00:04Welcome back for the fifth instalment of Transport Fever 3 First Look.
00:09Previously, we showed you the environment, economy, infrastructure and the tycoon elements that tie everything together.
00:16In this video, we focus on all the features and improvements that we've been working on in the meantime.
00:22As the game's central control hub, we've devoted a lot of time to the line manager.
00:26We've preserved its original great features while improving where it fell short.
00:31Lines, stations and vehicles are now controlled in a single view, giving you more flexibility.
00:37The line manager is now also geared towards world navigation, allowing you to select and extend lines at waypoints or
00:44pick vehicles directly in 3D.
00:46This provides deeper immersion since you are no longer forced to spend time in data tables, unless that's the kind
00:52of thing you do for fun.
00:53We're constantly improving how citizens move and interact with the world to ensure greater immersion.
00:59This extends to vehicles too. They now operate with more realism within their environment than ever before.
01:05Fixing traffic is essential to keeping things moving, especially since your own transportation uses these roads.
01:11Standing vehicles produce constant noise and pollution.
01:14With our brand new traffic light manager, we are opening up full possibilities for deep light phase management.
01:20The traffic tool, which we previously showed on highways, also allows you to fully customise crossings,
01:26providing the possibility to individually optimise flow in high interest areas.
01:31We haven't stopped at road tools either.
01:34With completely overhauled models for tracks and improved reservation and signalling logic,
01:38you will be able to do so much more with your rail network.
01:43We added a fully dynamic audio system that adapts environment sounds not only to each biome,
01:48but also to weather and time changes, making each climate zone feel even more distinct.
01:54And changing weather and time you can with the new options.
01:58These can be set to your preference or turned off entirely so you can enjoy the new environments
02:03in all their glory without unwanted distractions.
02:06Speaking of all things dynamic, industries have evolved too.
02:09To make the world feel more alive, each industry tree has branches that only appear in certain climate zones,
02:15and diversity exists even within those zones.
02:18Industries spawn in suitable biomes when there is enough demand,
02:22like quarries in mountains or oil refineries close to water.
02:26A mechanic we only briefly touched on before is on-time delivery.
02:29In Transport Fever 3, all cargo has an expected delivery time.
02:33This differs by cargo type. Food items are expected quickly, while bulk cargo like stone and coal have more time.
02:40Delivering too late will decrease the town rating.
02:43Even delivering intermediate goods late to industries will be accounted for.
02:47One way to mitigate that problem is to store the cargo in specialised warehouses,
02:51as they conserve delivery time, giving you longer to reach your customers.
02:55You may even need alternative cargo transport methods to negotiate terrain in time.
03:00Do everything well and the town might level up, rewarding you with a fireworks show in your honour.
03:05If you do a good job with enough towns, the world population grows and levels up your company rank.
03:11Beyond previously mentioned ones, there are many more perks to be unlocked as you progress through the game.
03:16We've added a pollution cleaning plant to help with emissions, but place it carefully as it produces excessive noise.
03:23Greenification is also new.
03:24Every few ranks, you unlock a single use to greenify an industry, massively reducing its pollution.
03:30Once unlocked, marketing campaigns, which operate on a five-year cool-down,
03:34can be conducted upon a chosen town to increase public transport favourability,
03:39boosting the economy and reducing emissions if your network is strong.
03:44Industry prospecting lets you search for new industries within a town's municipality,
03:48allowing you to cut delivery times or kick-start a brand-new economy.
03:52Finally, we continue to add new landmarks, each with a unique, beneficial effect on its municipality.
03:59Gone are the days where the newest bus automatically supersedes everything.
04:03Thanks to their unique configurations, older vehicles remain useful for specific scenarios long beyond their era,
04:09encouraging you to think about choosing the right vehicle for the job.
04:13And being the transport nerds that we are, we are constantly adding more vehicles to the base game.
04:17The count has now surpassed 300 and is still growing.
04:22And even more is to come through mods, which will be available cross-platform on day one.
04:27Through our curated mods programme, dozens of talented modders have already had access to the game for almost a year.
04:32With their help, we not only massively improved our interfaces, but also the tooling,
04:38to which all modders will have free and unlimited access at release.
04:41And we haven't forgotten about the beautiful city-building Schoenbauer players,
04:45providing more assets and tools to customise the environment to their heart's content.
04:50We still have much more we haven't yet covered, including brand new onboarding tutorial and guide system to get you
04:56into the game smoothly,
04:57or the fully-fledged and narrated campaign where you'll face wholly new logistics challenges throughout time.
05:03With every passing day, the game gets closer to release,
05:06and we can't wait for you to get your hands on it to see how you'll make the most of
05:10everything we've added.
05:13for years.
05:14,
05:15,
05:15,
05:15,
05:16,
05:17.
05:17.
05:17.
05:17.
Comentarios