This is the final cohesive patch to the demo, implementing new tutorialization to make the experience of learning the game smoother, new UI to help improve the gameplay overall, and a couple fun tweaks for you more experienced players!
We hope you will take this time to try Crystal Rail, tell your friends, and of course send us your feedback as we seek to make the best game we can!
Gameplay
- The Directorate Government now starts with all commodities being worth 0 instead of 1.
- In your first run, subterfuge (slander, blackmail and charity) are now locked until turn 5. Tutorials explaining subterfuge which used to proc around turn 2 are now spread out between turns 4, 5, and 6, which subsequently unlock those functions.
- Winning the game now procs unique dialogue
Quality of Life
- The revolution foresight screen in Auroch's Crossing is reworked, and now separates information on the upcoming government into categories.
- New UI clarifies that the number next to your stations is the 'stop order', the order in which you reach each station on your route.
- Station supplies now accurately state that you have 'already loaded' after you load, rather than stating that the train is full (which, while true, is irrelevant to the supplies of the station and confused some players)
- Station supplies now accurately state that the player lacks capacity, if the player has no train cars which carry the corresponding commodities (previously it simply stated that the train was full, which was mildly misleading and confused some players)
- New tutorials are added to your first playthrough clarifying that ranking is determined by capital, and when the final 3 turns begin.
- Certain buttons now animate to show interactivity
Bugfixes
- Adjusted textbox for train descriptions to avoid text overflow