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Strategy puzzle games by Sacada

Blog posts March 2019

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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