Hello respected community

It's been several weeks from the last update, but I am very happy to announce new build today: This one is rather game changing, since together with new physics and multi-headed trains, you need to carefully consider what locomotive to use, how many wagons to add and overall it feels like a new layer of gameplay.
There are several other features and fixes as well, here you can see whole list (I will be adding formatted lists like this rather than long and sometimes unreadable changelists).
New physics
- With brand new physics, overweight trains are really a bad idea. Watch carefully not only weight of whole train, but also weight of train when fully loaded. Heavy trains are still fast when going down the hill, but placing signal where overweight trains are going up the hill, so they need to stop and lost its inertia is also a bad idea.
- All locos and wagons has been carefully rebalanced to reflect real train params and also provide you challenging and fun gameplay. Some of them are slow but strong for pulling heavy cargo, others are fast but weak for serving on a passenger route. You can also combine multiple units into one train to adapt train for specific cases.
Multiple-unit trains
- Now you can shuffle multiple locomotives into one train by drag & drop like ordinary wagons. More locomotives provide higher tractive force, better acceleration and slightly higher top speed.
- Each loco has its own maintenance cost so choose wisely. When you run out of tokens for one specific locomotive, it stops providing tractive force and behave as heavy wagon instead.
Train pathfinding
- When the path to the destination does not exists, train stops and let you know, but once path does exists again, train automatically continues.
- There are fixes for pathfinding including wrongly visited depot without reason, proper consideration of turn around on platform end, etc.
More hardcore options
- Now you can enable new hardcore options like One-depot mode (choose wisely since you can place depot only once per game)
- You can also allow overweighted trains to stop when not able to climb the hill and turn around instead
- Or you can allow trains to stop when run out of tokens for maintainance.
Track laying snapping
- Now the game helps you to connect track when zoomed out. It is something like autoaim. You can setup intensity of this feature in setup window.
Other
- There are support for locomotives with cargo capacity. This will be used in future railcars and mods.
- Correct mph/kph conversion rate.
- Tooltips for map objects showing also track speed limit.
- Fixed Seed and deterministic new map generating.
- Possibility to choose different town names set and language (see advanced tab in the new game window).
- Possibility to invert mouse axes for onboard camera.
- Locomotives and wagons availability is now limited to specific eras, so you cannot for example buy some steam engines in later eras.
- Rebalanced Oil industry chain, so it is a bit easier to satisfy.
- Rebalanced how passenger / mail / goods affects city growing.
- Main menu news feed so you can easily see that your game's got a new update.
- Many other small improvements and fixes...
Let me know how you like it or if there is any related issue I should sort out.
Thanks for your help and support!
Best,
Jan