27 changes in this update

Added

14 changes
  • Realistic cars at their real sizes. Switch Cars to Realistic in the Board settings.

  • Buses that run on lines you draw between stops, with a timetable in towns. People in a town ride them.

  • Bus lines can be switched off, and stops can be moved, named and put in order.

  • Parking pockets and loading bays in a wider pavement on town streets. Choose which side on the road card.

  • Turning pockets on moves buildings back just far enough to make room.

  • A road grid of 5, 10 or 20 m, set from the toolbar. Hold Shift to place freely.

  • Drag a bend's diamond to make the curve wider or tighter.

  • Drag a corner point to swing a street, or click the dim diamond on a straight road to add a corner.

  • Drag a street sideways to move it, through its junctions.

  • A Curve row on the road card to set a bend's radius.

  • Set the kerb radius of any junction corner. New roundabouts have smoother corners.

  • A sports ground for the town, with matches on Saturdays and some weekday evenings.

  • Co-op for every player.

  • Settings in tabs, with more graphics options and sliders.

Improved

7 changes
  • The board sits in its own sky, with haze and a forest round it.

  • Roads, kerbs and buildings have softer shading.

  • The road card stays in place while you edit.

  • Town trips take the bus when it isn't much longer than driving, or when there's nowhere to park.

  • Cars backing out of a drive look again before their tail reaches the road.

  • Long vehicles in a town are given room for their full length.

  • Roads of different sizes now ease into each other instead of meeting at a hard edge.

Fixed

4 changes
  • Cutting a road now keeps its no-parking setting.

  • Editing a road in a town no longer removes the buses.

  • A car arriving at its destination could collide with a car just pulling out.

  • Pedestrian crossings now reach the pavement on both sides, including through roundabout entries.

Known Issues

2 changes
  • A shop whose door faces the far side of the street can turn customers away while that side still has free spaces.

  • Parking pockets have no painted lines yet.

Added

1 change
  • Traffic view: a new toolbar button colours every road by how slow its traffic is, green to red, and turns the rest of the world grey.

Improved

3 changes
  • - Going back to the main menu is about twice as fast.

  • - Towns run faster, especially while paused.

  • - Slip lanes now fit on corners wider than a right angle.

Fixed

2 changes
  • - Slip lanes left holes in the ground and had no dirt edge.

  • - A paused town slowly got slower the longer it stayed paused.

Added

6 changes
  • Petrol station: cars passing through town pull in to fill up, and locals stop now and then.

  • Supermarket: a big store with its own car park, drawing shoppers from further away than a corner shop.

  • School: children arrive 7:30–8:15 and go home after three. They walk or cycle when it's close, otherwise they're dropped off from its car park, and there are no classes in the school holidays.

  • Pictures on every drawer tile, showing the actual road, building or crossing.

  • Speed-limit signs on road tiles.

  • The Problems window now points out shops where customers found nowhere to park and offices whose workers couldn't walk to lunch.

Improved

3 changes
  • Town buildings are split across three drawer tabs: Homes and work, Shops and food, and Parking.

  • Schools on puzzle boards have a sign, flag, bike racks and goals in the yard.

  • A roundabout placed over roads is now checked against the junction rules, and every pair of junctions that is too close gets marked, not just the first.

Fixed

3 changes
  • The café, restaurant, shop, drive-through, roadworks and accident cards showed their description as their title.

  • Buildings could be placed hanging over the board's edge.

  • Two roundabouts could be placed close enough that cars collided on the road between them.

Known Issues

1 change
  • A car leaving a drive-through or petrol station can wait a long time for a gap on a busy two-way street, and the queue behind it fills up.

Added

8 changes
  • Cafés and restaurants in town mode, each with its own opening hours and busy times

  • Restaurants with a drive-through, where cars queue round the lane, order and pay at the window

  • Workers walk to lunch or a coffee break at nearby cafés and restaurants

  • A calendar: every town day is a date, with weekends, Swedish holidays and daylight that changes with the season

  • Weekends change the town: no morning commute, shorter shop hours, busier Saturdays and quieter Sundays

  • The card at midnight shows the new day's date or holiday, and the finances window shows dates with weekends shaded

  • Start and goal markers for every vehicle in a puzzle

  • A Goals button on the toolbar to show or hide those markers

Improved

11 changes
  • The camera leans in over a junction when you open it

  • Buildings sit level on sloped ground instead of sinking into hills

  • A shop's parking spaces line up from its door

  • The path to a shop's door no longer cuts through half a parking space

  • Cars signal before turning into a parking space

  • Cars wait for a gap in oncoming traffic before turning left into a space

  • A customer who passes the last free space backs into it when the street is empty, and turns around for it otherwise

  • Nobody drives to a shop that is closed or about to close

  • Clearer messages when a road is refused near a junction

  • Crossings can't be placed right next to where a building's cars come out

  • Less flickering on distant models when zoomed far out

Fixed

6 changes
  • A crash with people walking after the board changed

  • A crash with cars on a house's drive after the house was made smaller

  • Roads could be built partly outside the board

  • Roads could be built impossibly steep

  • A roundabout placed off-centre on a junction broke the roads around it

  • Slip lanes could be placed where the road was still getting wider or narrower

Known Issues

2 changes
  • A car turned away from a full car park can sometimes vanish, and later reappear at the building

  • Cars that were driving when you save reappear at their starting point when the town loads