Menu
header photo

LOGistICAL

Strategy puzzle games by Sacada

Blog posts : "Builds"

"LOGistICAL - United Kingdom" or "LOGistICAL: British Isles"?





Due to new Steam rule there is now a cap on the amount of achievements that a game can have (5,000). LOGistICAL can no longer create any more achievements for the main game and DLCs, but the ones that currently exist will not be affected.

Due to this, and also as it being part of a plan that I had already put into place, LOGistICAL is now going to provide complete games for various countries, states and/or areas instead of only DLCs.

All up, this should be a positive move for those that like to "complete" games, those that like to collect achievements and also those that just like to play the game.

The game mechanics won't actually change that much.

Unfortunately "LOGistICAL - United Kingdom" was released just as the new rule was put into place and was promoted without any achievements, and now no achievements can be created for it.

I have contacted Valve and they have offered to give all the current owners of "LOGistICAL - United Kingdom" DLC free ownership to the new "game" version of this module.

I will look after getting your save game and all achievements working in the new "game" module.





To avoid confusion, the new "game" version will be titled "LOGistICAL: British Isles" and will include England, Scotland, Wales, Northern and Southern Ireland, the Isle of Man, the Bailiwick of Jersey and the Bailiwick of Guernsey.
Around an additional 350 towns (on top of L-UK) making it around 2300 towns total.

LOGistICAL: British Isles will also cost more than the current LOGistICAL - United Kingdom DLC by around 30-50%.

Release date for LOGistICAL: British Isles should be around 4th August if all goes as planned.

Go Back

Build #329

A new build to address lag, fps and lock up issues on LOGistICAL.

Hopefully the game runs smoother for all players, not just those that were having issues to begin with.

The main focus was for the lockup when maximising or enlarging the game.
The secondary focus was to increase the frames per second (fps) from 20 fps to 30 fps.

I decided to allow the game to run 50% faster in all aspects, not just the graphics as it is much more comfortable and enjoyable.

There are a few issues I am still working on that I hope to complete over the next few builds. I noticed sometimes when starting a game there can be stutters in the animations when mousing over towns. These disappear after a few seconds. Also when running at 1080p there is sometimes stuttering when first dragging trucks onto towns. These also disappear after a few minutes of playing.

So overall it is looking better on my boxes and hopefully better on yours as well.


There have also been a few small additions as well.

The popup messages from when towns, industry or road repairs are complete now sits at the bottom right of the screen, once you have completed a bunch of towns (about 50).

Fixed a few flickering issues as well.

Re added the texture maps. Not on by default.

Changed green maps to steel-blue.

Added slider for general gray maps.

Fade out trucks and region titles when looking where to build industries, so you can see the dots.

A few Canada fixes.

This new version is currently on beta for anyone who would like to give it a test run. To be completely safe, use the copy game button next to the load button when you start your game.

Go Back

Build #320

This is a big build with a major rewrite of the back-end in order to allow for single game loads (ie single DLCs).

So now you can load a single DLC straight from the globe without having to load the main game and all the other DLCs in your library.

There were a few glitches along the way and with the help of a great bunch of beta testers I managed to subdue the bugs (hopefully all of them).

The whole game should speed along at a nice pace now.
 

Languages

The first rollout of the language module is included in this build.

There are tutorials in Russian, German, Finnish and Spanish. Russian and Spanish continue into the Main modules contracts. Slowly more languages and parts of the game will get added.

Click the language flag or anywhere on the Notice form for the default English language.
 

Game Files

Generally you can just click load and it will load the top file, which is most likely the last game that you played.

The game file list has been updated to a file requester. You can now have a huge amount of tiles. Beware that the more files you have the longer it takes to cloud load.

Instead of the usual eight files, there is now a daily file save that has the number_reverseDate format (eg 00002_20170630.sav).

Each time the clock ticks over to a new day, a new file is saved.

The number is incremented if:
A file is loaded that is not of that format (eg, the old files)
A new game is started
A copy game is clicked

If you click a file with a lower than the top number, then that game is continued but will have the new date (if it is a different day), so a new file is created if a new day.

To assist any issues or corruptions that may occur along the way, a rolling 10 minute interval file is also saved with the format "backupSave_10-MinutesPastTheHour.sav", so every 10 minutes you get a new additional save that writes over the last 10 minutes save of that time period (hope you get what I mean there).
Anyway, in short, if you have a problem with a game you can go back a bit and redo it.

Clicking on any file in the list will show the number of trophies the file has and also the date and time it was saved (UTC date format).
 

Playing Modules

Once you have a game loaded/started, you are faced with the globe. On the globe you can click any of the DLCs that you own and it will load only that DLC (except if it has dependencies upon another, eg NZ).

You can play that modules as you always would have.

If you want to play a second module, then click on the globe and click another module that you own (green countries).

When that loads, you will have two flags in the bottom right corner. You can now click on those flags to jump between the modules. Both will continue to play.

There were a bunch of other minor fixes that also went into this build.


Again, a big thanks to those that participated in the beta trial. The feedback was excellent and I think we ended up with a reasonable improvement.

Let us know if you find any issues.

The new build will go live shortly (about an hour).

Go Back

Build #314

This beta build has changes to large sections of the backend of the game, so there are lots of changes and not many new additions.

If you would like to help and give this a test run it would be most appreciated. The more it is tested, the better it will be. It would be best to only test this if you have a lot of experience with LOGistICAL and know your game well. Often I don't get to test as much as I would like and then have to deal with the problems that arise which takes me away from creating more content and upgrades for the game. So again, your testing help would be most appreciated.

I have created a "beta testing" forum to isolate these posts. It is open to all at the moment, so please post all feedback into that forum or pm me.
 

Modular Load

"Modular Load" is a term I have given to this build where only the modules that you are wanting to play in the current session are loaded.

You will now find the globe loading and game loading super fast. There will now be a pause when you load your first and subsequent modules.

You start with the globe (except for a "new game"), click on a country (module) that you own and it will zoom into the map view of that country.
If you want to play another module/country at the same time, then click the globe in the bottom right hand corner and then click that country on the globe.

Some modules auto-load, eg NZ and the tutorial auto-load AU.

There shouldn't be a limit to the amount of modules you can load, but I think we might run into problems after the 5th. I will test and change if necessary.

A list of flags appear in the bottom right hand corner. Click on a flag and it should take you back to that module where you were last playing, with the currently selected truck and town.
 

What has changed

A lot has changed. In fact, so much has that it would be hard to list, but the interface hasn't change much at all.

All the data was already modularised, but the save game file wasn't. To be backward compatible things haven't changed a great deal in that area, but there are a lot more checks on load and save to ensure that data is not lost or overwritten.

Only the towns, roads, contracts, regions, states and metadata for that module are loaded. The trucks are all there, but only the ones for the loaded modules are visible.

I have had to rewrite a few areas including the regions, contracts popup, the map display, the hi-res map display and many others.
 

Summary

Once this build is stable, LOGistICAL will load super fast and also play faster. It will also enable the adding of new modules without bloating the game.
You should be able to sit comfortably and play half a dozen modules at once.
 

Things I still want to add to this build

Place the word "Loading" on the map when the module is loading.

There is a pause every so often if you drag the map around a lot. That one is driving me nuts as I can't quite figure out where it is happening.
 

How to

This build can be accessed via the Steam "beta" program.

You should back up your save files before you do this.
They are most likely in the default directory of "C:\Program Files (x86)\Steam\userdata\ 
<Your Steam ID> \573060\remote".
When you start the game, you should also create a second copy of the game you wish to play with. That is done by the copy icon to the right of the game file. Try to keep the original save game file prior to this update, so you can always go backwards and check things. I have about 5 simultaneous spawns from the original.

To access the build, right click LOGistICAL in the Steam library, select properties, select the betas tab and select "Modular Load beta" from the drop down list. If "Modular Load beta" is not in the list you will have to restart Steam first.

Thanks for giving this a go.

Go Back

Build #312

This build is the second part implementation of the globe. Most of it is background that you won't see.

Things that you will see include:

* Roads no longer have two visuals (mouse up or down). These are combined into a single unified view.
- Colour represents speed of the road ranging from red, through yellow and to green for the fastest. There is still bright red for broken.
- Size is for the maximum size of any vehicle that can travel on it. The thicker the road the bigger the truck that can travel on it. The centre line of the road also changes from black to blue for the larger sizes.

* "Disappearing Roads" bug has been found and fixed. This was an intermittent bug that was hard to reproduce. To reproduce it you had to mouse over a truck (it enlarges), move the mouse to the very left or right, mouse down to drag the truck and then zoom the map. Phew, that took a couple of days just to find and about 30 seconds to fix.

* Mouse over Australia in globe now fixed. It used to say Tutorial.

* Tutorial added to globe.

* Set maximum game speed per module. In dense areas like Europe the maximum is 8x, while other less dense places like Australia are 16x.

* Sale of truck money now goes back to wallet. Did you know in the old days you couldn't sell trucks, just delete them. Now you may know how that feels.

* Cancellation of trucks loads now penalises the correct wallet.

* Change the quarantine blinking to use the universal blink function within the game to stop some blinking from being too fast.

* Turn off region areas of map dots at different zoom levels to process map faster. (Will soon be per town dependent on size and isolation).

* Working on language module to display text in different languages.

* Less towns visible in Australia. These have been changed to dots at different zoom factors.

* Quieter default sound effects

* No default music

* Preparation for the LOGistICAL - Germany DLC about to be released.

This beta will go live in around 4 hours.

Go Back

Build #310 Update

A few changes plus also getting ready for Hawaii DLC.

* Added a difficulty level to each of the modules. These are viewed by mouse-over a country on the globe.
Levels are Beginner, Easy, Medium, Hard, Extreme.
There are often two values as each module can take you from one extreme to the other.

* Removed the green glow of the save. You can still see when the save last saved by looking at the date and time. It will auto-save every 10 seconds if you do anything down to moving a truck or arrive at a destination, etc within that 10 seconds.

* Updated the scoring system. Found that the multiplier for the number of resources required for doing a towns escalated the score into the billions. It is now a little less.

* Setting the ground for scores to be on a leaderboards. Are you ready for it?
This will show how you managed your trucks for the duration of a modules.

Better scores when:
delivering less tonnes to the town (ie beating consumption).
the size of the town (population)
the difficulty level of the town (the town multiplier)
the number of resource lines needed
using small and less trucks to do it with
the play efficiency

All this and the formula is view-able by clicking on the score within a finished town's popup.

A few other things.

Go Back

LOGistICAL - Translations

As LOGistICAL moves throughout Europe and other areas of the planet where English is not the first language, it would be great to get localized versions of the game created, especially to help new players through the tutorial section.

I have been working with a new enthusiastic Russian player (Mostcus) who also enjoys translating and now have the LOGistICAL shop, logo and the tutorial contracts of the game done in Russian.

Here is what the shop front looks like...


... and a contract inside the game ...


Looking great.

It would be great to get this into other languages and I would love your help to get there. There is already a Dutch DLC and a upcoming German DLC around the corner. Other countries will follow soon after.

As an indie dev on a shoe string, I can offer gifts (game and/or DLCs) for anyone interested in doing this as a "love" job.

My main focus would be the beginning tutorial contracts, but getting the shop descriptions, the logo and other stuff done would also be great.

Let me know if you are interested and what languages you can help with.

Go Back

Build #307 Update

A few little fixes after the last major one. Always seems to be that way.

* Initial tutorial is fixed and the tutorial video auto-opens to help those that are new to the game.

* Upgraded the game speed maximum to 32x. Minimum was originally 8x. There are new contracts scattered around the DLCs to allow these upgrades. They are not required, so you don't have to get the DLCs.

* Closed the back-door for the DLC access. Problem was that in doing so it would delete all the towns that you had managed to complete. This is fixed, so if you manage to get back in (front or back), your finished towns will be safely saved. This also protects games that may have any sort of intermittent problems connecting to Steam to validate their DLCs.

* Now getting the number of towns to complete of the released DLCs from the data. Now globe will be more accurate.

* Added a few mods in the California DLC. No one has completed it yet, so we don't yet know if all is achievable.

* Fixed the 2 second delay after completing a town.

* Australia was showing as Tute instead of country on globe.

* A NaN issue with the sound volumes of trucks. Not sure if anyone noticed, but the sound is 3d. It quietens if you move away from a truck or zoom out). Somewhere in this code, the value was lost and caused and error that escalated to more errors.

Well, there is so much on my list to do now. I will get to them all as soon as I can. Hawaii is on the way and will be testable in a couple of days.

Edit: Fixed a problem with truck lists now completing for those that had managed to get the trucks for the DLCs that weren't there. Don't worry, these trucks will come back if you get the DLCs.

Go Back

Build #305 Update

This is another large build. There is a lot of new things under the hood.

This is the first transition into a new play interface, the Globe.
 

The Globe


For this build there is only a taste of the new interface. You can't drive your trucks on it... yet. Soon it will be the only interface, so if there are things that you don't like, time to speak up (like zooming might be too slow, for example).

A lot of work to get this globe built and integrated. There are a few glitches that I am still ironing out. Hopefully I will have them done during the week.

You can drag this globe around and also zoom in. You can't zoom to roads... yet, but you can see which countries are available, or you own.

Mouse over any country to get the current info on it. It will also give info about what you have done in that country (just towns, so far). There is also the rules of the country and what aspects of play may be a bit different.

Click on a country that you own and it will jump into the game of that country. Click on the exact place you want to zoom in (eg Sydney or Perth) as it will center that place on the screen.

When mousing around, there is a glitch where sometimes the country info doesn't come up. Just move your mouse over another country and then back to the original and it will show. (Pesky one, that one).

To get back to the globe from the game, click the globe icon in the bottom right hand corner of the screen.

You don't have to use the globe to play once you have selected your first country. The game play area still includes the entire world map.

The globe has a lovely 3d effect. If this is slowing your game down there is a light bulb in the top left of the globe screen so you can turn it flat-ish.
 

California, USA

The USA is so large that there are around 16,000 towns to do. In order to keep them to sizable chunks, I have split the USA into states.
There will be DLCs covering all these states over time. Some will be grouped. Large ones, like this one, will be independent. Some may rely on other DLCs (I will see about this).

California is huge and interesting. Going from forests, through farmlands and into cities. Not to mention deserts and coastline thrown in.
There are over 1000 towns in the DLC, so plenty to do.
Some of the cities will seem very hard, but I have been doing those toughest ones, so give them a go.

Of course there will be a few new achievements with this one.
 

Coal in The Netherlands

A new depot has opened up in The Netherlands that takes coal. Fill it up and get that coal industry achievement popped, if you haven't already.
 

Tutorial update

The tutorial has been updated slightly with a bend in one of the roads and a couple of new places to do.

That bend in the road did catch some out and disabled their trucks for a bit. Anyone having trouble with their game. Let me know and we'll get it sorted.
 

Beta version

The beta version of this build is now available. The California release will be soon after. Jump in and try it out and let me know of any issues.

Go Back

LOGistICAL upcoming changes - May 2017


LOGistICAL will be undergoing some major changes in the near future in order to cater for the anticipated growing number of DLCs.
 

Current Structure

A bit of functional overview to give a better understanding of what goes on under the hood.

When loading LOGistICAL, firstly all the current data for the main game and all the DLCs that you own are loaded.
Next the "save game" is selected and loaded.
Next is a processing section that processes the save game against all the game and DLC data. This now caters for multiple DLCs loaded in any order and indexes all the data for faster access.

This all works.
 

Why Change?

As LOGistICAL grows, so do the ways of playing the game. The base play methods won't change, but the way to access the growing data needs to.

It is a waste of resources to load all the original modules and DLCs if you have completed them, or don't plan on playing them at the moment.

The current map has grown from being Australia to covering the whole planet. Using maps are nice for a start, but they are skewed and don't portray north/south distances well around the poles and equator.
 

The Globe


I have been working on getting a globe into the game.

Firstly the globe will be used for selecting the module you want to play as well as giving an overall view of every country/module across the planet. This information will build up as you play.

As you spin the globe and mouse over the countries, information about each country will be displayed. I will also include any information about release statuses as well as "coming soon" statuses and dates, if known.

Basic information will be displayed about the country/modules like name, population, approximate number of towns and any specific rules of the module, like limits on trucks or building.
As you play the module, your information will also be displayed, like number of towns complete, leaderboards, etc.

Click on a country and it zooms into the country's game upon the current map.

Once the initial globe is stabilised within the game, I will then go about moving the game play interface onto the globe.
 

Lots of Data

With thousands of towns becoming tens of thousands towns, the amount of data to load and manage becomes large and subsequently slow to process.

As you play, you may find that you may only be playing in one or two modules. Loading all the others that are not being played are a waste of resources.

The data is already split into modules, but they all come together for the game with the intention of being able to play multiple modules simultaneously and also having the ability to move trucks and cargo between modules/countries.

Module data will be loaded, displayed and processed in different ways depending on what stage of the module you are playing at.
You may be just using the module for resources because you have finished all the towns, so there is no need to load all that information every time.
 

Save Games

This is still on the design table, but I have a method of splitting the save games into a base game and subsequent files for each of the modules.
These can all be bought into a nice internal package that processes the lot but still saves out individually.
 

The Upgrade Stages


Stage 1: Introducing the globe.
Stage 1 release will add the globe to the game. You will be able to spin it, read the data from it and open your games from it.

Stage 2: Modularising the Data.
Stage 2 will allow you to load the parts of the game that you are interested in playing at that moment.
If there are any dependent modules to the one you are playing (ie NZ to AU), then they will be loaded as well.

Stage 3: Multi Save Games.
Stage 3 will be about splitting the save process into the different modules with backward compatibility to the current structure.

Stage 4+ Getting the Gameplay onto the Globe
This is a little into the future and will be about moving the current gameplay onto the globe. It should all happen within a single release, but I am not sure if other things will be pushed in first.

All Stages: New DLCs
I will progressively build new DLCs along the way, trying to release one every 2 weeks.
 

Opinions and Helping out

I am happy for feedback on these proposed changes as well as help in getting them tested so the game only gets better.

I have been sharing the current beta testing around and am happy with the players that have been involved. If you would like to help out and beta test these changes moving forward, send me a message (through Steam). You should have experience with LOGistICAL and also be able to backup your save files.
There are only limited positions available and active participants will be rewarded with DLCs in the future.

Go Back

Build #304 Update

Minor updates to existing functionality
 

The Netherlands regions fix

Achievements were popping for regions. Fixed.
 

Industry caps

Caps on individual industries to stop upgrading past certain levels. For example, in the tutorial most industries can't be upgraded at all, while the apple orchard can be upgraded one level only.
 

Town complete colours for industries

Some modules don't require the original industries to be upgraded to level 3, so the town colours can change to complete, from green with incomplete industry to yellow with all industries done, at a lower level. For example in NZ industries only need to be a level 1 to show towns complete.
 

Map Updates

Modification to cater for world and detail map updates. Darker colour.

Go Back

Build #303 Update

An update of a few things plus some as requested by LOGistICAL players.

 

Trophies per Module

To the left of the money is the total trophies you have earned in LOGistICAL.

Now to the right of the money is the amount of trophies you have earned for the current module you are playing.

It starts as a darker gold colour and turns to the same gold colour as the left panel when the module is totally complete.

 

Where can I build my industries?

Click on the Industry button and then mouse down on any industry and the map shows every town where you can build that industry with a light blue dot.
This includes determination of town completion, town size and current industries present.

There is still the region indicator of the size of the industry.

 

How many industries can I build in this town?

The industry build icon in the town popup window now has a number on it indicating the number of industries that can still be built within that town.

 

Score display toggle

If you don't want to see the scores of your town accomplishments, you can now turn them off in settings.

 

Town cargo indicator

As requested, you can turn off the cargo indicator (spinning icons above town) in the settings.

 

New industries in new modules

You will have to find those ones yourself. I also adjusted the price of these new industries, and created a new industry category for them.

 

Adjustment of background blur

Put a cap on the blue amount on the background images and region names for when zoomed all the way in.

 

Missing return icon on 1st truck

One that has been missing for a while. The 1st truck on the list never showed the return icon. Now fixed.

 

Update of Load Game Buttons

The load game buttons now indicate the last module you were playing when last saved.

So many characters in there that I had to widen the button.

 

Pre-release now available

The beta is now available for those that like to get in early.
Live will be released in a few hours after this posting.

Go Back

Build #302 Update

Small post Netherlands build fixing a few impossible town scenarios.

Also redid a couple of contracts like the "get to Netherlands" and the "finish Tutorial" ones that wouldn't clear straight away.

Many thanks to those that have been pointing out the errors as we move forward to an even better play environment.

Go Back

Build #298

This build has quite a few background changes as well as some foreground ones.
 

Town and game scores.

This is a BETA version of the scoring system. It takes in many factors about a town and also what was used and how many resources to complete the town. Hover over a completed town to see the score. The score will also appear over the green completed area of the town popup.


 

Score Popup Window.

Firstly a welcome return to those floating truck balloon :P
Clicking on the score of a completed town in the town popup window will show you a new window which gives you a breakdown of how the score was derived and an image of all the truck loads that were used to complete it. See attached image for detailed info.


 

Multi-play (not multi-player... yet).

This feature allows you to play many DLCs simultaneously. You can set your trucks running in LOGistICAL or some other DLC, then jump into another DLC and set its trucks running... all at once. With some DLCs running totally independent, this makes a huge amount of play without having to wait around.
 

Multiple Wallets.

Many DLCs will have their own finances. For example the new Tutorial in this update has its own money that can't be transferred to the main LOGistICAL game. When you click on any town within the Tutorial (or other DLC), the wallet amount will change. There is a flag image on the wallet to show which wallet is being used.
Some wallets are shared. For example, the New Zealand DLC uses the original LOGistICAL wallet.
 

Filter truck list.

This was already in the last build but is improved. There is an up/down arrow on the top of the truck list. This will filter your trucks to the current country that you are playing in. This helps to reduce the clutter. (Scroll bar or something similar coming soon for the complete long list)
 

Pulsing quarantine icon.

Yes, finally fixed. The quarantine icons all over the place will pulse if you are dragging a forbidden cargo around the screen. The more places that the item isn't allow, the faster the pulse.
 

New Beginner's Tutorial.

10 new towns have been created on an isolated island to help noobs from getting too far from the original learning goals. Once the island towns are finished, they will then get a new truck in Sydney.
The other tutorial contracts are still in place, but just retained as additional helpers.
 

Graphics have been updated once again.

Players are starting to turn the maps off to get a clearer image of the map, so this is now the default for new players. New DLCs will also not have the background graphics, but clear, clean map outlines.
 

The World Map.

The entire world map has been added to LOGistICAL so the you can now move around all the DLCs on the map and see how they are going. Click on trucks or town destinations on the truck list to quickly jump between the modules.
Note: a 3D glove version will be coming very soon.
 

Flags.

Flags everywhere. This is to help you know where you are playing when you have lots of DLCs.
Flags against each truck indicate where the truck is currently at (or at least the next town).
Flags in the wallet indicates which wallet is being used.
Flags in the score popup window indicate where the town is located.
 

Save player location.

When you restart LOGistICAL you will be transported to the location of the last selected town.
 

Map zooming

Reduction quality of map information when zoomed out. This helps to have large amounts of map data when zoomed in.
 

Country abbreviated title in the file save title.

A short 2 letter code is included in the save file, so you will have a better idea of where you were last playing and what is in those other save files.
 

Leaderboard update.

The leaderboards have undergone an extensive rewrite to accommodate for the way Steam deals with the data and queues. It all seems to work ok now, but I still have to check that all the triggers are in the right spots.
 

Town and Region Leaderboards

With the new score system there comes leaderboards. All the difficult towns (high population or many resources lines) will have have their own leaderboards within the game (on the score breakdown page).
All scores for every town will also be added up to find the total score for every region, state, country, DLC and the entire LOGistICAL world.
The display of these leaderboards will be in a future release.
 

Truck limits

Some DLCs can have limits on the amount of each truck type that you can buy, hoping to make the experience more interesting.
 

Architecture for DLCs.

Boring stuff to talk about... This has been redone to accommodate for upcoming DLCs. There is still some more work to be done to be complete, but most of the work is now done.
 

Beta Testing

These updates will be available in beta testing for a few hours before the upgrade. Please jump in and try it out and let me know if there are any bugs that were missed or introduced.

Go Back

Build #297 Update

Dear Trucking Company,

Well it was heard about the traps that there were a few trucking companies that just didn't have the right equipment to get Auckland done (not to mention a few other towns that were thought to need special gear but probably didn't).

I spent countless hours negotiating with Auckland on reducing the amount that they needed. After finally arriving at a suitable reduction the deployment server hit a glitch. "The what hit a what!!!?". Try explaining that one. Nope, it didn't go down well at all.

So sorry folks, Auckland are no longer up to reducing their needs. "We need food you know. And we need nice jewelry, too. Why should we go without just cause more people live here. Everyone else in other towns are getting what they are asking for. So, NO".

How could I argue with that.

I was about to throw the whole lot through the window when I got a call from those guys at Prebbleton. You know the ones that were buying your old trucks and selling them back to you as is, at exorbitant prices. As you may also know, they did get a wrap over the knuckles for this and are now reconditioning the trucks first.

So, in order for them to show good faith those Prebbleton jokers are now willing to give a few extra Power Boosts and Loaders to some of the trucks that come back. The new one and those small ones don't get any, but the rest will get some if they don't already have enough.

Regards and keep on truckin',

Sacada,
The Negotiator.

Go Back

Build #296 Update

A small update for the NZ DLC which fixes the depot issue and adds some new achievements.

* Trucks bought at the Prebbleton depot in NZ could not be dragged. Fixed.
* Achievements added for North Island, South Island and Completion of NZ. Towns only, industries upgrades are not required to obtain achievements.
* Added road corner in Mokau Road (Taranaki). To get full North Island achievement you must visit this point.

Those that want to get in early, feel free to try the beta version.
Right click LOGistICAL in Steam library, betas tab, select beta (no password).

Build will be at 02:00 am (PST).

Go Back

Build #294 Update

When you sell your trucks in NZ, you get to buy them back from Prebbleton at a very exaggerated price. I told the guys at Prebbleton to at least fix them up again, so now they will

* Trucks sold in NZ will be repaired and available to buy again fully reconditioned to their original buy state, except all power-ups that you put on them will still be intact.
* Background town graphics moved to behind the roads.

Go Back

Build #293 Update

A small update to fix a few issues in NZ DLC. Some of the towns were impossible to do, but with the help of a dedicated tester we have managed to get through them all so you should be able to too.

* Fix issue with contract IDs
* Added stage 1 of a truck filter that filters by country
* Modified a couple of resources at a couple of NZ towns (this may cause you trucks to fly across space to get back to their spots once you start the game - no need to panic).

Go Back

NZ Build Update

New Zealand DLC is now ready and requires a small build update to LOGistICAL.
Build will be at 02:00 am (PDT).

There will be around 150 new Steam Achievements with the New Zealand DLC.

To run New Zealand after purchase, restart LOGistICAL and read the new contract. NZ have a few rules you need to adhere to.

LOGistICAL - New Zealand will be initially discounted so get it early.

Go Back

Build #291 Update

Well after the stuff up on Thursday/Friday where the build didn't work for everyone (well everyone but me). I have now a new build that fixes what made it not work and a few other things as well. The full list is below.

Giving some notice, the build will be rolled out 2 hours after this message at 05:00 EST. I will be online for the next 3 hours if things don't go as planned. If they do work all fine, I would be grateful to also be notified with a reply to this text or a forum message.

Thanks all for your patience and continued support. For those that want to try this pre-release now, you are most welcome. To do so...

1. Right click on LOGistICAL in your Steam library and select "Properties". Click the "betas" tab and select "Beta" from the drop down list. There is no password or code for this one.
Let me know of any major issues as soon as possible and I can delay and fix.

Thanks LOGistICALlers.

PS. The New Zealand build is coming along well. There are many challenges and rules are a little different in this new LOGistICAL country.


......
About this build...

A large build with lots of mods. If you find anything unstable pm me or post into this forum and I will address it asap.

This build has undergone a huge change to cater for multiple countries and some new rules for the upcoming LOGistICAL - New Zealand package due out next week.

* Update of town graphics
* Update of country graphics
* Inclusion of more accurate vector graphics around land objects
* Redo of the leaderboards (there are around 50 leaderboards running in the background of the game. These will appear in-game soon, but firstly they need to collect the data. There is a problem if too much data is uploaded to Steam too quickly, so have also implemented a queue system to deal with that.
* Restructure of the data packets to deal with countries, states and regions
* Fix for recalling save games
* Addition of the New Zealand data, ready for DLC
* Redo of Northern Territory achievement
* Fix to allow multiple images under the "Achievement" tabs
* Additional truck rules for NZ and subsequent DLCs
* Ability to download leaderboards into the game
* Remove of the truck balloons within completed towns.. bye bye :(
* Graphics for NZ
* Graphics for additional industry and cargo for NZ
* Changed the colour of build 10 level industries from red to green (will update manual and tutes shortly)
* Restructure of all the data files to allow multiple DLCs
* Removal of the vector graphic at startup
* Change to the start screen

Bunches of other smaller fixes, mostly in the depths of the code.

Enjoy and let me know of any issues if you find them.

Go Back

20 blog posts