s, and frames at 8× stay under 33 ms (p95).
  • Steam and smoke are no longer cut off at the edge of the view.

Interface

  • Windows fit above the dock and open side by side.
  • The train composer keeps its Buy bar in view.
  • "Add train" sits on a new line's Stops tab.
  • Rival stops show as small symbols, so labels cover about 70% less of the map.
  • The vehicle and town windows show status and actions first.
  • New Game has a Bus – Rail slider. Each rival leans its own way, and their average matches the slider.
  • Bus and tram lines connect at shared stops; through service is a rail term.

Economy

  • First lines pay again: walkers make more trips, which balances the halved station reach. Payback averages about 20 years over 6 maps.
  • Track access costs a fair share: your usage share of the track's capital and upkeep, × the owner's price (1.25 by default), never more than 75% of owning it.
  • Two kinds of demand: City (within a town) and Inter-city (between towns). Windows show both, and the demand map has a City / Inter-city toggle.
  • Big cities generate more long-distance trips.

AI

  • Rivals build railways early and grow sensible networks. They don't copy coach lines: they join or extend an existing route instead.
  • Lines merge only when trains run straight through. Lines that meet end to end become one line with two services.
  • Connecting their lines: the AI connects its lines in a town by building new shared platforms, moving the lines over, and then removing the old platforms.
  • Buses: rivals run town buses and feeders to rail. Long-distance coaches call at towns on the way. Busy bus lines can become trams ("To trams…") or be replaced by rail.
  • Depots go beside the line, never at its start or end, so lines can keep growing.
  • AI projects always finish or give up cleanly. A company no longer freezes on one project for years.

Fixes

  • Several save/load replay fixes. Stations built on existing track keep their passing loops. Track branching off a bridge no longer buries its neighbour, and a second track ending at a tunnel mouth no longer cuts the hillside above it.
  • AI trains on another company's railway are no longer bought and sold again every month.
  • When a line is doubled, depots facing the wrong way are moved so trains can leave them.

Saves from 2.9 load in 2.10.