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LOGistICAL

Strategy puzzle games by Sacada

Blog posts March 2018

LOGistICAL Update #473

Truck Sorting

As the current highest requested feature, you can now sort your trucks.


Trucks are sorted by clicking on the "palette" icon at the top of the truck list. 
The "palette" icon can be earned by upgrading the paint factory in Sydney, AU. This reward will be extended to other module shortly.

This "palette" icon can also modify the colour of your trucks. Click the truck when in "paint" mode.
 

Towns with multiple industries with same input

Trucks delivering to towns that have multiple industries with the same input would stop the truck once one of the industries was full.

If the truck's "unload all" (little green button) is on, then the truck will continue to deliver to the town until all the industries with that input are full.
Once all industries are full the extra within the truck will be evenly distributed across all the industries and then the truck will stop.
 

Playing Multiple Modules at Once

I have fixed a few issues that existed when having multiple modules open.
 

- Module Speed

Each module has its own maximum game speed but the whole game only had a single speed, so would have to adjust when moving between modules.

Now every module has its own speed and all other modules running in the background won't be affected by any change of speed of the currently selected module.
This includes trucks speed, town consumption and industry production.
 

- Industry Reset Bug

When having a module open and you complete a town and then upgrade or build an industry within that town, those industries would reset back to their last status within the save file, if you opened up a subsequent module.

This bug has been a problem for some time, but with the help of some great testing, I have been able to reproduce the problem, locate the problem area and fix for a solution.
 

- Industry and Resource Knowledge

When having multiple modules open, all the discovered industries of the first module would be visible in the second module.

Now when changing between modules the list of known industries is recalculated.
 

- Town Buildings

For the extra loaded modules that aren't currently being played, the town images on the map are no longer shown.
 

Towns with Industries

Now all towns that contain industries default as "shown" on the map to help find them easier.
 

Currently Selected Town

The currently selected town is now default as shown on the map.
 

Turned off the background truck sound

The continuous murmur of the trucks in the background which was on for each truck and also went louder and quieter depending on how close you were to the truck, are now switched off.

I found that the amount of truck loaded sounds was cutting other sounds short, including the music.
There is more work to do in this area.

 

Betas and Release

This build is currently available on LOGistICAL: main, Russia and Wisconsin betas.

I will slowly release across all the modules over the next few days as it has been hard to fully test every aspect of all these functions.

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Mini Update #467

A mini update to bring you some new requested features and also fix a few loose ends on the last release build (LOGistICAL: USA - Wisconsin).
 

9 Coloured Pins



There are now 9 different coloured pins you can use to pin a town.
Continue to click the pin at the top of the town popup to cycle through the colours and eventually back to none (unplucked red pin).
 

High Score Pins

Nothing to do with the coloured pins mentioned above, these are pins scattered throughout the interface that you can mouse over to get the high scores, instead of them seemingly randomly popping up all over the place.


There are 7 High Score Pins, basically moving from left to right across the interface, getting more detailed with each pin.

They are represented in 3 different colors:
"Blue" - Towns, sorted by most towns descending, score desc, time taken asc
"Red" - Score, sorted by summed score descending
"Green" - Efficiency, sorted by highest efficiency descending (Town level only).

"G" - Global Blue, 
"M" - Current Module Blue
"R" - Current Region Blue
"C" - Current Sub-region Blue
"T" - Current Town Blue (sorted by date/time completed asc)
"S" - Score of the current Town Red *
"E" - Efficiency of the current Town Green *

* - only show up when the town is complete.

# - I have only just started using the region breakdown terminology of region/sub-region which is not a standard used across the globe nor LOGistICAL.
There are many breakdowns that could be used, for example: country/state, state/region, region/county, etc. In the past I have just avoided any terms where possible.
 

Statistics High Scores

Within the Statistics screen (F2) you can hover over any of the 3 coloured columns to show the high scores of those modules, regions and towns.

The 3rd column, that was the same as the 1st column, is now sorted by number of towns, time taken and then score (prior to number of towns, score, time taken).

The far right thin column may display an "!". This indicates that your statistics score does not equal your High Score.
I am currently working on a process of syncing these values, which I hope to have out over the next week.
 

Russia Nerf

Not nerfing the whole of Russia's 5,838 towns, just one.

One town in the LOGistICAL: Russia module (Novyy Urengoy, Yamalo-Nenets Region, Ural, Russia) slipped through dev, past the testers and onto Live, being over twice the general allowed difficulty.

Usually we pick these up, but this module is so huge that no tester or player has completed the module after being released for over a month. I don't think it will be long now.

Thanks 737737 for pointing out its extreme level of difficulty.
 

Town Popup

A stretch of the top section of the town popup. It was getting a bit crowded up there.

A couple of fixes where the animations in the town popup appeared over the wrong icons.
 

Release

This build is now released to all servers.

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LOGistICAL: USA - Wisconsin

LOGistICAL: USA - Wisconsin brings a bit of fresh air after the last few huge modules.


LOGistICAL: USA - Wisconsin is a medium sized module with over 800 towns to conquer.
There are 27 new resources and 27 new industries with even more complex supply chains.
Discovery is quick as you can get around most of the map with only a couple of road fixes.
 

Fixes and Changes

There are a few changes that come with LOGistICAL: USA - Wisconsin that will also pass down to all the other released modules.
Some have strategic updates.
 

Night Travel

Travelling at night with less traffic allows your transports to travel 10% faster.
 

Old Transports Never Die

Trucks are now born with a base deterioration level between 2% and 20%.
Before they would all drop down to 2% eventually, but now you can get those great old beauties that just keep on running pretty well.
When a truck deteriorates, it will run slower. With each passing town the next leg is calculated based on the base on a higher and lower deterioration level.
For example new trucks may run between 90-100%, recalculated every town.
Old trucks may run between 2-??%.
Now some of these older trucks may run between 20-??%.
 

Large Resources only for Large Transports

There are now resources that are so large they require large transports to haul them.
 

High Score Sort Order

The default high scores (blue) are now sorted by:
1. Number of towns complete (descending)
2. Score (descending)
3. Time to complete (ascending)
 

High Score Server

As the high score server is very new, there have been a few teething problems with it and your scores may not be accurate between what you compare them in your statistics (F2) to the High Score tables.
These issues are still being resolved and new methods for getting them synchronised are being developed. I hope to have them all resolved in the next few weeks.

PS. You can navigate through the High Score tables by paging with "<" and ">" keys. These keys can be different for some keyboards "," and ".".
 

Language Updates

There are a few updates in French and Italian.
 

Thanks

Thank you everyone for your on going support and keeping up with these modules.
The Discord is very alive with many players popping in frequently.
https://discord.gg/xytyWUA

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