Full notes
Full SimAirport update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
- Security
- Events
- Maps
SimAirport changes
- Officemap
Grow your airline relationships, negotiate deals, lease office and lounge space, and try to grow your airport empire. Beginning today, you can even turn your airport into a 24/7 international powerhouse -- new high-efficiency worker scheduling capabilities, janitor patrols, you can even negotiate and schedule highly-requested 'EAM' flights! Brand new mechanics add even more depth along with numerous QOL and UI/UX improvements, TONS of content, numerous bugfixes, and a little bit of everything in between. Dive in and let us know what you think!
Developer Live Stream - July 2 @ Noon PDT
We'll be hanging out and live-streaming on Tuesday -- stop by and say hi!
When: Tuesday, July 2nd @ Noon PDT Where: On Steam, YouTube, and Twitch!
Thank you for your continued interest and support, and especially to those of you helping us test & iterate over on the Edge branch. Thank you!! :) And now, the full patch notes... Hotfix - July 2, 2019: This morning we became aware of a bug that could cause errors to occur in the background, causing log-file writes that might slow the game down. A hotfix was prepared and has been released to address this issue. :)
Airline Deals & Negotiations
Negotiate custom deals with airlines! Airlines now have new needs and desires, and you can work with them to build a partnership that helps you both. Charge them higher runway and terminal fees, or even negotiate flat-rate daily fees! In return, you may offer them exclusive Flight Crew Lounges, First Class Lounges, Offices, Gates and more!
Key Highlights
New Tutorial Added: 'Airline Needs and Negotiations'
New 'room value' mechanic added to Negotiatiable Zones, based on: size, open space, window view, ease of access, and environment (click negotiable zone to view)
Airline Needs: Trust, Communication, Service Reliability, Passenger Satisfaction, Fuel Satisfaction, Facilities Quality
New 'Sales Rep' Staff Type!
Sales reps (and administrators) can be assigned to airlines; both improve communication with airlines, raise interest, and are a catalyst for fruitful negotiations!
New 'Conference Room' Zone!
Host meetings with the Airline Executives in conference rooms to further improve communication and overall airline relations. Leased conference rooms will host daily meetings.
Negotiation Mechanics
Negotiables include: Cafes, Cafe Profit Share, Stores, Store Profit Share, Fuel Satisfaction, Conference Rooms, Guaranteed % of Pax per Flight
When offices are leased, airline executives will use them along with your facilities, providing additional profit potential
Sales Reps are less expensive than administrators, but admins have negotiation abilities & skills that can have a bigger impact on your bottom line. Use both to nurture relationships most efficiently
Take multiple rounds to negotiate, and see how offers progress via the negotiation history tab
Airline Executives
New 'Reception' zone & Reception Desk object. Reception desk must be staffed by a security guard & creates a secure area behind it
All executives must use a reception desk to access the secure sector and cannot use regular security zones
Facilities beyond a reception zone cannot be used by passengers
Executive facilities, such as airline-offices and conference rooms, must be built in a secure sector
New Government Grants Mechanic
Six different 'tracks' in total, each a series of grants with unlockable rewards. Rewards include EAM Flights, objects, pricing abilities and more.
Airport Basics Helps provide boost for starting on new map, only available on 'blank-slate' starting maps.
Passenger Experience Expand the airport's number of passenger facilities and improve the environment.
Airline Services Make your airlines happy, provide fuel and baggage, and more!
Investments It takes money to make money! Invest capital and hope to see a positive rate of return.
Airport Efficiency The region's gateway to the world economy must not be held back by inefficient management!
Maximizing Profits This government cannot afford to bail out this airport. Ensure healthy & growing profits to appease the taxpayers.
Staff Scheduling Improvements + Janitor Patrols
Staff Scheduling improved to allow creating distinct schedules per staff type
Janitors can now be scheduled & you can assign them to areas / create patrols for them
Timelapse Capture
Create high-quality timelapse captures of your airport's construction without any third party software. Access via the 'Timelapse' tab of the in-game Preferences menu, or setup a custom keybinding to toggle recording. Utilizes a high-performance video capture via GPU, though is not supported by all hardware/drivers combos (is unfortunately unsupported on OpenGL/Linux).
Added 15 New Steam Achievements
Accomplished -- Win a scenario
Unaccomplished -- Lose a scenario
Environmentally Friendly -- Environment rating of 85% (min 200 pax)
The Open Road -- Have 5,000 cells of road
A* -- No missed flights in a 24-hour period (min 200 pax)
Local Airport -- Board 2,500 passengers in a 24-hour period
Regional Airport -- Board 6,000 passengers in a 24-hour period
National Airport -- Board 8,000 passengers in a 24-hour period
International Airport -- Board 10,000 passengers in a 24-hour period
Good luck, we're all counting on you -- Have an aircraft land in harsh weather
Oilgarchy -- Make $1,250,000 in profit selling fuel
Scientific Method -- Unlock all technology in the research tree
Sellout -- Sell your airport for a minimum of $25MM.
Beginner Operator -- One day of perfect ops
Overloaded Operator -- Ten consecutive days of perfect ops.
More Notable Additions
Adds ‘Use Legacy Sprites’ option to Gameplay tab of preferences menu (near bottom)
Adds new ‘Crosswalk’ object
Escalators now allow you to ‘Switch Directions’
Adds maintenance to moving walkways & can now set walkway speed; higher speeds require more upkeep to prevent breakdowns
Adds new Agent Render Mode setting to preferences, allows you to use the most efficient rendering method that your hardware/GPU supports. Included render modes are 'V2' and 'Legacy' and a 'Aggressive Culling' version of each. Experiment to see if your GPU supports 'v2' and see which provides your system with the best performance. When supported, we recommend 'V2+AC'.
GAMEPLAY
Adds new Security Zone validation for UI/UX purposes via multiple inquiries: if at least 1 security object is staffed within a security zone, require that at least 1 object of EACH TYPE has staff. Types: 1) ID Check; 2) Bag Scanner; 3) Metal Detector / Body Scanner.
Tweaks to passenger pathfinding costs to not avoid one-ways & security exits as harshly
Maintaining a runway will now take down crossing runways
Reworked animation of vehicles entering and exiting hangars
Changed airport vehicles "road priority" vehicles will now prefer a road that is on a gate over a taxiway
Slightly increased cost for taxiing on runway vs. entering a runway to cross it
Optimized maintenance of runways; planes will be blocked from taxiing on or crossing runways under maintenance.
Pax now attempt to exit if they become stuck behind an area they shouldn't be able to access
If AI latency becomes too high, the game will slow itself down automatically until the AI requests catch up. Should mitigate issues where construction in busy airports could cause delayed passengers; further work is being done to optimize this to make it less likely that this slowing occurs
Janitor schedule mode now auto-moves & zooms to the garbage zone; is for convenience & to help new players figure out where janitors are 'based' when applying custom schedules.
Tweak arrival pax Leave Airport need urgency (increased)
Adds new Bag Carousels with network ports on 'same level' & 'from above'
Can now hire/fire staff directly from the Staff Schedule Overlay
Game now auto-pauses while the scheduler is on
Picking up multiple dirty areas/floors now causes garbage bags to be spawned
Steam Achievements no longer available in tutorials
Adjustments to subsector partitioning and pathfinding weights to prevent pathing through objects on long-distance traversals
Scenario Play Mode: no longer allows selling airport or importing additional airlines. You can still add custom airlines inside the scenario editor, but not while actually playing a scenario -- to ensure they're played as intended
Tutorial no longer allows importing additional airlines until all objectives have been completed
UI/UX, OPTIMIZATIONS, AND MISC.
Adds over 30 new base Aircraft models, courtesy @ThomseN -- HUGE THANK YOU!!
Adds 'Mod Preview' feature back for custom aircraft / airlines
Optimizations to state machine routines & janitor task assignment algorithm
Updates to latest Unity game engine version and enables updated incremental GC feature; should any issues/crashes arise via this change then we have a hotfix standing by, fully ready to go -- it contains everything listed above except this item.
Performance improvements for agent movement
Update all translation files to/from i18n repo
Optimize 'need update' routines and make multi-core capable
Adds 'Agent Render Mode' dropdown user preferences
Adds Clone Tool hotkey action (binding is 'V' by default)
Optimizes all agent renderer modes & agent appearance/render controllers
Adds distinct icons for each type of pax highlight viewed via aircraft/gate/pax flow overlay
Aesthetic improvements on gate sprites, ramp, and adds blend feathering
Optimizes sprite lookups and path-following routines
Flight schedule UI improvements to better accommodate wrap-around EAM flights
Quick Select Improvements: Deselect with second keypress; is now rotation aware; now works on construction-in-progress objects
Adds hotkey action for 'Timelapse Capture Toggle' (no key set by default)
Adds some simple non-rectangular visual flair to roads/taxiwys, runways, and gates
Hovering level selector on HUD now allows scroll wheel to change levels
Changes sector re-generation sequencing to greatly reduce the number of map-state generation cycles that are required for terrain/tile construction. Improves performance during construction.
Most agents now actively avoid pathfinding through areas with ongoing construction
Changes to agents detection of outdated map state, improves responsiveness & performance
Zone text now appears above agents/objects when zone has warnings to display
Pax hover now using a tighter absolute zoom before showing full verbosity
Optimize 'path renderer' used for queues, patrols, and similar
Consolidates pathfinding 'rules' for various agent types across all types of pathfinding systems
Optimize allocations on some zone validation & text display routines
BUG FIXES
Fix reachability checks, zones and sectors will again check for reachability to pickup/dropoff or an LRT station
Fix and re-work bus and LRT hover texts
Fix rare kitchen storage bug when containing legacy 'donuts'
Fix long-named objects in build menu causing overlap
Fix build menu UI not saving size setting
Fix timing issue when deserializing tasks to empty trash bin
Fix issue with workmen picking up tasks a bit too early
Fix several kiosk marker positions for better aesthetics
Fix vehicle pathfinding failure/error in certain scenarios where no target exists
Fix and improve floor transition object load balancing
Fix LRT platform usable before construction is complete
Fix taxiway/runway reachability & distance calc bug related to one-ways
Fix pax wander behavior not avoiding roads by default
Fix and improve 'Rest Object' usage behaviors, movement & aesthetics
Fix bug that allowed creating 'split' two-way conveyors, bypassing the validations
Fix stretching image issues in the research screen
Fix more dropdown 'scroll speed' UI issues
Fix scaling on assignment dialog not always scaling with zoom
Fix passenger hover on top HUD causing large framerate drops
Fix maintenance tooltip not translating properly
Fix assignment mode bug when switching between objects & floors
Fix pax able to go through one-way objects in the wrong direction
Fix ATC Tower lights & gate numbers not respecting underground opacity slider
Fix pax boarding even when GAD not staffed
Fix Pax AI consideration requests not correctly prioritized
Fix underground level 'greyscale' and road visibility issues
Fix zone overlay slider to be parabolic impact on color
Fix conveyor connections not always visually 'connecting' correctly
Fix passenger hover text not in translation files
Fix and improve "adjacent ... already considered secure" warning message
Fix Build Menu UI 'resize' cursor inverted
Fix some reports inconsistently named ('Heatmap' is now 'Overlay')
Fix pax standing at info screens in weird/awkward positions, facing wrong directions
Fix Rest need activation threshold set too high
Fix FCrew & First Class not using their respective lounges enough
Fix wrong dialog text shader usage; should fix issue with dissapearing font/text
Fix issue with retail supply orders sometimes failing to load & preventing retail deliveries
Fix rare null reference in Food Display queue size heuristic
Fix tutorial unintentionally able to be closed with ESC
Fix fuel price change not getting exclusive keybindings
Fix some debug-related allocation occurring in public builds
Fix offers sometimes not being cleared for certain airlines after selling airport
Fix high object-density areas having too much weight & causing poor path selection
Fix numerous UI & presentation/spacing issues & non-translatable texts -- including:
Janitor not showing the cost in the Staff Hub.
Research text not fitting on the research tech tree screen
Keybinding dialog screen overlapping a lot.
Clock not formatting AM/PM correctly in languages that don't use AM/PM
Transport Operations titles heavily overlapping
In-game mod status menu now translatable
Passenger analysis screen UI converted to translatable text
Overlay titles are translated reusing tooltip names
Timelapse options screen now translatable
Source
Changelog.gg summarizes and formats this update. How we read updates.
