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RollerCoaster Tycoon World screenshot
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Genre: Simulator, Strategy

RollerCoaster Tycoon World

Post-Release Update #1

Hello Tycoons,

Welcome to our first post-release update of RCTW, and thank you to all who have been playing and building parks since launch. In this update we have a plethora of fixes and optimizations to make the RCTW experience even better!

Firstly, we’re excited to add a feature that many tycoons have requested: No collision on scenery assets! Now you’ll be able to place scenery items exactly how and where you want them. We can’t wait to see what your peeps will encounter in your new parks. Remember to share your new creations via Steam Workshop and utilize the enhanced creativity that this brings.



Secondly, we are making the Egypt Piece-by-Piece pack available to all players, while also adding a ton of new pieces to bring even more life to your Egyptian -inspired creations.



We’ll be rolling out another update before Christmas that will bring some fun new content to the game along with more bug fixes and polish.

In the meantime, read on for details of the contents for this latest patch along with our full bug list.

Cheers,

Team RCTW

---------------------------------

FULL UPDATE LIST



NEW CONTENT

General: Manual has been updated.
PxP: The Egypt PxP pack is now available to all players. Several new items have been added:

  • Tall Egyptian Brazier
  • Geometric Egyptian Brazier
  • Wall-Mounted Brazier
  • Tall Clay Vase
  • Wide Clay Vase
  • Wide Clay Pot
  • Round Clay Vase
  • Balanced Clay Pot
  • Clay Jug
  • Clay Cup
  • Clay Bowl
  • Egyptian Queen Statue
  • Egyptian Pharaoh Statue
  • Pharaoh Sarcophagus
  • Hieroglyphic Offering Mural
  • Hieroglyphic Celebration Mural
  • Hieroglyphic Gods Mural
  • Hieroglyphic Script Mural
  • Hieroglyphic Ra Panel
  • Hieroglyphic Bastet Panel
  • Hieroglyphic Thoth Panel
  • Hieroglyphic Anubis Panel

Bug Fixes

  • Camera: Nodes on Coaster Creation no longer throw the camera far above its intended location.
  • General: Optimization and Polish.
  • General: Black screen no longer occurs when launching the game with an old save in their Steam Cloud Saves.
  • General: The first Constellation Plaza can now be moved and deleted once placed.
  • General: Spinning coaster benches will now spin during the second test of the coaster, and will not spin extremely fast either.
  • General: Player can no longer modify a path with a locked path texture.
  • General: Peeps no longer exit the 'Merry Go Round' ride while the ride is running.
  • General: Ring of Fire textures and UV small modification.
  • General: All stats update in real time when peeps are on rides.
  • General: Marketing can no longer be purchased even if the user is lacking the funds to do so.
  • General: Deleting a Train while paused in the Coaster editor will no longer prevent any further train editing until unpausing.
  • General: Rings of Saturn ride animation transition has been smoothed out.
  • General: The Cobra Roll Small Right Specialty Track in the premade Floorless Coaster "The Spinning RIPjaw" no longer has supports that will collide with the train.
  • General: Delete and Cancel buttons are now greyed out when nothing is selected with Mass Delete enabled.
  • General: Removing water will display money being charged to user.
  • General: Player is no longer able to delete the coaster cars using 'Delete' button, even if the 'Delete' button under the 'TRAIN' tab is disabled.
    RCTW - Scenery - Deleting any scenery will be added in the 'Revenue' instead of 'Expenses' in the 'Finances' tab.
  • General: Staff members can now be picked up whilst the Staff Heat Maps are enabled.
  • General: 'Duration' and value of the marketing items in the finances no longer appear as 0$ when they should not.
  • General: Names for 2 assets - "Stone Fences" and "Chain Link Fences" have been adjusted.
  • General: Deluxe Edition no longer contains assets named "Western Bench".
  • Heatmaps:: Changing a ride theme with scenery now displays appropriate heatmaps.
  • Missions: Provided a fix to progression being reset for some Live users.
  • Missions: Mission 3.5 'Crater of Coasters' - Main objective 'Min Park Revenue : $3000' is no longer completed without meeting the required conditions.
  • Missions: Mission & economy balancing.
  • Peeps: Peeps no longer become stuck in Ride Queues.
  • Peeps: Peeps animation no longer breaks when they are hit by rollercoaster car. (Note: Partial Fix)
  • Peeps: Janitors no longer cleaning up messes far too fast.
  • Peeps: Peep Information window is now closed the moment a Peep leaves the park.
  • Peeps: Peeps animation no longer breaks when adding water on top of them.
  • Peeps: LOD 1 Elbows & Knees and other rigs have been adjusted.
  • Saves: Corrupt Saves are no longer causing the maps to be un-selectable from the Sandbox UI.
  • Scenery: Collision has been removed from Scenery Assets (Benches, Trash Cans, and plazas retain collision)
  • Piece-by-Piece: The 4x4 Grid is no longer broken in various situations.
  • Piece-by-Piece: Builder UI now closes when selecting [Finish] while holding a premade from the Premade tab.
  • Story Mode: Flying Freya fame event VIP peep is now getting inside roller coaster.
  • Story Mode: Mission 1.7 ELBOW ROOM - First objective of the tutorial 'Mind Reader' no longer gets completed even by right clicking on the peep to pick up instead of left click.
  • UI: Mouse wheel is now functional in all appropriate spots in the controls options and legal info.

New/Known Issues

RollerCoaster Tycoon World is AVAILABLE NOW!

All aboard!

Today is the day! RollerCoaster Tycoon World has exited Early Access and is NOW AVAILABLE in full release on Steam and RollerCoasterTycoon.com. We’re so excited to finally unveil the newly revamped and updated RCTW to you all.

In addition to loads of performance improvements and tweaks, the full release of RCTW features our brand-new progression system, newly refreshed peeps, and an intuitive, gorgeous new user interface and main menu. If you’ve already purchased RCTW, your game will be automatically updated to our latest version.



To celebrate our release, we’ll be streaming on Twitch today and Thursday. Tune in to https://www.twitch.tv/rollercoastertycoon today at 1pm EST to catch Nookriot showing off the latest and greatest in RCTW. And then on Thursday 11/17 @ 6PM EST, you can see more RCTW with the great team at Alienware at https://www.twitch.tv/alienware.



Thank you all again for joining us on this wild ride. Now get out there and play some RCTW!

- Team RCTW

If you're experiencing technical issues, please read below!

1) Ensure your computer meets the minimum specs:

• OS: Windows 7 (64-bit)
• Processor: Intel 2.3 Ghz Core i5 or AMD equivalent
• Memory: 4 GB RAM
• Graphics: GeForce GTX 460 or AMD equivalent
• DirectX: Version 11
• Storage: 10 GB available space

2) Disable the Steam Cloud saves as syncing to older Early Access saved games was causing issues. Here is how to do that:

• In your Steam Library, right-click on RollerCoaster Tycoon World and select "Properties."
• Click the "Updates" tab.
• Un-check "Enable Steam Cloud synchronization for RollerCoaster Tycoon World."
• Click "Close."

3) Delete your prior RollerCoaster Tycoon files/folder.

• Go to C:\\AppData\LocalLow\Nvizzio Creations and delete the Rollercoaster Tycoon World folder.

4) Cleaning your registry: (This is an extra precaution that may not be necessary, as the above solutions should resolve most issues)

• Right click the Windows Menu Button
• Within the sub-menu click RUN
• Then type in the following “regedit”
• Now navigate to the following directory
o HKEY_CURRENT_USER > SOFTWARE > Nvizzio Creations > RollerCoaster Tycoon World
• Within the RollerCoaster Tycoon World folder, delete everything EXCEPT the (Default) registry key.
• Save ALL work and close all programs.
• Restart your computer.

RollerCoaster Tycoon World - Release Date Announcement!

Hello Tycoons!

The time is now! We are excited to announce the official release date for RollerCoaster Tycoon World: Wednesday, November 16th, ahead of the upcoming Holiday season. It’s been a great ride and we can’t wait to finally present the new and improved RCTW to you all! Our November 16th release will include all the new features we laid out in our last blog – a brand-new progression mode, new UI and main menu, refreshed peeps – along with tons of performance improvements and bug fixes. The game will be available for purchase via Steam, RollerCoasterTycoon.com and other online distributors, and if you own the game already, it will be automatically updated to our full release version.



Additionally, we want to sincerely thank everyone who participated in our Early Access program. The game is where it is today thanks to your tireless commitment and love for RCTW and dedication to the RCT franchise. As a small gesture of our appreciation, every player who purchased a copy of RCTW in Early Access will receive two exclusive in-game gifts – a new Pendulum flatride, and our Candy Shop store. These gifts will show up automatically in your game when you update after we leave Early Access.





For a sneak peek of RCTW 1.0, we’ll be streaming the game tomorrow, Friday 11/11 @ 2pm EST with RCTW designer Steven Lumpkin, aka Silent0siris on Twitch! He’ll be taking you on a tour of all the great new stuff we have in store when we hit full release on 11/16.

And remember – this is only the beginning for RCTW! We’ll be rolling out FREE and paid DLC over the coming months, along with continued optimizations and improvements.

As a reminder, make sure to save your blueprints now. Like we mentioned in our last blog, any item you save as a blueprint will be saved as we transition from Early Access to full release, but due to the massive progression and technical updates coming to the full release, your saved games from Early Access will not carry over to the full release version of RCTW. Make sure to start backing up your work now!

RCTW 1.0 is on track, and ready to roll out to you all very, very soon. See you in the park!

- Team RCTW

RCTW – EARLY ACCESS – DEV BLOG #18: BIG NEWS!

Hello Tycoons!

Today we’re coming to you with some big, big news!

As hinted before, we’re nearing the end of RollerCoaster Tycoon World’s Early Access period. Now, we’re ready to pull back the curtain to show some of what you can expect when we leave EA. We’re excited to reveal some new features that the team has been working on behind-the-scenes – based off your feedback – for months! Now at the cusp of our full release, we’re showcasing these exciting new innovations for the first time to give an inside look into what’s in store at launch.

Below you’ll find highlights of our upcoming new features, along with a new video showcasing our Piece-by-Piece builder, and a note on saved games. Be sure to follow along on the blog as we’ll continue to reveal some exciting news, including our LAUNCH DATE(!!), very soon.



New Progression Mode!



When we leave EA, you’ll be treated to a BRAND-NEW park building gameplay experience. This has been a long-term project for our team and one we’re SUPER excited to finally reveal. Instead of the “Scenarios” found in the current game, you will have a new mission-based campaign system, giving you dozens of engaging and increasingly tricky missions over 3 world maps, with multiple objectives and playstyle options. As you complete these missions, you’ll be granted Research Points, which can then be used to unlock over 100 new scenery items. Those items will then be available for you in the Sandbox builder. Along with the core Sandbox building experience, this new progression system gives players a whole new way to interact with RCTW. We can’t wait for you to try it!



New Peeps!



Welcome to Peeps 2.0. Based off of your feedback and diligent work of our artists, we’ve completely revamped and remodeled every peep in the game. Your park will now be populated with a diverse and vibrant collection of dynamic peeps - riding rides, buying cotton candy, and having the time of their lives. (Or cowering in terror / buckled over with nausea – your choice!) Additionally, as you make your way through our new progression mode, you’ll be meeting some of our VIPeeps – special peeps full of personality and style, who will have some very specific needs. Fulfill their needs and your park will be granted additional fame, making it all the more popular!



New User Interface!



The entire main menu and User Interface has been reworked, offering a streamlined, seamless navigation experience. Now you can quickly jump back into your saved parks, create a new park, check out the most popular items currently available in the Social Hub, and see how many people are downloading and rating your own shared creations. Finding your way through RCTW and quickly getting where you want to be has never been easier!



Performance and Path Improvements!



We’ve made significant progress over the past months improving our pathing system and overall game performance. As we leave EA you’ll notice jumps in framerate, decreased load times, and a much more seamless path placement experience.

Video Featuring the Piece-by-Piece Builder!



We’d also like to take some time to focus on another newly implemented game feature – Piece-by-Piece building! Our PxP builder offers players unlimited creative control over the design and layout of their park. Let your imagination run wild as you create themed structures from our Sci-Fi, Western, Adventure, or General themes. We made a short overview video to show how YOU can jump into PxP building and start creating your own unique structures today!

https://youtu.be/_juWoIBX1t4

Saved Games – Prepare Now to Leave Early Access



Lastly, as we transition out of Early Access we want to encourage all current players to save blueprints of their coasters, PxP items and grouped elements, and other creations. Any item you save as a blueprint will be saved as we transition from Early Access to full release, but due to the massive progression and technical updates coming to the full release, your saved games from Early Access will not carry over to the full release version of RCTW. Make sure to start backing up your work now!

Click here for a guide on saving your Blueprints!

We wanted to thank you all again for joining us on this journey, and hope you’ll continue on the ride with us in the future as we update and improve RCTW. We’ve made enormous strides since first entering EA, and we have your invaluable input to thank for that. Keep watching here for our official launch date announcement. Until then – see you in the park!

- Team RCTW

RCTW – EARLY ACCESS – DEV BLOG #17: UPDATE 12 IS NOW LIVE! Halloween Content!

BOO!

Mwahaha! Hello Tycoons, and welcome…. to our SPOOKTACULAR Halloween update! While we’ve been hard at work fixing bugs and optimizing features, we somehow let this ghoulish collection of Halloween scenery objects sneak into the park! This update features a batch of new Halloween goodies including spiderwebs, tombstones, and jack-o’-lanterns, guaranteed to give your parks just the right touch of spooky ambience. In addition to our Halloween content, we’ve also made a number of improvements, additions and fixes to our PxP system, along with freeform scenery placement – place scenery on elevated paths! - and art optimizations throughout the game.

As we mentioned before, we’re now heading into the home stretch of our Early Access production cycle. We’re cooking up a ton of significant improvements – peeps, progression, UI/UX, and more – that you’ll have in your hands very soon. Be on the lookout for some sneak peeks at these big changes!

In the meantime, read on for details on the contents of this patch, along with our full bug list and patch notes.

[IMG] http://www.rollercoastertycoon.com/wp-content/uploads/2016/10/Halloween_001.jpg[/IMG]

Cheers!
Team RCTW
------------------------------------------------------------------------

FULL UPDATE LIST:



[B][U]NEW CONTENT:[/U][/B]

[B]Halloween Content:[/B]
Creeptastic Halloween Scenery is added to the scenery menu! Spider webs, Tombstones, Spider lanterns, Cemetery Fence, Weeping Angel, Jack-o’-Lanterns, and Spiders are now available as scenery items!

[B]Freeform Scenery Placement:[/B]
You can now place any scenery object at any angle, with full control of elevation and 3 axes of rotation.

[B][U]IMPROVEMENTS:[/U][/B]
[LIST]
<*>[B]CONTROLS[/B]: Key bindings have been added for the “Park Expansion” and “Piece by Piece Buildings UI’s”. This can be found under the “Controls” section
<*>[B]GRAPHICS[/B]: Interval Update Optimization
<*>[B]GRAPHICS / PERFORMANCE[/B]: Optimized shaders, décor, path assets, scenery
<*>[B]GRAPHICS / PERFORMANCE[/B]: Texture sizes for all in-game items have been reduced to improve memory usage.
<*>[B]PXP[/B]: 5 Skeleton Stations are now unlocked for use.
<*>[B]PXP[/B]: Camera behaviors now behave correctly when triggered by specific gameplay events.
<*>[B]PXP[/B]: Duplicate now has a shortcut key – Ctrl+D
<*>[B]PXP[/B]: The grid system is set to auto-off when deleting the first piece.
<*>[B]PXP[/B]: The first PxP now contains a blue square array.
<*>[B]PXP[/B]: The Auto-Stacking toggle now does an Auto-Switch Off when increasing/decreasing the elevation into or above another piece.
<*>[B]SCENERY[/B]: Scenery Objects can now be placed on elevated paths.
<*>[B]SCENERY[/B]: Scenery Objects can now be placed via 4 axis placement for objects within the park.
<*>[B]SCENERY[/B]: Halloween objects are now available for use and placement in the park.
<*>[B]SOUND:[/B] Overall audio improvements and optimizations.
<*>[B]UI / UX[/B] The Buildings icon has been renamed to “Shops & Staff” to eliminate confusion with PxP Buildings.
<*>[B]UI / UX[/B]: The Duplicate button of the PxP info panel has been renamed to “Duplicate this Piece-by-Piece building”
[/LIST]
[B][U]BUG FIXES:[/U][/B]

[I]The Bugs below have all been fixed in this latest update. Note that this is only a selection of all the bug fixes from the full list.[/I]
[LIST]
<*>[B]COASTERS[/B]: Coaster pillars are not present in-game
<*>[B]COASTERS[/B]: The Coaster highlight remains when going into the Coaster Cam.
<*>[B]COASTERS[/B]: 'Accelerator Coaster' cam clips with the coaster station base.
<*>[B]COASTERS[/B]: One of the 'Flying Coaster' camera angles focuses incorrectly and clips with the ride seats.
<*>[B]COASTERS[/B]: Entry paths cannot be connected to some of the coaster stations.
<*>[B]COASTERS[/B]: A small piece of glass panel is missing in the ‘Sci-Fi Station’ of Accelerator coaster
<*>[B]COASTERS[/B]: ‘Sci-Fi Station’ of ‘Spinning Coaster’ has two glass panels clipping through each other.
<*>[B]CONTROLS[/B]: Rotate function is used while Elevate is highlighted, when canceling or placing a building after selecting Rotate.
<*>[B]CRASH[/B]: Cancelling to place a saved blueprint while building a PxP building will cause a NullRef and break UI functionality.
<*>[B]CRASH[/B]: NullReferenceException preventing from grouping blueprints with other assets
<*>[B]CRASH[/B]: Game crashes after receiving the StackOverflowException repeatedly when placing roofs and stacking them.
<*>[B]CRASH[/B]: Using the Delete keyboard shortcut to delete pieces placed down will give a NullReferenceException Callout when the last piece is deleted
<*>[B]CRASH[/B]: Logs are spammed with NullReferenceExceptions when canceling to move a piece that has been Twisted or Pitched.
<*>[B]CRASH[/B]: Game crashes when attempting to place a piece-by-piece wall outside of the boundary of the back 3 plots.
<*>[B]CRASH[/B]: Placing any piece-by-piece premade generates a nullref, not allowing the player to place any other piece-by-piece assets.
<*>[B]CRASH[/B]: Attempting to re-edit a PxP Building after removing a building from its group and deleting it will result in a NullRef and force user to quit.
<*>[B]FLATRIDES[/B]: The color of the water in the preview image for the “Plundering Pirate” now matches the in game asset after placing on to the park.
<*>[B]FLATRIDES[/B]: ‘Plundering Pirate’ flag texture is missing
<*>[B]FLATRIDES[/B]: Peeps animation in Twisted twizzler are holding the security bars before they are present
<*>[B]FLATRIDES[/B]: The ride music stops playing if user exit from the 'Ride Camera'.
<*>[B]FLATRIDES[/B]: Orbit spin envelope is visually stretched while the ride is running
<*>[B]FLATRIDES[/B]: Typhoon missing texture
<*>[B]FLATRIDES[/B]: Various Flatride Animation/RideCam fixes
<*>[B]FLATRIDES[/B]: Particles visual effects from a broken down Ring Of Fire are not aligned properly with the ride.
<*>[B]GRAPHICS[/B]: Entrance Building – Texture applied to Entrance doesn’t appear to be mapped correctly.
<*>[B]GRAPHICS[/B]: Unmatched reflections visible in the mirrors on the entrance building of Capering Canyon map.
<*>[B]GRAPHICS[/B]: Low resolution texture appears for the ground surface of the Capering Canyon and Dusty Dunes maps.
<*>[B]GRAPHICS[/B]: Light fixtures inside the entrance building have single sided texture.
<*>[B]GRAPHICS[/B]: Grouping any assets then moving them will create an offset rectangle animation smoke effect.
<*>[B]GRAPHICS[/B]: Water in Lilac Lake is completely pink.
<*>[B]GRAPHICS[/B]: Some dead trees do not appear highlighted from afar.
<*>[B]GRAPHICS[/B]: The Theater ride does not have a footprint.
<*>[B]GRAPHICS[/B]: Particle visual effects from a broken Ring of Fire are not aligned properly with the ride.
<*>[B]GRAPHICS[/B]: No collision on terrain outside the park which make the player able the see the map from underneath.
<*>[B]GRAPHICS[/B]: Boundary line placement corrected.
<*>[B]GRAPHICS[/B]: Added LOD’s to facilities, stands and restaurants.
<*>[B]GRAPHICS[/B]: All in-game trees will now grow over time.
<*>[B]GRAPHICS[/B]: Leaves and branches of the Palm Tree disappear on placing it when camera is zoomed in.
<*>[B]GRAPHICS[/B]: Z-Fighting appears below the track under the station for the 'Floorless Coaster'.
<*>[B]GRAPHICS[/B]: Coaster tracks clip through "Gold Mine" Center Piece.
<*>[B]GRAPHICS[/B]: Inconsistency on water between assets.
<*>[B]GRAPHICS[/B]: UV maps errors
<*>[B]GRAPHICS[/B]: Cars in the parking lot are floating in the air.
<*>[B]GRAPHICS[/B]: LOD problem with the Super Flyer ride
<*>[B]GRAPHICS[/B]: Alien entertainer has missing face texture
<*>[B]GRAPHICS[/B]: The lights on the “Twister” ride do not glow at night.
<*>[B]GRAPHICS[/B]: Luminous Isle – The trees on the hills out of the park boundary appear white in color when viewed from ‘Free Camera’
<*>[B]GRAPHICS[/B]: Exit sign of the ride ‘Haunted House’ is reversed.
<*>[B]GRAPHICS[/B]: The Banana and coconut trees have fewer leaves when close up than when zooming out.
<*>[B]GRAPHICS[/B]: Small dark textures can be seen on the tops of the entrance towers
<*>[B]GRAPHICS[/B]: Out-of-world graphics are visible, if player enters a lowered terrain in 'Free Camera' mode and rotates the camera.
<*>[B]GRAPHICS[/B]: Texture of the entrance gate appears pixilated.
<*>[B]GRAPHICS[/B]: Glassy texture is missing for 'Lettuce N Things'.
<*>[B]GRAPHICS[/B]: Water outside the park boundary appears in white if viewed from ground level.
<*>[B]GRAPHICS[/B]: The observation tower is misaligned
<*>[B]PEEPS[/B]: Billboards have been created for new and existing peeps.
<*>[B]PEEPS[/B]: Adjustments to the threshold for when peeps buy food should they be hungry.
<*>[B]PEEPS[/B]: Camera positions have been fixed for all coasters.
<*>[B]PEEPS[/B]: Logic for the Ride Operator and Ticket Booth has been fixed so that it works for all locations.
<*>[B]PEEPS[/B]: Elder peeps bounce after being dropped over the paths.
<*>[B]PEEPS[/B]: The animation for when a peep is drowning has been fixed. It was previously repeating.
<*>[B]PXP[/B]: When saving a group blueprint, the default name for the group in the save panel should be the selected building’s name
<*>[B]PXP[/B]: Rotating the camera while saving a blueprint through any building info panel will move the panel but not the save panel.
<*>[B]PXP[/B]: Specific Extras and Walls PxP stacks to a limited amount.
<*>[B]PXP[/B]: When placing the first piece at 2 feet, the horizontal lines of the vertical grid will not correspond to the snapped positions
<*>[B]PXP[/B]: For roofs and tiles the yaw gizmo is displayed inside the piece
<*>[B]PXP[/B]: Scenery assets will visually be removed when installing multiple blueprints containing scenery
<*>[B]PXP[/B]: Default Bulldoze and Move tools can be accessed when enabled while holding a Premade within the PxP Builder.
<*>[B]PXP[/B]: There is a small flickering issue located inside the ‘Saloon’ premade building in-game.
<*>[B]PXP[/B]: The elevation of the first piece is at 0m instead of being the ground elevation
<*>[B]PXP[/B]: When elevating pieces, the 4x4 projected Grid is displayed far into the distance instead of being at the base of the vertical grid.
<*>[B]PXP[/B]: Unable to group PxP buildings with anything.
<*>[B]PXP[/B]: Audio – Music asset fails to play even after checking the ‘Play Music’ button for the first time a player accesses it from the info window.
<*>[B]PXP[/B]: Player is able to place only one ‘Metal Semi Wall’ adjacent to any other ‘Metal Semi Wall’
<*>[B]PXP[/B]: Clicking on the “Add More Packs” button doesn’t work every other time.
<*>[B]PXP[/B]: You cannot delete grouped assets
<*>[B]PXP[/B]: When left clicking on 2 shops while the Persistent Panel is displayed, the 2nd click will change the Persistent Panel to the Grouping Panel.
<*>[B]PXP[/B]: When Shift+left clicking on 2 shops while the Persistent Panel is displayed and the Grouping Panel appears, the group should be only the 2 selected.
<*>[B]PXP[/B]: New pieces added while editing a PxP building are not charged when duplicating it before finishing the project.
<*>[B]PXP[/B]: Clicking on a grouped shop, under the PxP Builder mode, will ungroup the entity.
<*>[B]PXP[/B]: Grouped PxP Buildings are not highlighted blue or red when mousing over them with the Move or Delete tools
<*>[B]PXP[/B]: Adding a Premade building whilst building a PxP building will automatically finish the project and start a new PxP building.
<*>[B]PXP[/B]: Deco & Lights cannot be rotated.
<*>[B]PXP[/B]: Walls facing the entrance are off centered on grid.
<*>[B]PXP[/B]: Track nodes will remain as green circles on Custom Coasters that are placed from PxP Blueprints
<*>[B]PXP[/B]: Keyword filtering then switching to another tab shouldn’t automatically add the keyword again.
<*>[B]PXP[/B]: Elevating a PxP and right click to cancel it will leave elevation displayed in game.
<*>[B]PXP[/B]: Gizmo will appear as 2 different pieces when stacking pieces.
<*>[B]PXP[/B]: Coasters in a Group Entity Blueprint will show the original Construction Date of the coaster that was initially saved within the blueprint.
<*>[B]PXP[/B]: When increasing/decreasing the elevation of the current piece, there is a 1 frame delay between the camera and the piece.
<*>[B]PXP[/B]: Placing a blueprint containing PxP packs that are enabled will have missing pieces
<*>[B]PXP[/B]: Gizmo appears at 2 different PxPs
<*>[B]PXP[/B]: The grid stays in 4x4 after putting down a PxP blueprint
<*>[B]PXP[/B]: Deco & Lights should also raycast against the collider of other buildings and rides
<*>[B]PXP[/B]: Deleting an entity blueprint containing 80+ rides while they are loading installation in the park will make UI unresponsive
<*>[B]PXP[/B]: 4x4 wall piece will flicker if stacked on top of 2 half-way pieces stacked together
<*>[B]PXP[/B]: Tinting pieces in the Colors tab and clicking on “Finish” makes the pieces change color or lose color
<*>[B]PXP[/B]: The angle snap does not turn into elevation snap if selecting a piece, turning off the grid, selecting Twist (3) or Pitch (4) then turning the grid back on
<*>[B]PXP[/B]: Z-fighting between stacked walls and the vertical grid
<*>[B]PXP[/B]: The Wild West Semi Wall is placed in the middle of the grid line.
<*>[B]PXP[/B]: When picking up an elevated piece with the Move Tool the camera jumps and has in incorrect offset with the mouse cursor
<*>[B]PXP[/B]: PxP placed after a grouped blueprint will automatically be grouped
<*>[B]PXP[/B]: When raising an auto-stacked piece, the piece will jump back down at the 8th increment
<*>[B]PXP[/B]: Z-fighting is present in the Western premades
<*>[B]PXP[/B]: Text in secondary UI for Adventure pieces is missing the words "Piece-by-Piece" next to it.
<*>[B]PXP[/B]: The default keyword search is not always displayed when starting a new PxP building
<*>[B]PXP[/B]: Saved game created after grouping few assets does not load.
<*>[B]PXP[/B]: Adventure premade grouping is not consistent
<*>[B]PXP[/B]: The PxP grid does not turn off when the first piece placed is undone
<*>[B]PXP[/B]: Smoke effect appears at top of the 'Golden Gate Bridge' while placing it in the park.
<*>[B]PXP[/B]: Only the 1st piece of a PxP building will produce smoke when the building is moved.
<*>[B]PXP[/B]: Paths of the 'Staff' & 'Park Services' skeleton buildings are shorter than the skeleton buildings of 'Food & Drinks' and 'Souvenir Shops'.
<*>[B]PXP[/B]: First PxP installed is centered which can cause certain pieces to be misaligned with grid.
<*>[B]PXP[/B]: A PxP wall will appear randomly on the terrain and cannot be selected or deleted in-game.
<*>[B]PXP[/B]: Coaster tracks cannot be created to go through PxP.
<*>[B]PXP[/B]: The “A to Z” sorting of premades in the Premade tab is incorrect
<*>[B]PXP[/B]: ArgumentException is called and user is unable to completely delete the Large Mayan Temple.
<*>[B]PXP[/B]: Completing a Coaster test cycle while adding to a PxP building will cause overlapping UI.
<*>[B]PXP[/B]: The "Save" button should be grayed out when no piece is placed is PxP editing mode
<*>[B]PXP[/B]: PxP Builder UI is automatically opened when selecting [Piece-by-Piece Buildings] when loading a save that was created with the Persistent Panel still opened.
<*>[B]PXP[/B]: Grid will not be aligned when using the Move Tool on the PxP building in a specific condition
<*>[B]PXP[/B]: The sorting in the Premade tab is not grouping premade together like in the level 3 UI
<*>[B]PXP[/B]: Using a blueprint that includes a non-pxp object (ie food stand) in a new pxp project will cause that non-pxp object to be ungrouped.
<*>[B]PXP[/B]: When using the Move Tool or Duplicate out of the PxP Builder without clicking on finish, the Persistent Panel will overlay the HUD
<*>[B]PXP[/B]: Manipulation keys 1 and 2 should be swapped when placing premade/blueprints in the Premade tab
<*>[B]PXP[/B]: PxP building that is being edited can be duplicated for free when not clicking on [Finish]
<*>[B]PXP[/B]: Only selected object moves, if player tries to move a group of open objects using 'Move Tool'.
<*>[B]PXP[/B]: Creating queues/paths from the Skeleton Station raises the terrain.
<*>[B]PXP[/B]: After saving a blueprint from the info panel, the button stays in the enabled state
<*>[B]PXP[/B]: Price refund when highlighting a group of objects to be deleted will show individual asset prices instead of the whole group.
<*>[B]SCENERY[/B]: ‘Mesquite Tree’ disappears when the user zooms out of the park.
<*>[B]SCENERY[/B]: The lamps of the ‘Friendly Neighbor’ façade do not glow during the night.
<*>[B]SCENERY[/B]: Improvements to viewing trees and at distance.
<*>[B]SCENERY[/B]: Incorrect water texture (Sand Texture) for the scenery asset 'Adventure Ruins'.
<*>[B]SCENERY[/B]: Street Lights go off when zooming in closely.
<*>[B]SCENERY[/B]: All of the spotlights have lighting during the day time.
<*>[B]SCENERY[/B]: Light present on half the plaza assets don't produce lighting.
<*>[B]SCENERY[/B]: All the lamps under 'Path Posts' category glows during day time.
<*>[B]SCENERY[/B]: Text capitalization inconsistency and typo in the Ride Sign “The ‘adventurious’ Arch Way.
<*>[B]SCENERY[/B]: Texture of the grass is missing on the 'Rock Arch'.
<*>[B]SCENERY[/B]: Texture of a plant is missing in 'Old Cowboy Plaza'.
<*>[B]SCENERY[/B]: User is unable to place scenery items near the dodecagon shaped 'Adventure Ruins' center piece.
<*>[B]SCENERY[/B]: The trees near the entrance fence does not glow if user places the spotlight close to the fences.
<*>[B]SCENERY[/B]: Most Flowers & Plants Scenery disappear when viewed from a distance.
<*>[B]SCENERY[/B]: The Large Fern from the [Flowers & Plants] Scenery appears very brightly textured.
<*>[B]SCENERY[/B]: Flowerbed scenery is flickering when raising camera at maximum height
<*>[B]SCENERY[/B]: Adventure ruins flickers at maximum height camera
<*>[B]SCENERY[/B]: Azalea scenery plants disappear when viewed from a distance.
<*>[B]SCENERY[/B]: LOD issues on Desert Bush, Half Buried Treasure
<*>[B]SCENERY[/B]: The flowering bushes have no shaders and do not look very realistic.
<*>[B]SOUND[/B]: SFX for the water falling from the top of the scenery asset 'Adventure Ruins' is inaudible.
<*>[B]SOUND[/B]: 'SFX' of placing and removing the assets is audible throughout the game, even after setting the 'Effects Volume' to 'Zero'.
<*>[B]SOUND[/B]: No sound can be heard from a ride placed after deleting a ride that’s functioning.
<*>[B]STAFF[/B]: Staff members slide after dropping them over paths
<*>[B]STAFF[/B]: Toolbox from mechanics floats when zooming in/out while fixing a ride.
<*>[B]UGC[/B]: Several UGC pieces and UGC windows appear completely pink.
<*>[B]UI /UX[/B]: UI Volume for the audio slider bars is audible, if user tries to pull it below 0% or Above 100%.
<*>[B]UI / UX[/B]: Renamed entity is not reflected in the group info panel.
<*>[B]UI / UX[/B]: When selecting a new piece, the camera is not following the piece anymore.

[/LIST]
[U][B]KNOWN ISSUES:[/B][/U]

We are still working on a number of bugs, tweaks, and other fixes. With each update we address a number of bugs and make improvements, but sometimes this may cause other features to break in the process. Our focus during Early Access is on releasing updates faster to you so we can get feedback earlier in the process. If you see a bug please report it in our Bug Tracker. Feedback on what you see implemented should go in our Improvement Tracker.

Note that we have been seeing a number of users reporting issues with computers that are below the game’s minimum specs, so please check the main steam page before playing to ensure you meet the requirements. Additionally, we have seen a number of problems are solved when users update their graphics drivers.

Lastly, downloads via Steam may sometimes get corrupted or updates don’t fully install leading to odd behaviors in game and starting the game. Try these steps to verify the game cache:

Right click RollerCoaster Tycoon World in Steam

Click Properties

Then Open the Local Files tab

Click Verify integrity of game cache

NOTE: In general – it is a good idea to verify the Integrity of the Game Cache after any update just to be sure.

DEV BLOG #16: Patch News and Halloween Content!

Hello Tycoons!

We’re popping in for a quick RCTW production update. As you may have noticed, our patch release schedule has changed a bit. Our next planned update is for early October – the target is October 4th – and will feature some spooktacular Halloween content, along with a number of bug fixes and tweaks. We’re moving to this new schedule to offer more impactful updates at a more measured pace. This ensures that our devs have the time needed to offer more substantive fixes and cool new content, all with an eye to our Early Access exit date. We’ll have more information soon about our launch plans, so stay tuned!

In the meantime, enjoy this creepy Jack-O'-Lantern concept art, available as a scenery item in our next update!



Thanks!
Team RCTW

DEV BLOG #15: UPDATE 11 IS NOW LIVE! Featuring Piece-by-Piece!

Dear Tycoons,

Happy Tuesday! Our latest update is live, and with it comes our Piece-by-Piece builder! You’ll now be able to create custom buildings and scenery in-game, using four themes and over 260 pieces. PxP significantly enhances the way you build out your parks, giving you total freedom to create any designs you dream up. Paired with our UGC system, the possibilities are limitless. Using UGC, you can build custom PxP tiles, which you can then use within the PxP system and share with the rest of the RCTW community!

As a reminder – this is the Alpha version of the Piece-by-Piece feature. There will be a few bugs and quirks as you build out your new Piece-by-Piece structures, so be sure to visit our forums and leave your feedback!

Additionally, this update features a number of bug fixes and improvements to our pathing system and graphics, along with continued performance gains.

We just had a great showing of PxP to European press at Gamescom, and will be in Seattle at PAX Prime later this week, so be on the lookout for articles on the latest RCTW news soon! Additionally, we’re having a developer stream TODAY with designers from Nvizzio to give you all a tour of PxP and answer any questions. That Stream will start at 1:30pm EST at https://www.twitch.tv/silent0siris.

And to celebrate the release of PxP, we’re offering a 25% sale on Steam starting at 1pm today!

For right now, read about the details of this latest patch. We can't wait to see what you all do with your Piece-by-Piece system. Get building!

- Team RCTW



PIECE-BY-PIECE (ALPHA RELEASE)



Starting today, you will now be able to create Piece-by-Piece buildings by assembling pre-set, tilable parts. Using four available themes (General, Adventure, Western, and Sci Fi) and over 260 total pieces, the creative potential is limitless! Find a full rundown of the Piece-by-Piece system below.

To access the Piece-by-Piece builder, simply click on the new builder icon in the center of the menu.



The Piece-by-Piece builder includes the following features:

[B]4 Packs of themed pieces[/B]
Build structures matching the décor and scenery of your parks by using one of four distinct theme sets. Each set comes with a huge variety of walls, floor tiles, roofs, and scenery objects to bring your creations to vivid life. And you can always mix and match, creating a saloon with fluorescent sci-fi doors, or a Mayan ruin littered with dusty wooden barrels. The packs are as follows:

  • General Buildings Pack
  • Adventure Buildings Pack
  • Western Buildings Pack
  • Sci-Fi Buildings Pack



Skeleton Stations custom-made to be compatible with the Piece-by-Piece builder
In today’s update, you will also find a number of “Skeleton” service buildings, and 6 Skeleton RollerCoaster stations. These pieces are designed to slot in to your Piece-by-Piece structures, creating seamless coaster stations and structures that interact with the rest of your park. Simply slot in the skeleton, and connect a path to the entrance as you would with any other building! Find the skeletons within the “buildings” menu.



  • Coaster Skeletons available: Looping Coaster, Hyper Coaster, Wooden Coaster, Stand-up Coaster, Floorless Coaster, Flying Coaster.
  • Coaster Skeletons coming soon: Inverted Coaster, Accelerator Coaster, Wing Coaster, Spinning Coaster, Dive Coaster.
  • Skeleton Buildings available: Food & drink stands, Souvenir shops, Park services buildings, Staff buildings.

Color Selector
Just like with our coaster builder, the Piece-by-Piece builder features a full color selector. Get creative with bright pink pyramids or jet black space-age towers. Highlight any Piece-by-Piece element, click over to the “Colors” tab, and customize as you see fit!



Placement & Controls
The Piece-by-Piece builder offers full placement flexibility. The system was created to allow quick and easy placement of pieces and allows freeform positions and rotations. The combination of the grid system along with freeform placement means that you can place structures however you like!
Also, you can now seamlessly delete pieces (by highlighting a piece within the Piece-by-Piece builder mode and hitting the delete key), undo any placement or deletion (press ctrl+z), duplicate any Piece-by-Piece structure (find the “Duplicate” button after highlighting a finished Piece-by-Piece structure), or move your structure (find the “Move” button next to “Duplicate”)!



  • Delete and Duplicate the selected piece(s).
  • 1/2/3/4 manipulation keys: 1 for elevation, 2/3/4 for rotations.
  • Move and delete tool.
  • The 4 toggles: Grid Snapping, Alignment Guides, the new Auto-Stacking and the new Angle/Elevation Snapping.

Grouping
This cool new feature allows you to group Piece-by-Piece buildings, Scenery, Flat Rides, Shops, and Coasters. Once grouped, you can then save them as one “set”, duplicate them, or save them as blueprints. You can do this in just 3 simple steps:
  • While in the Piece-by-Piece builder (don't click on "Finish"), any new Scenery, Flat Rides, Shops, and Coasters you create will be automatically grouped.
  • To add a non-Piece-by-Piece structure to a group, mouse over a not-grouped-yet-non- Piece-by-Piece object, and you will see a tooltip asking "Add to group?".
  • To add outside of the Piece-by-Piece builder: select an object, then shift+left click on another one. A new Grouping panel will appear to validate.




Full Blueprint System
Our upgraded Blueprint system gives you the ability to save and share any Piece-by-Piece building, grouped with scenery, shops, rides or even coasters! Also, each theme comes with a number of blueprints made by Nvizzio for you to enjoy. To add your own blueprint, click the “blueprint” button next to the “Finish” button within the Piece-by-Piece builder.



Fully-Integrated UGC!
With our UGC system you have the ability to create Packs of pieces for use with the Piece-by-Piece builder. The UGC pieces are natively displayed in the Walls/Roofs/Tiles/Deco & Lights tabs instead of segregated into one list like for Scenery items. You can also easily access Featured UGC in the Packs tab and additional UGC or the social hub, by clicking the ‘’+’’ icon.

Follow these steps for an in-depth guide on making your own UGC pieces to integrate with PxP!

We’re so excited to see what you all can make with this new feature! As always, visit us on the forums to share your feedback and show us your awesome buildings and scenery pieces.

________________________________________

FULL UPDATE LIST:



[B][U]NEW CONTENT:[/U][/B]

[B]ALPHA Piece-by-Piece Builder[/B] – Use over 260 titles from 4 themes (General, Adventure, Sci-Fi, Western) to build custom structures and scenery. Quickly share your creations with the RCTW community using our blueprint system, and import custom PxP packs pieces using UGC.

[B][U]IMPROVEMENTS:[/U][/B]
[LIST]
<*>[B]GRAPHICS / PERFORMANCE:[/B] Improved Peep Billboards
<*>[B]GRAPHICS / PERFORMANCE:[/B] Optimized Graphics for Restaurants, Facilities, Stands, etc
<*>[B]GRAPHICS / PERFORMANCE:[/B] Optimized Coaster Stations
<*>[B]GRAPHICS / PERFORMANCE:[/B] Optimized Loading Stations
<*>[B]PATHS:[/B] End Cap Implementation and Fixes
<*>[B]PEEPS:[/B] Can pick up peeps while game is paused
<*>[B]SCENERY:[/B] Updated foliage for plazas
<*>[B]UI / UX:[/B] Option Buttons highlight green when selected
[/LIST]
[B][U]BUG FIXES:[/U][/B]
[I]The Bugs below have all been fixed in this latest update. Note that this is only a selection of all the bug fixes from the full list.[/I]
[LIST]
<*>[B]BUILDINGS:[/B] Souvenir Shops - Sci-fi souvenir shops are missing textures.
<*>[B]BUILDINGS:[/B] 'ArgumentException' occurs when placing any building using the 'Move' tool.
<*>[B]BUILDINGS:[/B] Texture of lantern and lamps on several buildings is improper during the night.
<*>[B]BUILDINGS:[/B] The ground of the 'SciFi Glass Plaza' pops in and pops out when user zooms in and out the camera.
<*>[B]BUILDINGS:[/B] Adventure food stands are missing roof texture
<*>[B]BUILDINGS:[/B] Some of the staff buildings have an open door in the back but only one path through
<*>[B]BUILDINGS:[/B] Some of the 'Souvenir Shops' structures’ lamps do not glow at night.
<*>[B]BUILDINGS:[/B] Custom Coasters - Peeps sit too forward on the coaster seats, leaving a large gap behind them all.
<*>[B]COASTERS:[/B] If the user places the INVInvertigo and tests, it will fail to complete the cycle and will get stuck at the last set of breaks
<*>[B]COASTERS:[/B] Applied color does not apply on the Rail of the Coaster.
<*>[B]COASTER BUILDER:[/B] Not possible to build a coaster station partly on a slope
<*>[B]COASTER BUILDER:[/B] Coaster supports not generating normally over Locked Terrain.
<*>[B]CRASH:[/B] Attempting to delete a portion of a coaster track will give a NullReferenceException.
<*>[B]CRASH:[/B] Game freezes on infinite loading screen after loading the save file created in Scenario: 03 'Gilded Glade'.
<*>[B]CRASH:[/B] The title eventually stops responding in Luminous Isle when going through the day/night cycle while building a park on systems using AMD/ATI graphics cards.
<*>[B]CRASH:[/B] Logs are spammed with NullReferenceExceptions when placing and cancelling to move a Roller Coaster.
<*>[B]FLATRIDES:[/B] Ride cam does not focus completely inside the cabins of the ‘Zipper’ ride.
<*>[B]FLATRIDES:[/B] The lighting effect of the lamp on the ride 'Spinner' is misaligned.
<*>[B]FLATRIDES:[/B] Peeps appear to be floating after exiting the ride 'Spacewars'.
<*>[B]FLATRIDES:[/B] Ride cams not working properly for 'Flying Carpet' from 'Thrill Rides'.
<*>[B]FLATRIDES:[/B] Peep hands clip or do not touch the center wheel of the seats in ‘Banana Tycoon’ ride.
<*>[B]GRAPHICS:[/B] If user places a coaster station into the park and waits until night, the coaster station will appear too dark.
<*>[B]GRAPHICS:[/B] Plants feature missing textures
<*>[B]MULTI-TRAINS:[/B] Hyper Coaster and Looping Coaster far camera angle only works on 1 train when multiple trains are on the track.
<*>[B]MULTI-TRAINS:[/B] 'The Machine' fails test when using 2 trains with 3 wagons/cars on each train.
<*>[B]PATHS:[/B] Building the shortest path possible in the middle section of a line segment will disallow any further pathing from said path.
<*>[B]PATHS:[/B] Inaccurate collision checks
<*>[B]PATHS:[/B] If user places any building close to the end node of the path then it is observed that the user cannot extend the path
<*>[B]PATHS:[/B] The resolution of the path appears to be very low during Sunrise and sun set.
<*>[B]PATHS:[/B] Attempting to snap a building to a path 180 degrees in the opposite direction will cause it to appear upside-down.
<*>[B]PATHS:[/B] Player cannot connect queues the way they want with certain rides
<*>[B]PATROLS:[/B] Highlighting the name of the patrol areas will enable hotkeys while changing the name of the patrol area.
<*>[B]PATROLS:[/B] Patrol area circles appear beneath the paths when zoomed in for Janitors and Entertainers.
<*>[B]PEEPS:[/B] Peeps are moving and sliding while jumping and puking.
<*>[B]PEEPS:[/B] Peeps clip through coaster train after opening Coaster info window
<*>[B]PEEPS:[/B] Peeps clip through the ground while entering park
<*>[B]SCENARIO:[/B] In Scenario 3, 'Average Revenue Per Peep' and 'Revenue per Peep' in February appears as zero.
<*>[B]SCENERY:[/B] Unable to rotate lamp posts, arches and ride signs on path/queues.
<*>[B]SCENERY:[/B] Lamps at Specialty Plazas do not provide enough light.
<*>[B]SCENERY:[/B] Plants besides the entrance building in the 'Dusty Dunes' map are pink textured.
<*>[B]SCENERY:[/B] Broken texture on Desert Bush
<*>[B]SCENERY:[/B] 'Banana Tree' leafs pops in and out with respect to the camera position.
<*>[B]UI / UX:[/B] Finance Screen - The green line under the default selected button "Revenue" and "Profit (Loss)" is barely visible.
<*>[B]UI / UX:[/B] The grid is misaligned with the entrance of the parks.
<*>[B]UI / UX:[/B] Time of Day - Game environment and the 'Time of Day' icon initially shows 'Sunrise' and then changes to 'Night' mode instead of Day.
<*>[B]UI / UX:[/B] Time of Day - All maps should consistently load at sun-rise
[/LIST]
[U][B]KNOWN ISSUES:[/B][/U]

We are still working on a number of bugs, tweaks, and other fixes. With each update we address a number of bugs and make improvements, but sometimes this may cause other features to break in the process. Our focus during Early Access is on releasing updates faster to you so we can get feedback earlier in the process. If you see a bug please report it in our Bug Tracker. Feedback on what you see implemented should go in our Improvement Tracker.

Note that we have been seeing a number of users reporting issues with computers that are below the game’s minimum specs, so please check the main steam page before playing to ensure you meet the requirements. Additionally, we have seen a number of problems are solved when users update their graphics drivers.
Lastly, downloads via Steam may sometimes get corrupted or updates don’t fully install leading to odd behaviors in game and starting the game. Try these steps to verify the game cache:

Right click RollerCoaster Tycoon World in Steam
Click Properties
Then Open the Local Files tab
Click Verify integrity of game cache
NOTE: In general – it is a good idea to verify the Integrity of the Game Cache after any update just to be sure.



DEV BLOG #14: Piece-by-Piece and Gamescom News

Hello Tycoons!

We wanted to pop in briefly this week to let you know about our upcoming RCTW plans. To get the bad news out of the way first: we won’t have a new build for this week. The GOOD news: We’re taking this extra time to finish polishing up the first iteration of our PIECE-BY-PIECE Builder system, which will be in your hands very soon!

We really think PxP will significantly change the way you build your parks, giving you more choices and tools to design and customize stores, restaurants, skyscrapers, Mayan temples, laboratories, and whatever else you can dream up! We want to make sure this feature is stable and ready for use, so we appreciate your patience as we take some additional time to iron everything out. This will be the “Alpha” release of PxP, so as always we’re looking forward to your feedback on what works and doesn’t with the system, and to see the crazy structures you all create.

We’ll have more to share on the details of PxP when we go live, along with a livestream with our developers to walk you through it all. Details for all of this will be announced soon. In the meantime, check out a concept image of what you'll be able to build using our Sci-Fi PxP theme!



Additionally, we’ll be at Gamescom in Cologne, Germany next week, showing press the new PxP builder and other improvements made to RCTW over the last several months. Stay tuned as articles about the latest features should be coming out in European press outlets in the weeks after.

Talk to you all again soon!

- Team RCTW

DEV BLOG #13: UPDATE #10 IS NOW LIVE!

All aboard!

Hi Tycoons, it’s time for another NEW PATCH! As we swelter the summer away, the team at Nvizzio has been hard at work refining gameplay and adding new features for RCTW. For this patch, you’ll see significant improvements to coaster braking, a boatload of tweaks to patrols, UI / UX improvements, and performance bumps! As always, please let us know what you think by posting in our forum! We’re gearing up for a huge update soon with a much-desired new feature, so please stick around as we continue to iterate and improve on RCTW - all thanks to you! Without further ado, read on for details of today’s update!



MULTI-TRAIN BLOCK BRAKES


We’ve made a bunch of improvements to coaster braking! Now, after adding Brake Systems to add more trains, you can adjust the number of trains without having to leave the Coaster Builder. Just go into the Train tab to edit! Additionally, we’ve fixed a number of bug for Brake System behaviors. The train now stops intelligently if the following track section is occupied by a train.

And as fun little aside - if you placed Brake Systems incorrectly you can now watch two trains run into each other on the track! Not that you would ever do that. ;)

This feature is in an “Alpha” state, so please let us know your comments!

PATROL IMPROVEMENTS


We've heard your feedback on patrol areas, and have made a number of tweaks and fixes. In the process of making these improvements, we had to overhaul some of the current system. So while you can still use the patrol areas you've already created, you will no longer be able to edit them. In order to make the changes below, you'll need to delete and re-make them.
[LIST]
<*>New patrol areas must now all be contiguous (no gaps or orphaned patrol segments)
<*>When editing patrol areas, if you delete a segment that would separate the patrol area, it will now delete all the "orphaned" patrol segments as well.
<*>You can now move patrol segments while editing to adjust the shape of your patrol area without needing to delete and re-make segments.
<*>The mouse cursor now updates with icons indicating how to delete and move patrol segments on mouseover.
<*>Completed patrol areas now display with a stroke outline surrounding them for greater visual clarity.
<*>In-editing patrol areas now display a dotted outline around each segment for greater visual clarity.
<*>Patrol areas will now properly render over paths.
<*>When creating a new patrol area or editing an existing one at a Staff building, all other patrol areas from all other Staff buildings of the same type will now be displayed.
<*>Patrol areas from other staff buildings will be fainter than patrol areas from the current staff building.
<*>The display of patrol areas has seen some performance improvements.
<*>You can now build Patrol Areas of up to 15 segments, up from 8.
[/LIST]

UI / UX IMPROVEMENTS


The team has been diligently tweaking UI / UX design and usability throughout RCTW. Now, hovering over various rides, coasters, shops and other attractions will bring up an info icon, give you a snapshot of how your different park elements are faring. Additionally, we’ve made a number of UI/UX bug fixes, from menu issues, to ride cams, and more!

PERFORMANCE


We’re continuing to optimize art assets throughout the game, bringing increasingly significant performance bumps. This time around we’ve continued focusing on tree, bush and other foliage optimizations and tweaks, which should result in performance boosts as you build out your parks!

Read on below for a full list of updates!

Thank you all again! See you on the forums, and out in the park!
- The RCTW Team

------------------------------------------------------------------------

FULL UPDATE LIST:



[B][U]NEW CONTENT:[/U][/B]

[B]MULTI-TRAIN BLOCK BRAKE SYSTEM ADJUSTMENTS:[/B] When you're done adding Brake Systems to add more trains, you can now adjust the number of trains without having to leave the Coaster Builder. Edit through the Train tab.

[B][U]IMPROVEMENTS:[/U][/B]
[LIST]
<*>[B]GRAPHICS[/B]: Adjusted seats for Invert coaster
<*>[B]GRAPHICS[/B]: Replaced trees in Static Environment
<*>[B]GRAPHICS[/B]: Continued tree optimization
<*>[B]GRAPHICS[/B]: Adjusted billboard rotation for proper light calculations
<*>[B]GRAPHICS[/B]: Adjusted seats for Flying coaster
<*>[B]GRAPHICS[/B]: Optimized Loading Stations
<*>[B]GRAPHICS[/B]: Updated and optimized foliage
<*>[B]GRAPHICS[/B]: Updated billboard tree graphics
<*>[B]GRAPHICS[/B]: Additional bush rendering
<*>[B]GRAPHICS[/B]: Adjusted Turbo forest Atlas generation
<*>[B]GRAPHICS[/B]: Water color adjusted to provide more realistic feel
<*>[B]MULTITRAINS[/B]: Create the state machine for the train and the coaster train simulation controller
<*>[B]MULTITRAINS[/B]: Add multi train functionality with the new structure.
<*>[B]STAFF[/B]: Prevented players from placing a new patrol point separated from previously placed patrol points
<*>[B]STAFF[/B]: Patrol Areas display in Heat Maps
<*>[B]STAFF[/B]: When the user deletes a patrol segment, all later segments are deleted as well
<*>[B]STAFF[/B]: On mouse-over, all affected patrol segments are displayed in red
<*>[B]STAFF[/B]: Player is able to move a currently placed segment with left-click, delete with right click
<*>[B]STAFF[/B]: If the user tries to move a previously placed segment, its movement is restricted as soon as moving it further would break the patrol area into two segments
<*>[B]STAFF[/B]: Stroke highlight is added on the border of Patrol Areas
<*>[B]STAFF[/B]: Display all patrols from staff of the same type when placing a new Patrol Area
<*>[B]STAFF[/B]: Increase the allowed size of Patrol Areas
<*>[B]STAFF[/B]: When editing a patrol area, all patrol areas of that type are visible.
<*>[B]STAFF[/B]: Increased patrol placement polish
<*>[B]STAFF[/B]: Additional color levels added for patrol areas – in-focus, out-of-focus and associated with a selected shop, out-of-focus and not associate with selected shop
<*>[B]STAFF[/B]: Added edit outline to patrol area points
<*>[B]STAFF[/B]: Players can pick up and drag park staff even if they’re behind a peep
<*>[B]TERRAIN[/B]: All terrain beneath a Roller Coaster flattened to whichever level the terrain is beneath the station.
<*>[B]UI / UX[/B]: Rides, coasters, shops, attractions, employee buildings, or other objects will show info icon on mouse-over
[/LIST]
[B][U]BUG FIXES:[/U][/B]

[I]The Bugs below have all been fixed in this latest update. Note that this is only a selection of all the bug fixes from the full list.[/I]
[LIST]
<*>[B]COASTERS[/B]: Hypercoaster Apollo - Peep pathing clips through the gate.
<*>[B]COASTERS[/B]: Peeps unload prematurely if there are two trains running on the Spinning coaster.
<*>[B]COASTERS[/B]: Spinning Coaster - Peeps enter and exit the coaster cars of 'Blue Fury' even when the car is in spinning state.
<*>[B]COASTERS[/B]: Peeps do not enter into the second train of some coasters.
<*>[B]COASTERS[/B]: The cars of the Spinning coaster does not spin if user sets number of cars to '5'.
<*>[B]COASTERS[/B]: RCTW - Coaster footprints are not centered on the station.
<*>[B]COASTERS[/B]: Dive Coaster - Notification regarding the Dive coaster overshooting the hold brake fails to appear.
<*>[B]COASTERS[/B]: Heat Maps/Coasters - Respective coaster theme concentration color remains on some of the coaster cars even after closing the 'Heat Maps'.
<*>[B]COASTERS[/B]: Player is able to add an additional train to the 'Accelerator Coaster' even without adding the block breaks to the coaster track.
<*>[B]CRASH[/B]: Connecting a path next to a Photo Spot causes the game to hard crash.
<*>[B]CRASH[/B]: Having more than 40+ trains can cause the game to crash while in 'Edit Coaster' mode.
<*>[B]GRAPHICS[/B]: Ride cam of Ferris Wheel clips through seats.
<*>[B]GRAPHICS[/B]: Correct textures needed for Golden Entrance
<*>[B]MULTITRAINS [/B]- Trains will still appear on the coaster rails/frame when switching from 'Brake system' to 'Standard Track' within 'Edit Coaster' menu.
<*>[B]MULTITRAINS[/B]: While adding more than 12 trains in a custom coaster will cause the performance to drop within the info panel.
<*>[B]MULTITRAINS[/B]: Adding/Removing trains while the coaster is active will cause all trains to stop and forced to close the coaster.
<*>[B]PEEPS[/B]: Peep path navigation update time is too long when placing a "No entry sign"
<*>[B]PEEPS[/B]: Some peeps leave the queue after ride breaks down.
<*>[B]PEEPS[/B]: Heat Maps/Peeps - Respective coaster theme concentration color remains on the peeps riding the coaster, even after closing the 'Heat Maps'.
<*>[B]SCENERY[/B]: Asteroid Belt, Gold Mine do not have a white footprint.
<*>[B]SCENERY[/B]: Scenery should conform to the terrain slope
<*>[B]STAFF[/B]: Creating a new patrol area will sometimes cause a large white texture to project over all of the terrain.
<*>[B]STAFF[/B]: Patrol Areas - Patrol Area given names are not saved.
<*>[B]STAFF[/B]: Heat Maps - Heat Map textures on Staff Buildings refresh back to original state when attempting to place one on top of another.
<*>[B]UI / UX[/B]: Modifying the first car of Hyper Coaster using 'Generic car: Purple' theme, changes the car to 'Generic car: Caribbean Green' theme.
<*>[B]UI / UX[/B]: The 3D billboard for failure/crash should be displayed when there's a coaster failure or crash
<*>[B]UI / UX[/B]: MultiTrains - Adding brake system in between nodes that are too close from each other will be invisible.
<*>[B]UI / UX[/B]: There is no tooltip when the user mouse hovers 'No. Of Trains' within 'Operations & Maintenance' tab.
<*>[B]UI / UX[/B]: Steel Coaster premade names in the information window are not updated.
<*>[B]UI / UX[/B]: RCTW - Peep mouseover HUD will display over the pause menu when pressing [ESC] while mousing over a Peep.
<*>[B]UI / UX[/B]: Texts 'TRAIN' and 'No. Of Trains' overlap in the 'TRAIN' tab of the Wooden Coaster.
<*>[B]UI / UX[/B]: Free Camera - Screen space reflections disappear when player enter Free Camera mode.
<*>[B]UI / UX[/B]: Sandbox - Game starts from 'April' month, if the user enters any map in the Sandbox after checking off 'Unlimited Money' and 'Flatland'.
<*>[B]UI / UX[/B]: Main Menu - Scrolling is reversed in the Social Hub menu
<*>[B]UI / UX[/B]: Coaster - Ride cam does not switch to another train running on the same coaster track.
<*>[B]UI / UX[/B]: Free Camera - The sun rays disappears if user enters the 'Free Camera'.
[/LIST]
[U][B]KNOWN ISSUES:[/B][/U]

We are still working on a number of bugs, tweaks, and other fixes. With each update we address a number of bugs and make improvements, but sometimes this may cause other features to break in the process. Our focus during Early Access is on releasing updates faster to you so we can get feedback earlier in the process. If you see a bug please report it in our Bug Tracker. Feedback on what you see implemented should go in our Improvement Tracker.

Note that we have been seeing a number of users reporting issues with computers that are below the game’s minimum specs, so please check the main steam page before playing to ensure you meet the requirements. Additionally, we have seen a number of problems are solved when users update their graphics drivers.

Lastly, downloads via Steam may sometimes get corrupted or updates don’t fully install leading to odd behaviors in game and starting the game. Try these steps to verify the game cache:

Right click RollerCoaster Tycoon World in Steam

Click Properties

Then Open the Local Files tab

Click Verify integrity of game cache

NOTE: In general – it is a good idea to verify the Integrity of the Game Cache after any update just to be sure.

DEV BLOG #12: UPDATE #9 IS NOW LIVE!

Hello Tycoons!

Strap yourselves in and get ready for a NEW PATCH. Update #9 brings a brand-new Looping coaster, colored queues, and a sleek new UGC landing page, along with a number of improvements to Staff systems, terrain, graphics, user interface and user experience. As always, the improvements below are just a small part of the work our team is doing. Updates like what you see today are developed in tandem with larger, more involved feature sets, which will be coming down the road very soon! In the meantime, read on for the specifics of today’s update!

LOOPING COASTER


Take a spin (or 10) on our brand-new Looping Coaster! This handsome square-ribbed steel coaster is ideal for performing inversions, and comes with 5 exquisite pre-built coaster designs. Find it under the “Coaster” menu and bring your coaster crafting to the next level.



COLORED QUEUES


After laying out your queue lines, you can now select a queue and modify the color of its railing and footpath. Simply click on a placed queue to bring up the queue color customization menu. This new feature provides even deeper customization and control, as you can now match your queue lines to the custom colors of your coasters and tracks! Let your inner artist run wild!



UGC LANDING PAGE


We’ve built an all-new landing page for your UGC content. This page will highlight the coolest and most popular featured items from the RCTW community! Popular screenshots have a chance to be featured on the top of the page, so keep checking back to the RCTW UGC menu to see the greatest creations from our endlessly imaginative Tycoons.



GENERAL GAME IMPROVEMENTS


For this latest patch, our team has continued to make improvements to current game systems. Highlights include usability updates to our Staff system, performance updates centered on tree scenery optimizations, improved load times when accessing saved parks, and more! See the full list of changes below.

COMING SOON


As always, we have a number of new features and fixes on the horizon. Be on the lookout for additional improvements and new content coming soon!

Thank you again for your support for RCTW. Keep it up! And as always, let us know what you think of the latest updates by visiting our forums.

Thank you!
- Team RCTW
___________________________________________________________________

FULL UPDATE LIST:



NEW CONTENT


  • COASTER: Brand-new Looping Coaster! A handsome square-ribbed steel coaster ideal for performing inversions. Comes with 5 pre-made coaster designs.
  • COLORED QUEUES: Players can now select a queue and modify the color of the railing and footpath.
  • UGC LANDING PAGE: An all-new landing page highlighting the latest featured items from the RCTW community.


IMPROVEMENTS


  • GRAPHICS: Improved Seats for Standing, Dive, Wing, and Floorless Coaster
  • PEEPS: Improved animations for falling peeps
  • PERFORMANCE: Continued Flat Ride optimization
  • PERFORMANCE: Improved performance while using staff patrols
  • PERFORMANCE: Continued tree performance optimization
  • PERFORMANCE: Improved loading times when loading saved parks
  • STAFF: Players can now assign employees to Patrol Area by dropping them anywhere within that area
  • STAFF: Continue improvements to camera zoom feature
  • STAFF: Rides now highlight when placing mechanics or entertainers within Patrol Area of ride
  • TERRAIN: Terrain automatically flattens when building on steep slopes
  • TERRAIN: Small scenery objects rotate according to terrain slope
  • UI / UX: Added a “Group” tab to all info panels
  • UI / UX: Added Blueprint button to first tab of all info panels
  • UI / UX: Added “total cost” to info panel
  • UI / UX: Added new mouse icon when hovering over buildings


BUG FIXES

The bugs below have been addressed in this update. Note that this is only a selection of all the bug fixes from the full list.

  • CRASH: Crash occurs when attempting to modify a path at the exit of any building/ride/coaster
  • CRASH: Attempting to move a shop on top of another will cause a crash
  • GRAPHICS: Stardust Lilies feature small texture issue
  • GRAPHICS: Resolution too low for “The Day the Ride Stood Still” façade texture
  • GRAPHICS: Lantern appears to float in “Hayride” and “Wild Tycoon Wing” rides
  • STAFF: Janitors occasionally leave janitor building with their Heat Maps texture, even when Staff Heat Maps are disabled
  • STAFF: Not all staff buildings highlight when using Heat Maps
  • UI / UX: Coaster thumbnails do not match actual coaster
  • UI / UX: Price/cost panel is hidden by Staff Building Heat Maps, when viewed at certain angles
  • UI / UX: Incorrect color tint shown when enabling Theme Concentration heat maps
  • UI / UX: Selection Coasters after expanding a park will bring up incorrect HUD
  • UI / UX: Objectives for final month of Scenario do not appear with green check mark
  • UI / UX: Landing Page bug making “Most Popular” and “Top Rated” categories disappear and reappear
  • UI / UX: Placing buildings on a curved path with snapping tool active can create error


KNOWN ISSUES:

We are still working on a number of bugs, tweaks, and other fixes. With each update we address a number of bugs and make improvements, but sometimes this may cause other features to break in the process. Our focus during Early Access is on releasing updates faster to you so we can get feedback earlier in the process. If you see a bug please report it in our Bug Tracker. Feedback on what you see implemented should go in our Improvement Tracker. Please note that we are aware of an issue preventing [I]NEW[/I] users from registering on our Official RCTW Forums and are working on resolving that.

For a general guide on fixes and troubleshooting steps for common issues (including the 57% bug) please visit THIS USER GENERATED GUIDE. Note that we have been seeing a number of users reporting issues with computers that are below the game’s minimum specs, so please check the main steam page before playing to ensure you meet the requirements. Additionally, we have seen a number of problems are solved when users update their graphics drivers.

Lastly, downloads via Steam may sometimes get corrupted or updates don’t fully install leading to odd behaviors in game and starting the game. Try these steps to Verify the game cache:

  1. Right click RollerCoaster Tycoon World in Steam
  2. Click Properties
  3. Then Open the Local Files tab
  4. Click Verify integrity of game cache


NOTE: In general – it is a good idea to Verify the Integrity of the Game Cache after any update just to be sure.