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Steam News29 July 20223y ago

Update 0.9.0 - Innovations and Renovations

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!

Full notes

Full Indoorlands update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix4 additions3 changes0 removals
  • Gameplay
  • UI and audio
changedGrab 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!
changedVisual makeoversUI We have also completely redesigned the UI to improve usability. Here is a small excerpt.
fixedMaintenance of rides and buildingsBuildings 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.
changedMaintenance of rides and buildingsThere is also now a maintenance heatmap: (In sandbox mode you can of course turn off the wear).
addedNew visitor logic: demand, tags, states and reactionsThe 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.
addedNew visitor logic: demand, tags, states and reactionsFurthermore, 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:

Indoorlands changes

changedGrab 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!
changedUI We have also completely redesigned the UI to improve usability. Here is a small excerpt.
fixedBuildings 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.
changedThere is also now a maintenance heatmap: (In sandbox mode you can of course turn off the wear).
addedThe 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.

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

Steam News / 29 July 2022

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