I've been hard at work over the past few weeks. I rewrote all of the airplane code internally, and changed how the game handles them.
Full notes
Full Puffin Planes update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix1 addition3 changes0 removals
Gameplay
Performance
Balance
Fixes
changedI've been hard at work over the past few weeks. I rewrote all of the airplane code internally, and changed how the game handles them. You will no longer deploy plane models; instead, you will now have to pick from actual planes that exist in your hangar.
changedI consider preview updates, especially earlier ones like this one, to be broad brush strokes that I use to try and set the tone for the game. That means that a lot of features may be bugged or not fully fleshed out, so I welcome any feedback on what I can do to fully realize the potential of this update. As always, I am humbled to interact with the small yet passionate community that has formed around this game and it keeps me motivated to continue improving this game.
changedFeatures: - Fleet Capacity has been replaced with a new Service Points mechanic. - You will naturally gain service points over time, and this can be accelerated by unlocking more airports and building maintenance hangars. - Planes will consume service points to repair themselves after flights. - Planes will now lose health during flight, especially during takeoff and landing. - Low health will greatly increase crash risk. - Busy planes may have trouble maintaining themselves. You can change the maintenance strategy of a plane. - Planes now have an age. Older planes will lose health faster, a.k.a. have more expensive upkeep. - Airport gate view now shows passenger demographics - Manufacturers now have agency - You will usually see them saving up money but sometimes they might go and open a new production line. - They will research new plane models if there are any for them to research.
addedChanges: - Levering remembered how to build the Roebling. Midvale found the blueprints for the PAX-700 collecting dust in some former intern's filing cabinet. - Tripled the build time of planes. - Renamed 'Premium' to 'Business' and 'Lie Flat' to 'First Class' to be more intuitive. - When a production line has orders in both the priority list and waitlist, we now allocate 70% of the work towards the priority list and the remainder to the waitlist. - Streamlined navbar - Can now view your hangar again, via the renamed "Network & Hangar overview" - Can retrofit older blocks into the newest block by spending miles and service points - Improved Airplane GUI (and renamed it) - Redone location, daily profit and turnaround time badges. - Now pick from existing planes rather than model+block combinations; can purchase used planes if desired. - Total rewrite of how aircraft work in the code. - Aircraft size has been streamlined to 'Small' and 'Large'.
fixedBugfixes: - Fixed really annoying minor bug where manufacturer GUI would not highlight the current manufacturer on re-open. - Fixed an ancient bug with repositioning where planes did not take into account planes already flying to the next destination. - Fixed a bug with repositioning where planes would try to get a takeoff slot from the first airport of their route, regardless of whether they are repositioning from there or not. Breaking Changes: - Due to renaming 'Premium' to 'Business' and 'LieFlat' to 'FirstClass', custom seating templates have broken. Please delete and re-create them.
Puffin Planes changes
changedI've been hard at work over the past few weeks. I rewrote all of the airplane code internally, and changed how the game handles them. You will no longer deploy plane models; instead, you will now have to pick from actual planes that exist in your hangar.
changedI consider preview updates, especially earlier ones like this one, to be broad brush strokes that I use to try and set the tone for the game. That means that a lot of features may be bugged or not fully fleshed out, so I welcome any feedback on what I can do to fully realize the potential of this update. As always, I am humbled to interact with the small yet passionate community that has formed around this game and it keeps me motivated to continue improving this game.
changedFeatures: - Fleet Capacity has been replaced with a new Service Points mechanic. - You will naturally gain service points over time, and this can be accelerated by unlocking more airports and building maintenance hangars. - Planes will consume service points to repair themselves after flights. - Planes will now lose health during flight, especially during takeoff and landing. - Low health will greatly increase crash risk. - Busy planes may have trouble maintaining themselves. You can change the maintenance strategy of a plane. - Planes now have an age. Older planes will lose health faster, a.k.a. have more expensive upkeep. - Airport gate view now shows passenger demographics - Manufacturers now have agency - You will usually see them saving up money but sometimes they might go and open a new production line. - They will research new plane models if there are any for them to research.
addedChanges: - Levering remembered how to build the Roebling. Midvale found the blueprints for the PAX-700 collecting dust in some former intern's filing cabinet. - Tripled the build time of planes. - Renamed 'Premium' to 'Business' and 'Lie Flat' to 'First Class' to be more intuitive. - When a production line has orders in both the priority list and waitlist, we now allocate 70% of the work towards the priority list and the remainder to the waitlist. - Streamlined navbar - Can now view your hangar again, via the renamed "Network & Hangar overview" - Can retrofit older blocks into the newest block by spending miles and service points - Improved Airplane GUI (and renamed it) - Redone location, daily profit and turnaround time badges. - Now pick from existing planes rather than model+block combinations; can purchase used planes if desired. - Total rewrite of how aircraft work in the code. - Aircraft size has been streamlined to 'Small' and 'Large'.
fixedBugfixes: - Fixed really annoying minor bug where manufacturer GUI would not highlight the current manufacturer on re-open. - Fixed an ancient bug with repositioning where planes did not take into account planes already flying to the next destination. - Fixed a bug with repositioning where planes would try to get a takeoff slot from the first airport of their route, regardless of whether they are repositioning from there or not. Breaking Changes: - Due to renaming 'Premium' to 'Business' and 'LieFlat' to 'FirstClass', custom seating templates have broken. Please delete and re-create them.
I've been hard at work over the past few weeks. I rewrote all of the airplane code internally, and changed how the game handles them. You will no longer deploy plane models; instead, you will now have to pick from actual planes that exist in your hangar.
I consider preview updates, especially earlier ones like this one, to be broad brush strokes that I use to try and set the tone for the game. That means that a lot of features may be bugged or not fully fleshed out, so I welcome any feedback on what I can do to fully realize the potential of this update. As always, I am humbled to interact with the small yet passionate community that has formed around this game and it keeps me motivated to continue improving this game.
Note that I will be gone next week so you may not get a pre4 until mid-late March. Thank you for your patience and I hope that this week's preview update is smooth enough to play and has enough content to tide y'all over until then.
Features: - Fleet Capacity has been replaced with a new Service Points mechanic. - You will naturally gain service points over time, and this can be accelerated by unlocking more airports and building maintenance hangars. - Planes will consume service points to repair themselves after flights. - Planes will now lose health during flight, especially during takeoff and landing. - Low health will greatly increase crash risk. - Busy planes may have trouble maintaining themselves. You can change the maintenance strategy of a plane. - Planes now have an age. Older planes will lose health faster, a.k.a. have more expensive upkeep. - Airport gate view now shows passenger demographics - Manufacturers now have agency - You will usually see them saving up money but sometimes they might go and open a new production line. - They will research new plane models if there are any for them to research.
Changes: - Levering remembered how to build the Roebling. Midvale found the blueprints for the PAX-700 collecting dust in some former intern's filing cabinet. - Tripled the build time of planes. - Renamed 'Premium' to 'Business' and 'Lie Flat' to 'First Class' to be more intuitive. - When a production line has orders in both the priority list and waitlist, we now allocate 70% of the work towards the priority list and the remainder to the waitlist. - Streamlined navbar - Can now view your hangar again, via the renamed "Network & Hangar overview" - Can retrofit older blocks into the newest block by spending miles and service points - Improved Airplane GUI (and renamed it) - Redone location, daily profit and turnaround time badges. - Now pick from existing planes rather than model+block combinations; can purchase used planes if desired. - Total rewrite of how aircraft work in the code. - Aircraft size has been streamlined to 'Small' and 'Large'.
Bugfixes
- Fixed really annoying minor bug where manufacturer GUI would not highlight the current manufacturer on re-open. - Fixed an ancient bug with repositioning where planes did not take into account planes already flying to the next destination. - Fixed a bug with repositioning where planes would try to get a takeoff slot from the first airport of their route, regardless of whether they are repositioning from there or not.
Breaking Changes
- Due to renaming 'Premium' to 'Business' and 'LieFlat' to 'FirstClass', custom seating templates have broken. Please delete and re-create them.