• Once the cargo is loaded, its condition is at 100%. This value decreases based on damage to the truck: 100 HP of damage results in a 10% reduction. An impact is also registered if the trailer strikes something and the truck comes to a sudden stop. Minor scrapes do not count, and no damage is calculated at all outside of the collision zones near loading areas.
• The final payout is multiplied by the condition (70% condition = 70% of the payout). The report shows the condition and the amount deducted for damage.
• When the condition drops to 0%, the cargo is destroyed: the job is cancelled and no payment is made.
• Fragile cargo pays +35% more, but spoils twice as fast. In the /work list, they are marked with the yellow label FRAGILE.
• In the `/work` and `/cwork` lists, some loads are marked in red as "RUSH 6:15 +30%." Typically, about one in every five loads is a "rush" (urgent) load. If a load is destined for a city with high demand today (checked via `/demand`), nearly one in every two loads will be a "rush" load. Bonuses are additive: for example, a +20% demand bonus combined with a +30% "rush" bonus results in a +50% increase to the base payment.
• The time count begins at loading. The duration depends on the length of the route (a 90-second buffer plus the distance) and is rounded to the nearest 15 seconds.
• A warning appears one minute before the deadline. If you are late, the bonus is lost, but the cargo can still be delivered for the standard payment (without a penalty). The timing is checked at the moment unloading begins.
• The report now includes a line: “Rush order: on time +30%” or “late, no bonus.” The cargo status is handled as before. In a convoy, everyone receives the same deadline, and the `/demand` command now provides reminders about rush orders.
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• The `/season` command opens a textdraw window with two tabs. The "MISSIONS" tab displays 7 missions, each with a progress bar and an indication of how much remains. Once a mission is completed, you click "CLAIM." If it is not yet complete, clicking the button will display your current progress and the remaining requirements. The "REWARDS" tab shows 10 levels on a single page, featuring "CLAIM," "CLAIMED," or "LOCKED" buttons.
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• Prizes are generated randomly once and are the same for all players. Levels 25, 50, 75, and 100 grant the Packer, Tanker, Roadtrain, and Bandito.
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• A purple line reading "season X" has appeared next to lvl / vip / sleep.
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• When the level is raised, the following message is displayed to the entire server: “Name raised the season level! Now season level X.”
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• During the bonus hour, mission rewards are doubled. This is also visible in the /season window—for example, "+400 SXP" instead of "+200 SXP".
• New command /wtop
• Weekly leaderboards with prizes. The top performers of the week—based on kilometers driven, cargo hauled, and company contribution—receive credits or VIP time. Results are automatically posted on Discord.
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• For players, the kilometers driven and the cargo delivered during the current week (Monday–Sunday) are tracked. The company leaderboard is derived from the existing weekly `/ctop` statistics, based on cargo delivered.
• After midnight on Monday, the top 3 in each category automatically receive prizes: #1 – 7 days of VIP + 5 credits, #2 – 3 days of VIP + 5 credits, #3 – 3 credits. For companies, the prize is awarded to the founder. If a user is not logged in at that time, they will receive their prize the next time they log in; it is not possible to receive the prize twice.
• The /wtop command (or /weeklytop—also available as a new option in the /top10 menu) displays the winners for the current week and the previous week.
• Added automatic server wide events.
• Double XP Hour (60 min.): all XP from rewards is doubled. It replaces the hourly 1.5x XP bonus rather than stacking with it.
• Convoy Hour x1.5 (60 min.): participants in convoy activities receive an additional 1.5x multiplier to money and XP, on top of the leader-level multiplier.
• Hidden Cargo - A crate is placed at a random point along a road. A yellow square appears on the map, with its center offset so as not to reveal the crate's exact location. The first player to reach within 7 meters of it wins $150,000–$400,000 and 50–150 XP. Using the /event command, players can see the distance to the crate (updated every 15 seconds).
• Added "8" more achievements, requirements are more time consuming, but rewards are great too.
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• Couple Changes:
• Company cost lowered from 200m to 50m, private land from 500m/30d to 100m/30d.
• Fuel will go down quicker by 25%.
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