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Railfever 2.9

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@iebb iebb released this 05 Oct 16:42
· 42 commits to main since this release

Railfever 2.9 adds growing city railways, curved stations on existing track and coordinated shared services.

  • New Game supports up to fifteen AI rivals and an optional starting-balance override. Leave it blank to use each personality’s preset.
  • Rail uses one physical track type with optional overhead wires. Main-line, metro and light-rail station styles can share an interchange.
  • Build stations on accessible tracks owned by other companies, including curves. Platforms and entrances follow the existing rail; ownership, wires and signals are preserved. Removing the station leaves its running rails.
  • AI starts from already priced opportunities, surveys one city candidate per later selection, and waits less between investments. The city-search rotation is saved.
  • AI compares extendable city trunks and branches through multiple town centres, with ground, elevated or underground sections priced against their return. Lines can extend as towns grow and gain intermediate stops.
  • Metros and their depots can stay entirely underground. Metro and light-rail stations inside towns use half the rail walking reach.
  • Shared operators coordinate fleets, departure spacing and capacity works. AI weighs double track, junctions, station throats and usable depot access against construction costs, upkeep and financing.
  • Routes have automatic or manual platform preferences for each service and stop. Trains choose suitable legal alternatives when a preferred platform is busy, including platforms they can leave for their next stop. Split and curved platforms use their full physical length.
  • Stop insertion preserves existing short-turn termini and active train destinations. Station numbers follow route order after line edits, and deadlock recovery handles shared services.
  • Railway forecasts include competing reachable destinations, transfers and existing stopping patterns. Save/load retains urban construction, line growth and connection-search progress, saved platform preferences and pending catchment updates.
  • Station signs remain visible in city centres alongside town names. Underground station signs stay above the surface.
  • Road vehicles clear level crossings safely on curves and junctions. Existing-road bridges cover the full underpass, and save status and notifications appear at the top right.

Known limitations: busy single-track services can queue for long periods while native recovery and capacity works clear traffic; regular service for every train on the original crowded layout is not guaranteed. Loading during some legacy AI project-selection or construction phases can abandon or restart that work, so exact replay is not guaranteed for those phases.

Validation: typecheck and the standalone build pass. The published muted preview runs and saves at 60 FPS with visible city-centre station signs and no rendering errors. A short default 1950 game starts its first AI project on day 19, pays for infrastructure on day 56, and operates an earning railway by day 153 while planning a second railway. The save correction passes the existing survey/construction replay checks. At the user’s request, the extended latest battery was stopped after 45 passing checks to prioritize shipping for feedback; it is not claimed as a complete latest gate. Earlier expanded benchmarks and their failures remain recorded privately and were not rerun after the AI pacing change.

Download railfever-2.9.html and open it locally for the standalone offline game.