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LOGistICAL

Strategy puzzle games by Sacada

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LOGistICAL: Update #784c

This update gives some major overhauls since the L1 to L2 upgrade to make map navigation much faster independent of the map size, map detail, and screen size.
The new method also allows zooming at any value rather than at specific increments.


 

#784c Updates
  • Reduced the pre-rendered screens to 1
  • Ghosted a larger bitmap image behind the screen when dragging
  • Updated the town popup graphics
  • Updated numbers on the town popup to give decimal places
  • Show the town roads when zoomed out at all resolutions
  • Removal of animations on the town popup
  • Added a link to go back to the globe from the play screen
  • Show town popup on left side of the screen when dragging trucks on the right
  • Fixed some one-way road issues in France
  • Resorted the module list on the globe showing all of the current game's playable modules at the top
  • Updated the L1 to L2 import where some trucks caused problems
  • Fixed some mailbox numbers in statistics
  • Added ticks to contracts so completed ones could be seen when detail is showing

 

L1 to L2 upgrades
  • LOGistICAL: USA - Florida
  • LOGistICAL: USA - New York
  • LOGistICAL: USA - Oregon
  • LOGistICAL: USA - Wisconsin
  • LOGistICAL: South Africa


I have been too busy with these updates to get the planned modules released, so Indonesia and Vampires have been delayed.

I did create a small new module "Tuvalu", which is available FREE.
It can be loaded through LOGistICAL 2, Washington, Nevada, Belgium or France.

Thanks for your support and patience.
Sacada.

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IMPORTANT: LOGistICAL 1 upgrade to LOGistICAL 2

The time has finally come to upgrade LOGistICAL 1 (L1) into the LOGistICAL 2 (L2) framework.



Over the next few weeks most of the L1 modules will be upgraded into the L2 framework.
 

Current Status of L1 modules

I will keep this section updated as more modules get upgraded to L2.

Complete on Live
These modules are fully upgraded to the L2 framework and have had their backgrounds upgraded.
Each of these are split into bootable groups. Select any of the modules within the group to be able to play any of the others within that group. For achievements you will need to play the actual game.

  • Group 1
  • LOGistICAL
  • LOGistICAL: Netherlands
  • LOGistICAL: New Zealand
  • LOGistICAL: Germany
  • LOGistICAL: Canada
  • LOGistICAL: Egypt
  • LOGistICAL: USA - Hawaii
  • LOGistICAL: USA - California
  • LOGistICAL: ABC Islands
  • LOGistICAL: Isle of Man
  • LOGistICAL: Tutorial
  • LOGistICAL: Xmas (2017)
    Group 2
  • LOGistICAL: Chile
  • LOGistICAL: British Isles
  • LOGistICAL: Norway
  • LOGistICAL: Switzerland
  • LOGistICAL: Brazil
  • LOGistICAL: Italy
  • LOGistICAL: Switzerland
  • LOGistICAL: ABC Islands
  • LOGistICAL: Isle of Man
  • LOGistICAL: Tutorial
  • LOGistICAL: Xmas (2017)
What this means

L2 is now over 200 builds ahead of L1. Many of these upgrades are L2 specific, but there have been many other nice fixes and features added that will be great for L1 as well.

After all the L2 upgrades and map enhancements, the main differences between L2 and L1 will be the complex roads and the businesses. Businesses are like non-consuming towns, though they sometimes have more functionality.
There are many new L2 modules in development coming out soon, covering many different play-styles as there are many different player preferences.

Partial screenshot of "LOGistICAL: USA - California" in the L2 framework.

 

How will it work

I am trying to make the L1 to L2 upgrade and save game import process as seamless as possible.

Once the beta testing is complete the L2 framework will go Live for L1. This will start with the main LOGistICAL module and its DLCs and then slowly work across all the other LOGistICAL 1 modules.

The first thing you will notice is the build number at the top of the globe page increasing by over 200 build numbers.

The front page will show you the latest news which is now sourced from an external site and so doesn't require a build to upgrade it.
 

The save game

A large change in this build is that every module now has its own save game file.

This provides much quicker saving and reduced the complexity with integrated modules.

You will now be able to launch different games via Steam to play simultaneously in different modules without overwriting the save of another module.

The first time you load an L1 module in an L2 framework, you will get the same load window with the same files within it.

Select your L1 save game and it will "import" it into the new L2 framework.

Once the game loads and saves it will create a new file name with the prefix of the module that you played.
Next time you play the same module you will get the new L2 save game.


For example:
Load save game "00277_20190204" from LOGistICAL (California)
It will save as "USCA00002_20190604"

Note: There is no path to go from L2 back to L1.
ie. You cannot open an L2 save game in L1.
 

If you are not ready to upgrade L1 to L2 yet

For a short period of time I will keep a copy of the L1 build #540 available as a "beta" version called "L1 540"

If you want to continue to play in the L1 framework or wish to put your trucks into strategic positions before the upgrade, you can do this from here.

To open the "L1 540" beta build:

  • Right click on the game within Steam and select "Properties"
  • Select the "BETA" tab
  • Select the "L1 540" build from the drop down list.
  • There is no password required.
  • The old build should now download and you can play as you normally would.


Note: There will be no L2 save games within the load game directory.

If you do this and then wish to get back to the new L2 version, follow the same steps above, but instead select the "NONE: Opt out of all beta programs" option in the drop down list on the BETAs tab.
This will have to be done for each of the LOGistICAL games if you have done it in those as well.
 

L1 to L2 fundamental differences

There are now independent saves for each module including each DLC (see above for more detail)

Australia (AU) and New Zealand (NZ) are now two totally separate games.
Playing NZ no longer loads AU and there is no path across the Tasman Sea.
New start contracts place you at a port near Auckland.
The industries from AU that were required in NZ have now been added at the Auckland port.
The trucks that were used from AU will not import into L2. Instead there is a new truck depot at the Auckland port were you can buy four new trucks (with boosts).

Global speedups will no longer be global.
All the global speedups that you have earned will import into the new saves.
There are new "local" speedup contracts to help you quickly get some speed in each modules. Most of these start with 5 or less towns to complete.
There are enough "local" speedups to get to the maximum speed of the module.
 

L2 updates

There have been many fixes and enhancements added since the last L1 build (#540). Most of these are available from the "LOGistICAL News" website that shows on the loading screen.

LOGistICAL News Link[logistical.sacada.net]

The background maps of L2 are vector based (instead of bitmaps) and can give a lot more detail.
The old L1 maps are being slowly upgraded to L2 maps. It makes for a much nicer interface on every zoom level.
Here is an example of an L1 screenshot in L2 (California).

 

How to beta test

It is great to have as many beta testers on this one as possible.

To try out the new L2 framework with the L1 modules...

  • Right click on the game within Steam and select "Properties"
  • Select the "BETA" tab
  • Select the "L1 to L2 beta" build from the drop down list.
  • There is no password required.
  • The new build should now download and you can play as you normally would.


If you have any issues or questions, post them publicly in the LOGistICAL forum on Steam or the LOGistICAL Discord.

Thanks everyone for playing, beta testing and for coming back here for more LOGistICALling.

Sacada.

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Update #754

A small build with a few important fixes and a nice tool.

  • Added keyboard "F" to toggle better highlight of the end of roads
  • Fixed problem with padlock over input industries showing up at the wrong time
  • Found and fixed problem with top-left buttons disappearing and not reappearing
  • Fixed road contract in USWA that was stopping some games loading
  • Broke the roads in Belgium as they should be

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blog post

Town Score and the High Score Data

A modification to put a "cap" on the amount of points a business could receive was introduced a while ago in L2.

This process basically set a static value of the "truck tonnage" that was delivering to businesses, so you could do it with a large truck or a small truck and it didn't alter the final score for that business.
I think doing businesses with the smallest trucks available that could take days to weeks was just not good for anyone's health. I know. I have done it myself (Xmas 2017).

This "cap" for businesses actually introduced a problem as it also mistakenly applied to the actual towns that use consumption.
This latest for a short while until I noticed and corrected with a build update one day after the release of France.



Now it is time to correct this mistake.

While France is still active with lots of players that haven't completed it yet, this current build has a process that will find missing high score values and replace those missing ones.

To make this work, I am going to move the high score data from France that was posted prior to 2nd May 2019.
When you load your game up a check will be done between the count of towns in your save game and the high score table. It will then upload those missing towns to the high score table and balance will be restored.
The process involves queuing the data as I have found posting them all at once misses a large amount of them.
If it doesn't get them all the first time, it will continue the next to you restart your game. 
If nothing triggers at the start of the game, you can force it to trigger by clicking the statistics (F2).
It will only do it once during any game session.

You should see the data being processed in the "events log" at the bottom right of the screen.

Sorry for any inconvenience and I hope this process goes as smoothly as the test cases.

Happy trucking,
Sacada.

... and now onto the additional build modifications...
 

Build #753
  • Fixed problem with -ve values for Haulage (visible in to completion screen. ie click on town resources once town is complete). Does not fix current -ve scores retrospectively.
  • Routine to find missing high scores and resend them to the server (you need to be on the module where the missing scores are).
  • Extended routine for missing town highscores to include no towns on highscore server
  • Fixed collection of roads in Suriname
  • Corrected the total town amount in Suriname to 28 towns.
  • Put a ring around incomplete towns to see them better when zoomed out
  • Fixed a couple of rendering issues
  • Set a 1/2 second time delay when sending bulk records to the high score server
  • Set up routine to fix high scores after some get removed due to being incorrect
  • Added text under the % rendering to indicate what is happening
  • Moved the "Loading... " text up from the bottom of the screen
  • Added businesses to "missing towns on high score server" routine

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LOGistICAL Sale. Up to 50% off LOGistICAL and modules

LOGistICAL is having its own special sale.

Last chance to grab cheap modules for a couple of months.

Sacada's Store



50% off LOGistICAL 1 base game.

40% off all LOGistICAL 1 DLCs and standalones

30% off all LOGistICAL 2 stand-alone modules.

FREE LOGistICAL 2: Suriname (Xmas 2018) - with L2 games

FREE LOGistICAL: Xmas 2017

FREE LOGistICAL: ABC Islands

Up to 30% additional discount for bundles

Note: France is too new for a discount.



Thanks,
Sacada.

Sacada's Store

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LOGistICAL 2: France



LOGistICAL 2: France is a large open-world, strategy, puzzle game where you transport different cargoes to complete all the towns throughout the country.

LOGistICAL 2: France has a strong focus on the puzzling aspects of LOGistICAL and takes you back to the non-business town-only playing strategies of LOGistICAL 1 while retaining the high resolution road systems of LOGistICAL 2.

Over 3500 towns and 50 businesses to complete.

Each LOGistICAL module has many unique things to do. In LOGistICAL 2: France you can:

  • Fix roads to towns throughout the complex road system.
  • Most trucks sizes fit on all the roads, even with cargo.
  • There are lots of quarantine zones.
  • Some regions don't allow building any industries.
  • Complex LOGistICAL puzzle solving around the quarantines.
  • Roads to towns are all of the highest quality, so don't need upgrading.
  • Find some of the industries throughout the map. Upgrade them so you can build your own.
  • 13 new industries and 13 new resources.
  • Over 180 industry types.
  • Truck boosts include a super speed multiplier.
  • Module includes contracts to complete for those not knowing just where to start.
  • Businesses don't consume resources.
  • Businesses have a static score this is not based on trucks sizes or amounts.
  • NEW: Information button to show details about any town.
  • NEW: Information button to show details some of the businesses.
  • Pre-rendering of the maps (35km and greater) to bitmap to speed up the game play when zoomed out.


LOGistICAL 2 brings you all the fun and puzzling of LOGistICAL with even more towns, more puzzles and much more to do.

This LOGistICAL 2: France module brings you over 3500 towns to complete.

LOGistICAL 2: France game covers the country of France including cities like Paris, Marseille, Lyon, Toulouse and many, many more.
There are many new obstacles and deliveries to make.

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LOGistICAL 2: Update #722

Just a couple of annoyances being worked on. Neither are perfect yet but will be shortly.

Build #722
  • Ignore zero length roads for upgrades and loading bays.

    There are many zero length roads throughout Nevada. They are recognizable as purple dots that are on the road, usually at a business or town junction. Due to their size it made these points near impossible to select.
    To remove some issues with these in the past, they have been set as the highest level road (hence their colour and size) so they don't need to be upgraded and all trucks can pass on them.

    Now it is time to "ignore" those roads. The first section of code has been implemented that will find all nodes and then move all adjoining roads from one end to the other end.

    Note: This works in most cases, though I have found one spot with multiple zero length roads (purple dots) together with 4 businesses. In this case each business is selectable and loading bays work, but one business gives 2 businesses on the loading bay, another gives 3 and the third and forth gives all 4.
     
  • Stop regions continuously showing end sequence for each complete business after all towns done.

    Note: This is a first implementation which when found and popping will mark that region as complete to not pop the next time. So for the time being, there will still be a pop for each region each time the game restarts.

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LOGistICAL 2: Update #720

The LOGistICAL 2 toolbox has grown. LOGistICAL 2 introduces a couple of new tools that will assist L2 game play.
 

Multi road upgrade tool (MRUT)




The MRUT tool will allow you to select many roads with a single click to be upgraded.

When in road upgrade mode (B), hold shift to include selection of all roads that join both ends of the currently selected road.
 

  • Cargo upgrade resource will be the same for all roads selected
  • Total amount required is approximately the amount of all added road segments
  • Roads of a different size are excluded
  • Roads that are already being upgraded or repaired are excluded
  • Once clicked all highlighted roads are set for individual upgrades with the same resource material.

 

Loading Bays (Nevada)




A loading bay will reduce the amount of resources needed to complete a group of businesses by up to 70%.

Loading bays service groups of businesses that all join a road junction at the same point.
Select any of the businesses within the junction to create the loading bay for all of them.

Once the loading bay is in place and the businesses turn green, you need to complete at least one resource line from each business within the group and a total of at least 30% of all resource lines across the group of businesses.
 

  • A loading bay can be bought for any group of 2 or more businesses that join the same road junction.
  • Click the "fork lift" icon in the business popup window
  • Costs depend on the number of businesses and the complexity of the businesses
  • The Loading Bay will join all those business together for a simplified completion goal
  • All loading bay businesses connected to the currently selected business show green on the map.
  • All businesses on the map with a loading bay will have a green tinge.
  • Complete at least one resource line of each business and 30% of the resources lines of all the businesses to complete all the connected businesses
  • Once the goal is achieved the businesses will all complete as per their standard completion routine and the Loading Bay will no longer be available.
  • Some road junctions that have pink dots don't always include all the businesses of that junction.

 

Other Updates

 

  • Stopped mouseover of roadworks once complete
  • Fixed problem in the Multi road upgrade tool that caused a system scroll lock when applying single road upgrades.
  • Loading Bay trigger fix
  • Fix for USNY total towns amount in statistics
  • Recode of the casino padlocks.
  • End of region payment fixed
  • Businesses with missing resource fixed
  • Situation when town node is prioritised by road fix node corrected

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LOGistICAL 2: Update #715

A few small issues that made it to live have now been patched.

- Removed incomplete module.
- Stop small trucks from moving large items.
- Fixed 7-Eleven that had empty resource requirement
- Stopped all the businesses showing up before you have found their resources
- Fixed problem with town that had had a road fixed but wasn't complete and thus unable to click on.

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LOGistICAL 2: Update #714

Quite a few minor builds plus a large restructure to the backend to make the loading of save games in V2 much faster.



The save process is different so I suggest you do a game copy (to the right of the load button) just in case. The first time you load there won't be any difference. This only happens after loading the new "save" structure.

There are many more language updates. Thanks to all those that are participating in that. Individual recognition throughout the update notes.

Builds are listed from the latest backwards...
 

Build #714

- New sort for high score tables that now sort by town, mailbox and then score.
- French translation (thanks HunterBill).
 

Build #713a

- Changed first casino to open to be Ormsby House which is a level 1 casino
- Fixed problem with casinos levels locking after restart
- Fix of duplicate IDs in businesses causing pink glows to not disappear
- Fix Rank text position on high score popup where module was overwriting instructions
 

Build #713

- Upgrade of road is darker orange than regular broken road
- Fix all the golf courses access road colours (circle in town popup)
- Monitor upgrades to show change in road access as circle in town popup
- Refresh map when upgrade or road fix is complete
- Fixed problem with road count going down when broken roads are later upgraded.
 

Build #712

- Set the surrounding one way roads for the road upgrade to be turned off while upgrading.
- Set the speed on the one-way roads that are turned off to be very slow as it will be very dangerous.
 

Build #711a

- Fixed glitch with circles not disappearing
- Fixed glitch with pin not disappearing
 

Build #710


W A R N I N G : This build has a new save structure so it is VERY advisable to create a copy of your game before proceeding.

- Fixed a bug that sometimes locked the game on load
- Fixed a bug that sometimes crashed on save
- Fixed a problem when clicking on "Black Rock City" in the truck list, when it was a destination
- Added some French Translation (thanks Hunter Bill)
 

Build #709


W A R N I N G : This build has a new save structure so it is VERY advisable to create a copy of your game before proceeding.

- Adjusted the save model to speed up the loading of an L2 game (only faster second time round)
- Compression on all the data files.
- Fixed issue with "return to depot" locking the truck in the depot
- Stage 1 of getting the High Score table into the statistics
- File list mouse click shows global towns and mailboxes
- Reduced size of pink dots
- Added more German translations (thanks Metthew)
- Added more Russian translations (thanks airON)
 

Build #708

- Allow to dump trucks into Belgium mailboxes that have more than one access roads
- Fix the screen animation layer from not clearing causing nice patterns
- Fix for roads not fully rendering in certain modes
- Removal of the "Advanced Navigation" settings that are no longer needed
- Fix if you can't connect to Steam but you can connect to the high score table (and you have some results), the game will still load.

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LOGistICAL 2: Update #707

LOGistICAL 2 (L2) has had a major overhaul to update the rendering engine to cater for the huge amounts of data.
The navigation engine has been rebuilt from the ground up making it very fast, especially for large complex maps like Washington, USA.


 

Details

There are quite a lot of updates with many of them superseding previous updates, so I will give the summary of it all.
There are tens of thousands of objects in the game. Updating them on the screen when zooming in and out, clicking different things and scrolling the screen around requires quite a bit of finesse to keep things from locking up.

Most updates are best noticed after you have moved around a little and the images and objects get cached. 

My priority for this update is to give the interface control back to you. If you do a lot of things quickly, then the interface should respond much better and not try to finish old updates. When you do stop, then the rest of the maps and roads should then finish processing.
 

LOGistICAL 2 Game Speed

To make the game run much faster there have been quite a few enhancements.

  • Rewrite of the navigator from the ground up.
    L2 changed the road system from straight lines to complex real mapping including one-way roads, major highway junctions, a huge amount of streets and all those broken roads. This made the old navigation software unsuitable. This software was updated many times but just could not overcome the problems of the larger maps.
    After lots of experiments a good model was formulated but the code was getting too messy so it was time for a complete overhaul. This is now done and it is now much quicker... like, way quicker.
     
  • Maps, background rendering and icons.
    L1 was originally built with three main map layers, which eventually became just two. The background with roads and icons, and the truck animation layer. The two layers didn't work as well with L2 as the map rendering time was much larger.

    L2 now has four map layers all working independently, enabling even more optimisation into the future.

    Layer 1. The background. This layer is now rendered in sections to enable more complex background polygon structures with things like background graphics, rivers, lakes, town zones, regions, national parks, golf courses and many other interesting mapping objects.
    You can also dull or turn off the background making a black "night" mode.


    Layer 2. The roads. Maps in L2 generally have around 50,000 road segments making lots of rendering difficult. As the map changes over time as it becomes discovered, roads get fixed and/or upgraded, a dynamic rendering approach was still needed.
    The road system now gets rendered only during zooming, scrolling or change. Also to cater for very large maps, rendering can be done in sections enabling visibility while scrolling and more interactions back to the player to zoom or scroll faster.
    The look of the roads has been updated to make them more interesting when zoomed in, especially on large intersections.


    Layer 3. Town and business icons. This layer is updated when you click on town/business icons which will change their colour or drag the truck to find all the towns, businesses, roads or industries that need your cargo. Removing this from the road and background layers makes this interaction instantaneous.


    Layer 4. The animation layer. This layer still contains all the trucks and mouse interaction animations but also includes a few additional things, like the mouse over the truck list showing the truck routes.
LOGistICAL 2 Businesses

L2 has businesses. Businesses are like mini-towns that don't consume resources when you deliver them, making them a more "casual" part of game play. Businesses started out as mailboxes in Belgium, grew to be businesses in Washington USA and now have more purpose in Suriname and Nevada USA.

  • Updated Business Industry Cycle (BIC):
    The BIC is a new method of creating industries in L2. Complete enough of the same group of business types and an industry is built by one of the businesses.
    Nevada has taken this further by adding more businesses and a mini-game to one of the businesses. Nevada also has a combination of finding industries, creating via the BIC, purchasing the initial ones cheaply, just buying them or buying them via the original upgrade method.
  • BIC Sort: Alpha sorted the BIC Help
     
  • BIC visibility: The BIC originally hid all the industries that businesses built until you had completed enough to show what they were.
    Now all the industries are displayed from the start, so now you know what to aim for.
     
  • BIC click: Click on the column of the BIC that you are interested in to highlight all the businesses belonging to that group.
     
  • BIC items: A few items have changed. These changes are global (ie Suriname and Nevada USA).
    - Moved laundry business into clothing
    - Moved kiosk business into shop
    - Added some more industries to Pharmacy
    - Changed the industry order of Fast Food
     
  • Cycle through Businesses: Click on the left/right (keyboard "," & ".") of the business type icon in the business popup to move to the next/previous found incomplete business of that type on the map.
Business Icon Colours

Clicking on businesses will now highlight all other businesses of the same business type.

  • Light Blue: Businesses of the current selected business type (eg. alcohol also highlights pubs, bars, etc)
  • Dark Blue: Same as light blue but you have started to complete the business.
  • Green: Business is complete and has built an industry at that location.
  • Yellow: Currently highlighted business.
  • Orange: Not a business, its a broken road.
  • White and light coloured: These highlight the businesses that need to be complete to unlock a town.
  • Pink: Special purpose business. When you click on the business type icon in the business popup you get a mini-game.
LOGistICAL 2 Languages

L2 now has the L1 language translations. Additional language updates are still happening now with many thanks to our great LOGistICAL community and all those that have given their time to make this a multi-lingual game.

  • Languages: L2 has lots of updated translations. Not all are complete but we are working hard on it.
    - German (Metthew, Allalinor; ~ SgtFopper ~), 
    - Dutch (Fransiscus), 
    - French (HunterBill), 
    - Russian (Shylight, Mostcus, airOn)
    - Italian (Desangre)
    - Spanish (Matje)
    - Finnish (Zathor).
  • Selection: Language is selected by clicking the flag in the top right corner of the first globe screen.
  • Config File: L2 has a config file that now saves your language selection choice, so you don't have to select it each time you play.
LOGistICAL News

I have finally gotten around to updating the LOGistICAL web site. There is still a lot of backdating to be done.

This web site is now available from the game splash screen and also the game help.
There are links on the site to point you to the Steam community pages, the Steam store and also the community Discord.
 

LOGistICAL 2 Other Updates

There are lots of updates to make this an even better game. There are still many in the pipeline. Jump on the LOGistICAL Discord to see the full list of everything that has happened, and everything that could happen.

  • High scores now open with a click instead of a hover over.
  • High scores pages can be navigated with the "," & "." keys.
  • Change truck dash to green if speedup is > 8x.
  • Don't allow betting in the casinos if you have no money.
  • Trigger save game when you have played a casino game.
  • Fixed problem where industries that are already built and then upgraded couldn't be bought.
  • Code to remove one-ways from around roads when another close road has reset those one-ways.
  • Added ability to stop upgrade of a top second level road that is being upgraded.
  • Fixed problem when clicking a business type on the BICH screen it was also clicking on the town behind it and changing the selection upon closing.
  • Changed the front page LOGistICAL News to point to an external site.
  • Changed the click on HELP to open the above external site.
  • Modified the display of town/business selection process to do by priority and then latitude.
  • Businesses that are locked behind broken roads don't allow dropping of road resources.
  • Businesses that have broken road on lower tonnage road don't allow dropping of road resources.
  • Dim town when dragging a large truck to a small town.
  • Stop achievements popping for a different module being opened.
  • Updated the roads to be thinner when zoomed out.
  • More visibility of roads, etc when dragging the map.
  • Mouse over truck list now show truck routes.
  • Fixed a bug that locked Nevada on load as it was trying pop a contract from a town not found yet.
  • Turned off ability to drag a truck to the end of a road until I fix some issues with it.
  • Shift "WASD" for faster keyboard scrolling.


Thanks to everyone that helped make these updates possible. The testers, the beta players, the translators and all you LOGistICAL supporters.

Happy playing,
Sacada.

PS. LOGistICAL is on sale at the moment.
50% off LOGistICAL (original)
40% off all LOGistICAL 1 games
30% off all LOGistICAL 2 games (except Nevada just released)
15% off Nevada.
Next sale won't be until at least May 2019

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LOGistICAL 2: USA - Nevada

LOGistICAL 2: USA - Nevada is a large open-world, strategy, puzzle game where you transport different cargoes to complete all the towns and businesses throughout the state.

LOGistICAL 2: USA - Nevada includes Casinos, Golf Courses, Ghost Towns, UFOs, Hoover Dam and a Gigafactory.

Over 100 towns and 5,000 businesses to complete. There are 50 types of business to discover.

LOGistICAL 2: USA - Nevada game covers the state of Nevada, USA including cities like Las Vega, Reno, Carson City, Death Valley and many, many more.

Each LOGistICAL module has many unique things to do. In LOGistICAL 2: USA - Nevada you can:

  •  Fix roads to towns, businesses and throughout the complex road system.
  • Upgrade minor roads to enable 8 ton, 20 ton and much larger trucks to traverse.
  • Roads to towns and businesses are all of the highest quality, so don't need upgrading.
  • Find some of the industries throughout the map. Upgrade them so you can build your own.
  • Complete enough businesses and they will build industries for you with the "Business Industry Cycle" (BIC).
  • Incomplete towns will allow an industry to be built. Once the town is complete you can build more.
  • The first industry of any type will be super discounted.
  • Buy a gold mine and then complete casino businesses to play the mini-games within the casinos. Change surplus cash into truck boosts.

  • Over 150 industry types.
  • Over 50 business types.
  • New businesses include Casinos and Golf Courses.

  • Businesses don't consume resources.
  • Unlock towns by completing surrounding businesses.
  • Businesses now have a static score this is not based on trucks sizes or amounts.
  • Complete businesses to gain truck boosts.
  • Truck boosts include a super speed multiplier. Every 5th completed business/town starting with the 4th business (ie 4th, 9th, 14th, 19th, ...).
  • Module includes contracts to complete for those not knowing just where to start. Discover UFOs, Ghost towns, a Gigafactory, Hoover Dam, Burning Man, ++

LOGistICAL 2 contains new features like:

  • New road mapping
  • Hundreds of towns and thousands of businesses and other places to complete
  • Work your way through the long complex maze of road enhancements to finally allow all your large trucks access across the state or country
  • Road upgrading
  • Many, many other small and large puzzles and situations to complete.

 

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LOGistICAL 2: Update #674

A minor update to fix a problem with the tutorial not working on LOGistICAL 2 modules.


Also a nice fix to simply to selection of roads to upgrade.

Detail

Build #674 on LOGistICAL 2 and LOGistICAL 2: Belgium

  • Faster method for upgrading multiple roads
  • Click the "Upgrade Roads" button or press "B"
  • Click on all the roads that you want to upgrade
  • Click road again to cancel upgrade
  • Click the "Upgrade Roads" (or "B") button to exit "upgrade road" mode
  • Note: There is no longer a verify popup to the process
  • Yellow border around map when upgrading roads
  • Fixed problem with negative speed
  • Fixed problem with maps of Tutorial and Isle of Man not showing
  • Update wording on Tutorial contracts
  • Update wording on Isle of Man contracts


Build #673 on LOGistICAL 2 and LOGistICAL 2: Belgium

  • Some road fixes were showing up in the last 2% of missing towns/businesses
  • Increased last 2% of unfound towns/businesses showing to last 5%
  • Fixed an incorrect road fix count in statistics
  • Cancel upgrade icon changed to an boxed "X"
  • Fixed problem with regions turning grey from yellow mostly due to road upgrades
  • In statistics, region town total wasn't showing green when complete

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LOGistICAL 2: Update #672

There are various fixes in these past few patches.



Summary
Most significantly in this release build is a reduction in the size of the large businesses within LOGistICAL: Suriname (Xmas 2018).

The final reduction is as follows...
French Guiana
Guyane = 20% or what it originally was
Suriname
Wanica = No change
Sipaliwini = 30%
Saramacca = 50%
Paramaribo = No change
Para = No change
Nickerie = 40%
Marowijne = 50%
Coronie = 50%
Commewijne = 50%
Brokopondo = No change

Current high scores achieved will be retained.

There is also a few past fixes that helped finalise modules that disappeared are back (eg. highlight of the last 2% of businesses per region).

The Business Industry Cycle Help (BICH) has undergone updates.

Build details
Build #668
- Fixed problem with some of the L1 modules not loading properly but they now load in L2
- Fixed saving of 10 minute backup files for L2 modules

Build #669
- Fixed problem with towns no longer being found in Belgium
- When mousing over roads for potential upgrade, show the resource required to fix it
- Drag truck to the end of a found road to allow truck to drive there (issue... dragging truck from the end of the road makes the truck jump back to its last town - fix coming)
- Fixed problem with the last 2% of businesses/towns not showing pink glow
- Fix the road to business Akodo near Apatou town
- Fixed 4 areas in Suriname that were inaccessible.(edited)

Build #669(2)
- Reduction of amount of resources in businesses in Suriname

Build #670
- Fix a load error when there is no destination town for a truck (ie at end of a road).

Build #671
- Fix some areas in Suriname which didn't join the central road matrix (there are still a couple to fix).
- Fix to stop 0 length roads being upgraded
- Patch to undo 0 length roads that managed to be upgraded(edited)



Build #672
- Fix error clicking the Business Industry Cycle Help (BICH)
- Updates to BICH
- Added industry titles
- Show industries that can't be obtained. Highlight them red

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LOGistICAL 2: Update #667

Quite a few small updates to make the interface smoother.

Build #667
- Fix mouseover on new pin-striped pins
- Stop selecting the town when it gets a new business auto-industry
- Access to some inaccessible areas in SR
- Added touch control to most of the game

Build #666
- Purple industries show on industry select. Crimson for your own industries.
- Click on the Business Industry Cycle (BIC) to see where the industries are built
- New business icon for food-halls
- Stop blue icons showing up in Belgium
- Stop completed businesses of current selected type (ie blue ones) to not show when hovering, unless they have an industry

Build #665
- Ability to play L1 modules in L2 (beta only so make a copy)
- Industry popup mouse down now shows auto-industries as purple dots and own industries as crimson dots.
- Fixed lockup when industry button clicked when BIC is open.
- Fixed pins-stripes in truck list

Build #664
- Businesses sorted from top to bottom appearing on the screen to give a bit of uniformity to the chaos
- Thicker line on the business driveways when zoomed in.

Build #663
- Striped pins. Hold shift to add and cycle stripe colours for the pins
- Removed completed roadworks from mouse-over selection
- Fixed problem with selection town destination from truck list and ending up at a road works
- Fixed crash problem of selecting road fix too often

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LOGistICAL 2: Suriname (FREE)

Xmas 2018

Thanks to everyone that continues to support LOGistICAL. The game has grown and expanded over the last year, and there are now many modules with very different game-play.



I will continue to support this game as best I can. I am in the midst of joining LOGistICAL 1 (L1) and LOGistICAL 2 (L2).

The L2 launcher is partly complete and is now pulling data from the high score tables. I am now working hard to make sure the high score tables correctly reflect your actual counts and scores. Getting close.

Enough of that... onto the gift.

LOGistICAL 2: Suriname (Xmas 2018)

Suriname is the smallest country within South America. It has been suggested as a module for a long time by an enthusiastic player. The country is mostly jungle, so there are lots of settlements to do.

This gift is now available within the launch globe of all L2 games and I am working hard to try and get it into L1 games (though it will be a while).

L2: Suriname has quite few different rules and therefore strategies...

  • All industries can be built without upgrading them first
  • Incomplete towns can host one industry each
  • First of each industry is 90% discount
  • Industries are automatically built as businesses are completed
  • Completing a single resource in a business will expose the other resources it requires
  • NEW super booster for trucks awarded on town and business completion
  • Roads can be upgraded
  • Low tonnage one-way roads become two way when upgraded
  • Business and town driveways can transport 100t trucks without need for an upgrade


There are a few contracts to help you get started and explain many of these features.

A full change log is available on the Discord server
https://discord.gg/EqdW5Vj

Enjoy,

Sacada.

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LOGistICAL 2: Update #653



Build #653 on LOGistICAL 2
- Fixed problem with upgrading roads to industries
- Fixed problem when trying to sell a truck
- Stopped L1 modules from loading from the globe until I get them working properly.



Build #650 on LOGistICAL 2
- Added button for upgrading roads with mouseover help on truck dash for L2 modules
- Added button for sending trucks back to depot with mouseover help next to skip, cancel and sell truck
- Restructure of startup globe for L2 games
- Use of high-score table data to populate the globe (numbers may be slightly out until adjustment period is over)
- Auto industry functionality for Suriname (Xmas 2018)
- Set all roads of length 0.01 or less to be made to take 100t trucks, so no upgrading needed.



Build #644 on LOGistICAL 2
- Region titles show as yellow once industry and roads are complete...
... caveat on this fix is that most of the roads are currently residing in the one region within the backend data. This is due to the L1 having each road joining a town and the town providing the region. L2 now has many roads that don't join towns and therefore are not mapped to their region. I do have a database fix for this, but haven't yet coded it into the game.



Build #642 on LOGistICAL 2
- Businesses that unlock a town show up white
- Added 6 new contracts
- Moved the business complete speedup contracts to the global contracts
- Fix when complete town/business has an undefined as a boost
- Fix when complete town/business has NaN as score and efficiency



Build #641 on LOGistICAL 2
- Save a "cancel road upgrade" fixed
- One way roads on 8t and less roads removed when upgraded.
- Toggle "M" key to show where failed navigation tried to find a route. Red, green or blue dots (as per the route colours).
- Minimum upgrade amount set to 1



Build #636 on LOGistICAL 2
- Fix for missing nodes (ie those that were created for a road upgrade) but no longer exist but are still in the truck data
- Fix for doing multiple nodes in a row (eg, a series of road upgrades).



Buld #632 on LOGistICAL 2
- Created low res rivers in USWA
- Make padlock already done colour in dark red
- Fix problem when upgraded road has trucks going to it when its finished and game is also restarted
- Fix problem of road fix to town is same as industry input but fix isn't registered



Buld #630 on LOGistICAL 2
- Adjustment to algorithm to find the closest road when selecting for a road upgrade
- Fixed a problem where the new upgrade materials don't always show.



Buld #629 on LOGistICAL 2
- All found businesses that have a resource that has just been discovered or built (as an industry output) now show immediately on the map.
- Fix padlock position
- Fix problem with trucks being at upgrade points that no longer show after save
- Fix problem of trucks not hovering over resources properly



Build #628 on LOGistICAL 2
- Fixed missing truck error.
- Found and fixed errors associated with upgrading the road to a town.
- Ability to "undo" a road upgrade.



Build #627 on LOGistICAL 2
- Created new industry logic and code for Suriname.
- Created discount industry price logic for future modules.
- Created new cargo size limits for Suriname.
- Added a smaller road size in Suriname.
- Added an indicator in the town popup of the maximum sized joining road.
- Added a orange square with resource type for towns locked by broken road.



Build #626 on LOGistICAL 2
- Fixed road upgrades that didn't work due to attribute that wasn't being updated.
- Fixed town that has upgrade road going to it to work once reloaded. More testing during play.



Build #625 on LOGistICAL 2: Belgium
- Mailbox at same location as Berlare moved a fraction so they don't overlay and you can't complete the mailbox if you did the town first.



Build #624 on LOGistICAL 2
- Click on resources of complete towns caused hanging in USWA. Fixed.
- Road upgrade functionality (beta):
You can now upgrade roads.
Press the "B" key to turn on/off road upgrading (will be a button soon).
Hover over any road less than the highest level motorway. It will show red.
Click on the road to upgrade it.
A message will pop up showing the cost of the road upgrade. Click yes to accept
The road will become broken until you supply the resources to finish the upgrade.
You can upgrade broken roads once they are fixed
You can upgrade the same road multiple times
There is a discount if the road being upgraded joins a larger road than the current one.
The closer the road size to the current the better the discount.

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LOGistICAL 2: Update #623

A few more updates to the Washington, USA map module as well as updates on the new multi-thread navigation code.



Build #623 on LOGistICAL 2
- New navigation fixes to stop all trucks obeying the rules of 1st or last truck
- ability to zoom in a bit more
- yellowed the region borders
- blued the rivers
- show rivers when scrolling around

Build #622 on LOGistICAL 2
- Fixed new navigation problem with only one truck takes the route with a multi-select
- Fixed problem with trucks of a multi-select are already at the destination and others aren't
- Fixed cake problem in the Poulsbo area of USWA
- "HELP keys" now shows up center screen
- Upgraded road section at Dollar Corner, USWA
- Upgraded road section near Spokane, USWA
- Removed resource from Brady, USWA
- Added padlocks to locked towns for dragging cargo
- Fixed a missing road segment
- Fixed sections where large trucks can't get out of
- Removed lines of the "module completion" section that gave maths errors due to zero towns or trucks

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LOGistICAL 2: Update #620

A lot of updates for LOGistICAL 2 with further plans for more integration with LOGistICAL 1.


 

Advanced Navigator

LOGistICAL has to perform many complex navigation calculations during game play.
Unlike any standard GPS unit, LOGistICAL also has to cater for broken roads, varying truck weight restrictions, quarantines and many other factors. Many of these are also changing very often as the game progresses.

The new navigation works as a multi-thread process so no longer locks up the user interface when working out complex routing over long distances.

The navigation system can be turned on and off in the game settings until it becomes the only system within the near future.

Using the navigation system is no different than before. Drag a truck or resource onto or across the map to initiate the navigator.

To indicate what is happening, the background of the truck on the truck list turns blue while the navigation is being computed.

If there are no spare threads running and empty, an initialisation process is run and the new thread is prepopulated.

Within the thread, the navigation between the source resource and the destination resource is calculated. This calculation is completed first as this is the integral trip where most restrictions are applied.
If this trip is successful the return trip is then calculated as one way roads and empty travel allowed on more road may create a different route.
Finally the trip from the truck's current location to the source resource is calculated.
If all three are successful, then the resulting routes are returned to the main game for that truck and the truck begins its journey.

The three navigation routes are now shown on the map.
- Red - The trip from the current truck's location to the source resource
- Blue - The trip from the source resource to the destination resource need.
- Green - The return trip back to the source resource.

If there are multiple trucks selected then after each process all trucks of the same size (laden or empty) are also given the same routes without any extra processing. This speeds up the whole process.
If the other trucks are at different current locations these are all process one at a time and returned to the trucks with the other routing data on each is completed.

I have quite a few enhancements lined up to make this entire process faster, more accurate and also provide a suite of tools for routing to groups of businesses much better and faster.
 

Other updates

Build #620 on LOGistICAL 2
- Ability to switch between old and new navigators in settings.
- Cancel X in new navigator on truck list and truck dash.
- A couple of road fixes in LOGistICAL 2.

Build #619 on LOGistICAL 2
- Fixed up a few minor issues with the multi-thread navigation.
- Upgraded some ferries to take 20t trucks
- Broke a few ferry routes.

Build #618 on LOGistICAL 2
- Display of region titles not changing colour when finished is now fixed.

Build #617 on LOGistICAL 2
- More smarts in new navigation for larger trucks driving empty on smaller roads
- Ability to redirect a single truck from a multi-select while cancelling out the prior load of that truck from the multi-trucks selected
- Auto cleanup of multi-threads if not being used anymore
- Cleanup of multi-threads on game exit.

Build #616 on LOGistICAL 2
- Created the multi-threaded multi-truck routines
- Mostly the same as before with a couple of slight differences
- If you select a truck that can't do the trip, then none of the others will even try
- If you select a truck that can do the trip but another can't then all those that can, will
- 3 route colours
- red - route to the source industry/storage
- blue - route from the source industry/storage to the destination industry/town/storage/road
- green - the return trip
- fixed a road that couldn't be done
- removed 8 duplicate businesses
- fixed a ferry route that couldn't be accessed.

Build #614a on LOGistICAL 2
- Fix in some multi-thread navigation processes
- Found and fixed an error that occurred sometimes when loading and not displaying all trucks.

Build #614 on LOGistICAL 2
- Fixed town needs showing in industry list
- Ability to turn off multi-thread navigation
- Fix some multi-thread navigation processes
- Fixed inaccessible Lady of the Lake ferries
- Fixed inaccessible ferries
- Removed inaccessible asphalt road near Seattle
- Fixed gravel road on pink highway east of 
- Removed Maplewood broken road

Build #613 on LOGistICAL 2
- Multi-threaded navigation system update
- Saves the current state of the navigation system so you don't have to turn it back on after a restart
- More stable for number of threads that it creates (background task)
- You can now cancel a thread by redirecting the truck to another destination
- Fixed missing resource in a town

Build #612 on LOGistICAL 2
- Multi-threaded navigation system

Build #611 on LOGistICAL 2 and LOGistICAL 2: Belgium
- Housing Interiors needs a 20t road in USWA
- Mouse over towns sometimes not bringing up resource needs. Happens if you drag a truck before selecting a town.
- A couple of roads that can't be fixed if done in the wrong order have been removed.
- A broken road at the edge of the map has been removed
- Removed a broken road in the middle of nowhere (up north)
- Created "Lady of the Lake" ferry route
- Brussels nerf

Build #610 on LOGistICAL 2
- Map key is in the mouseover HELP
- Empty truck after pressing "V" to sent truck back to start depot
- Get all the 20t and 40t resources on suitable roads
- Added another industry to USWA
- Set the default of completed contract visibility to show
- Fixed a one way traffic hazard in the mountains in USWA
- Access to broken road in middle of nowhere in USWA
- Rock pit road access upgraded to 20t
- Don't show pins in broken roads that are fixed and no longer showing
- Fixed problem with some business not being able to be clicked on due to being on the end of broken roads that have been fixed
- Only show the broken road of the start road to businesses

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LOGistICAL 2: USA - Washington

LOGistICAL 2 is now officially released.



This is now the new base game for the LOGistICAL group of games, though you don't have to start here.

There is a 30% discount (plus another 20% bundle discount for those that have the lot #) for the first week.

There are a lot of new enhancement in this module and I am still working on more that should be released over the next few weeks/months/years.

"Over 500 towns, 2,000 mailboxes and 9,000 other businesses to complete. There are 50 types of business to discover."
 

What's new

LOGistICAL 2 brings many new enhancements to the game including:

- 50 types of businesses.



New businesses start out as dark red dots on the map until you find at least one industry that can supply them.

Businesses have extremely low requirements and don't consume resources like towns.

- 3 types of broken roads



1. broken roads to the towns. Many towns can't be accessed until the broken road to the town is fixed.
2. broken roads to businesses. Like the town broken roads but orange squares on the map.
3. broken roads throughout the map (orange squares). There are many broken roads throughout the map. Many will stop you from searching parts of the map.
To assist in fixing broken roads on one-way roads, the one-way roads leading up the the broken section get turned off until the repair work has been done.
BE CAREFUL: That last truck load will fix the road and turn the one-way section back on. This can sometimes lock your truck in if there are further repairs required to fix that road.

- Town Locks
To unlock a town you now have to complete the number of businesses within the comet circling the town, that is written on the lock.
Some towns give a head start, so you only have to finish the number on the lock out of the number in the top right corner of the lock (eg 10 out of 15).
The black section of the circle on the lock represents what you don't have to do, while the increasing red shows the ones you have completed.

- Storages
In this module you can buy Storages in any of town (completed or not) right from the start of the game.
There is a limit of 1 storage per town until the town is complete.
The storages contribute to the total number of industries that you can build in a completed town.
 

Other stuff

- "?" over industry inputs if you haven't found an industry that supplies that input yet.
- Mouse over help to show key shortcuts
- Fix to stop the last large dumping to small requirement places (ie businesses) when the speed of the game is high


 

Coming soon

- Integration of LOGistICAL 1 and LOGistICAL 2 modules with a launch module and integrated save system.
- Navigation through a maze of broken roads can be complex. I am working on multi-threading for the navigation system so the game doesn't pause when doing long distance or impossible access destinations.

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