Full notes
Full Indoorlands update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
Indoorlands changes
Hi, after a while of silence we have a slightly bigger update for you today.
Grab a refreshing drink and, in case you are interested, dedicate 5 minutes to read the patch notes, because a lot has changed... Let's go!
Visual makeovers
We have invested significant time to overhaul the look of the game and make it more beautiful. Pictures are worth a thousand words.
Visitors (incl. animation)
Facades + Rooftops
Entrance area
UI We have also completely redesigned the UI to improve usability. Here is a small excerpt.
Maintenance of rides and buildings
Buildings and rides in your park now need maintenance. Each visitor causes some wear and tear, which reduces the condition of the building. If the condition reaches 0%, the building / ride will break down. You can then repair the building manually by clicking on it and holding down the wrench. To save you this work and just keep your park running smoothly, there are now maintenance buildings. Place them in your park and maintenance workers will swarm out and keep your buildings and rides in good shape. Should there be a breakdown, it will be fixed automatically by the employees. Attention! Make sure that your park is properly covered with maintenance buildings. Accordingly, it is recommended to place maintenance buildings afterwards, if you want to continue playing an existing park.
There is also now a maintenance heatmap: (In sandbox mode you can of course turn off the wear).
New visitor logic: demand, tags, states and reactions
We have fundamentally revised the logic of visitors in the game.
The whole system is no longer based on number-based values (e.g. three ambience points), but on properties / tags. Buildings and rides now have just such properties. Visitors demand these properties. Visitors try to "check off" as many properties as possible during a visit. The more demands the visitor has been satisfied, the happier the visitor will be at the end of the visit.
Furthermore, visitors now have the states Hunger, thirst, toilet and boredom. On the one hand, these go up or down with time, but on the other hand, they sometimes go up or down when certain demands have been fulfilled (Drinking -> Toilet). This always results in new demands during park visit:
There were effects in the game earlier that visitors liked (e.g. having seen a VIP) and disliked (e.g. having seen dirt). But there was no proper feedback and no consistent system for it. Now visitors have "reactions". You can see them when inspecting the visitor and cumulated over the whole park in the evaluation overview.
To get a proper progression into the game we have now also added visitor types. When you inspect a visitor you can see that he or she has a visitor type. Over time you will unlock new visitor types, which in turn have new needs for your park. In the course of this we have also introduced children as a visitor type.
New research system
Another major change is the revision of the research system.
New research point generation So far, you could build research buildings anywhere and they would generate research points over time. Our goal was to make the placement of research buildings more relevant. With the new version, visitors walking past the research building will be surveyed and observed. Each passing visitor gives some progress in the generation of research points. The more the visitor has already experienced
Source
Changelog.gg summarizes and formats this update. How we read updates.
