
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!
[u]Developer Live Stream - July 2 @ Noon PDT[/u]
We'll be hanging out and live-streaming on Tuesday -- stop by and say hi!
[u]When:[/u] Tuesday, July 2nd @ Noon PDT
[u]Where:[/u] 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...
[u]Airline Deals & Negotiations[/u]
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
[u]New Government Grants Mechanic[/u]
Six different 'tracks' in total, each a series of grants with unlockable rewards. Rewards include
EAM Flights, objects, pricing abilities and more.
[olist]
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.
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[u]Staff Scheduling Improvements + Janitor Patrols[/u]
Staff Scheduling improved to allow creating distinct schedules per staff typeJanitors can now be scheduled & you can assign them to areas / create patrols for them
[u]Timelapse Capture[/u]
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).
[u]Added 15 New Steam Achievements[/u]
[olist]Accomplished -- Win a scenarioUnaccomplished -- Lose a scenarioEnvironmentally Friendly -- Environment rating of 85% (min 200 pax)The Open Road -- Have 5,000 cells of roadA* -- No missed flights in a 24-hour period (min 200 pax)Local Airport -- Board 2,500 passengers in a 24-hour periodRegional Airport -- Board 6,000 passengers in a 24-hour periodNational Airport -- Board 8,000 passengers in a 24-hour periodInternational Airport -- Board 10,000 passengers in a 24-hour periodGood luck, we're all counting on you -- Have an aircraft land in harsh weatherOilgarchy -- Make $1,250,000 in profit selling fuelScientific Method -- Unlock all technology in the research treeSellout -- Sell your airport for a minimum of $25MM.Beginner Operator -- One day of perfect opsOverloaded Operator -- Ten consecutive days of perfect ops.
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[u]More Notable Additions[/u]
Adds Use Legacy Sprites option to Gameplay tab of preferences menu (near bottom)Adds new Crosswalk objectEscalators now allow you to Switch DirectionsAdds maintenance to moving walkways & can now set walkway speed; higher speeds require more upkeep to prevent breakdownsAdds 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'.
[u]GAMEPLAY[/u]
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 harshlyMaintaining a runway will now take down crossing runwaysReworked animation of vehicles entering and exiting hangarsChanged airport vehicles "road priority" vehicles will now prefer a road that is on a gate over a taxiwaySlightly increased cost for taxiing on runway vs. entering a runway to cross itOptimized 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 accessIf 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 occursJanitor 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 OverlayGame now auto-pauses while the scheduler is onPicking up multiple dirty areas/floors now causes garbage bags to be spawnedSteam Achievements no longer available in tutorialsAdjustments to subsector partitioning and pathfinding weights to prevent pathing through objects on long-distance traversalsScenario 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 intendedTutorial no longer allows importing additional airlines until all objectives have been completed
[u]UI/UX, OPTIMIZATIONS, AND MISC.[/u]
Adds over 30 new base Aircraft models, courtesy @ThomseN -- HUGE THANK YOU!!Adds 'Mod Preview' feature back for custom aircraft / airlinesOptimizations to state machine routines & janitor task assignment algorithmUpdates 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 movementUpdate all translation files to/from i18n repoOptimize 'need update' routines and make multi-core capableAdds 'Agent Render Mode' dropdown user preferences Adds Clone Tool hotkey action (binding is 'V' by default)Optimizes all agent renderer modes & agent appearance/render controllersAdds distinct icons for each type of pax highlight viewed via aircraft/gate/pax flow overlayAesthetic improvements on gate sprites, ramp, and adds blend featheringOptimizes sprite lookups and path-following routinesFlight schedule UI improvements to better accommodate wrap-around EAM flightsQuick Select Improvements: Deselect with second keypress; is now rotation aware; now works on construction-in-progress objectsAdds hotkey action for 'Timelapse Capture Toggle' (no key set by default)Adds some simple non-rectangular visual flair to roads/taxiwys, runways, and gatesHovering level selector on HUD now allows scroll wheel to change levelsChanges 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 constructionChanges to agents detection of outdated map state, improves responsiveness & performanceZone text now appears above agents/objects when zone has warnings to displayPax hover now using a tighter absolute zoom before showing full verbosityOptimize 'path renderer' used for queues, patrols, and similarConsolidates pathfinding 'rules' for various agent types across all types of pathfinding systemsOptimize allocations on some zone validation & text display routines
[u]BUG FIXES[/u]
Fix reachability checks, zones and sectors will again check for reachability to pickup/dropoff or an LRT stationFix and re-work bus and LRT hover textsFix rare kitchen storage bug when containing legacy 'donuts'Fix long-named objects in build menu causing overlapFix build menu UI not saving size settingFix timing issue when deserializing tasks to empty trash binFix issue with workmen picking up tasks a bit too earlyFix several kiosk marker positions for better aestheticsFix vehicle pathfinding failure/error in certain scenarios where no target existsFix and improve floor transition object load balancingFix LRT platform usable before construction is completeFix taxiway/runway reachability & distance calc bug related to one-waysFix pax wander behavior not avoiding roads by defaultFix and improve 'Rest Object' usage behaviors, movement & aestheticsFix bug that allowed creating 'split' two-way conveyors, bypassing the validationsFix stretching image issues in the research screenFix more dropdown 'scroll speed' UI issuesFix scaling on assignment dialog not always scaling with zoomFix passenger hover on top HUD causing large framerate drops Fix maintenance tooltip not translating properlyFix assignment mode bug when switching between objects & floorsFix pax able to go through one-way objects in the wrong directionFix ATC Tower lights & gate numbers not respecting underground opacity sliderFix pax boarding even when GAD not staffedFix Pax AI consideration requests not correctly prioritizedFix underground level 'greyscale' and road visibility issuesFix zone overlay slider to be parabolic impact on colorFix conveyor connections not always visually 'connecting' correctlyFix passenger hover text not in translation filesFix and improve "adjacent ... already considered secure" warning messageFix Build Menu UI 'resize' cursor invertedFix some reports inconsistently named ('Heatmap' is now 'Overlay')Fix pax standing at info screens in weird/awkward positions, facing wrong directionsFix Rest need activation threshold set too highFix FCrew & First Class not using their respective lounges enoughFix wrong dialog text shader usage; should fix issue with dissapearing font/textFix issue with retail supply orders sometimes failing to load & preventing retail deliveriesFix rare null reference in Food Display queue size heuristicFix tutorial unintentionally able to be closed with ESCFix fuel price change not getting exclusive keybindingsFix some debug-related allocation occurring in public buildsFix offers sometimes not being cleared for certain airlines after selling airportFix high object-density areas having too much weight & causing poor path selectionFix numerous UI & presentation/spacing issues & non-translatable texts -- including:
[list]Janitor not showing the cost in the Staff Hub.Research text not fitting on the research tech tree screenKeybinding dialog screen overlapping a lot.Clock not formatting AM/PM correctly in languages that don't use AM/PMTransport Operations titles heavily overlappingIn-game mod status menu now translatablePassenger analysis screen UI converted to translatable textOverlay titles are translated reusing tooltip namesTimelapse options screen now translatable
[/list]