Hope everyone had a great month and is as excited as we are for the summer to really be getting under way! We wanted to take a moment tonight to provide you with a few updates, and to let you know about an upcoming dev live-stream this weekend which you're all invited to attend! :)
Dev Live Stream: Sunday, June 2 @ 11AM Pacific
Join us here on Steam, over on YouTube, or on Twitch this coming Sunday for an afternoon of gameplay, chatter, and gameplay discussion! Hope to see you there!
The 2019 SimAirport Survey
The results are in and the response has been really impressive; we thank those of you who took the time to provide your thoughts, it was very helpful and the overall turnout surpassed our expectations by far. We'll be talking more about it during the live stream this coming weekend!
The Lifecycle of SimAirport
Don't worry -- we aren't finished quite yet!! The game has come a very long way already, and while we really aren't finished yet, we have started to plan for the transition to full release.
You don't have to worry though, that will not mean the end of Edge and it won't mean the end of patches -- there are still a number of things we want to get implemented, even if some of them are delivered via post-release patches. The roadmap breaks it out pretty well, and we'll be talking more about the transition on the live-stream, too!
Summary - SimAirport Release Transition
SimAirport will transition to full release by end Q3 2019.
Expect the price to increase upon release.
Default & Edge patches will continue -- this will NOT be the end of patches!
The Current Dev-Cycle
It's deja-vu all over again. This one already feels like it's been a long one, and I have the seemingly omni-present feeling that we didn't get enough into it; but upon looking over the notes & roadmap, I'm pleasantly surprised & relieved.
Tonight marks the official 'feature complete' point for this cycle; we actually reached that point a little earlier, but as always there has been more that we really wanted to get into this cycle. I'll admit, there are still a few things really close that we may try to slide in but for the most part this one is a wrap. We've still got plenty of debugging to do, so tonight really marks the beginning of the bug bash for the cycle -- nonetheless it's a good milestone to reach each time around. :)
Curious what you have to look forward to? Here's a sampling of what's on Edge right now and that will be coming to Default in June!
Airline Relationships Nurture the relationship with rich negotiation mechanics, desire for leased offices, lounges and other facilities, new conference rooms & sales rep staff, and more.
Timelapse Video Capture Smooth capture features tailor-made for sharing your creations.
Old Passenger Sprites Re-Implemented! Ask nicely and thou shall receive! Switch between the new & the old sprites any time at the flip of a switch! They're both great, but the old sprites are awfully cute we admit! =D
Government Grants System If you need a little 'push' to help get your airport going in the right direction, these government grants are just what you were missing. Kicks the gameplay up a notch. Oh yeah, allows you to earn EAM Flights too!!
Steam Achievements If you think you've been there or done that -- then try these on for size! A total of 15 new Steam Achievements to earn, running the gamut from beginner to hardcore difficulty, there's something for everyone.
Janitor Area Patrols & Scheduling Tired of having your janitors roam the airport inefficiently when the trash leaves it proverbial calling card? This is the answer, and it'll save money on staff wages, too!
There's more of course, those are the key highlights. We've got more in the works, including: no-limits mod support, more performance, transit improvements, new aircraft, and more.
Thank you! Join us on Sunday @ 11AM!
Hope to see you during the live stream this Sunday @ 11AM Pacific -- if you're around definitely stop by and say hello, we'd love to have you!
Thank you everyone -- still more to come! :)
Scenarios, Realism, One-Ways and MORE!
Are you ready? Today we bring you SimAirport latest update -- featuring new 'Scenario Mode' gameplay, multiple new features including one-way passenger routing objects to play with, upgraded security process realism, and a metric ton of quality-of-life refinements and bug-fixes.
We've got a few other things for you, too -- let's dive in!
Developer Live Stream - April 20 @ Noon PDT
We had so much fun with the live stream that we're going to try our best to make it a much more regular occurrence! We'll be live-streaming tomorrow -- stop by and say hi!
When: Saturday, April 20th @ Noon PDT
Where: On Steam, YouTube, and Twitch!
We will add live stream links to this post ~10 minutes before we go live!
SimAirport Survey - THE 2019 EDITION
Our third survey since release, these have proven to be priceless in helping us keep the aircraft aligned on the glide path. Of course it all depends on you to help keep us on course -- so we ask you to take a few minutes before and head over to the survey -- help keep us stay on course! :)
Finally, here's the full list of what's new in today's patch!
Tutorials - and TONS More!
HUGE. Seriously, this patch release is massive in both scope and volume -- it covers an extremely wide coverage area that touches on so many vastly distinct aspects. There's truly a bit of everything; lots of all-new features & objects, new systems, tons of refinements, and an absolute plethora of fixes.
Usually we'd have a bit more substantial message alongside the notes, but this one really speaks for itself so we're going to be extremely brief. Plus we'll have plenty to say over on the live stream anyways!
Dev Live Stream Tonight!
We'll be live-streaming for the next few hours tonight -- we'd love for you to join us! Ask us your burning questions, provide gameplay feedback, laugh at our airport construction skills, or just hang out and have a good time!
Live stream has ended for tonight -- we'll be back & streaming again tomorrow though and will update this post accordingly!
And now the good stuff, the meat & potatoes -- following are the full patch notes for tonight's default release. Thank you! :)
MARCH 2019 - RELEASE NOTES
<*>
Hotfix - March 10, 2019
Fix intermittent black screen when beginning tutorials
Fix vehicle spawn not prioritizing supply truck appropriately
<*>
Six Tutorials - Learn by Playing
Adds SIX different playable tutorials covering progressively more advanced topics
Earn 1 Steam Achievement by beginning any tutorial
Completing each respective tutorial earns 1 Steam Achievement
<*>
Staff Scheduling & Management
New 'Staff Hub' UI separates Staff/Administrator, hire/fire management for each
Control costs by Scheduling Staff at only specified operating hours
Mass Hire/Fire: add/remove 10 with CTRL+CLICK, 5 with SHIFT+CLICK
Staff paid hourly wages when at airport, leave when not scheduled
New daily overhead charged for hired/on-payroll staff, regardless schedule
Staff types that can be scheduled are: Staff, Security, Retail Workers, Chefs
All staff now arrive & leave via transport
<*>
Clone Tool - Copy/Paste for Airports
Adds Clone Tool that allows you to copy/paste segments of your airport
Requires Foreman Administrator and is restricted to indoor areas
Certain objects cannot be cloned (walkways, stairs/escalators, queues, zones)
Rotate your copied selection with the rotate key or mouse button (default is 'R')
<*>
Retail Overhaul - Stores, Food, Objects, etc
Adds 'Store' zones that can be renamed like Cafes
Pax purchase products from various displays & pay at cash registers
Pax browse displays before purchase; varied displays increase chance of sale
New Store Objects:
Clothing Display
2x Candy Display
2x Book Display
2x Makeup Display
3x Souvenir Displays
2x Shoe Displays
3x Pharmacy Displays
3x Jewelry Display
<*>
Underground Roads! Construction & Repair Updates!
Adds 'Road Ramp' transition objects, ability to draw/build underground roads
New system that provides capabilities not available previously
Maintenance project improvements; reliability & new per-type config options
Improved handling, performance, data integrity for Supply Pile related logic
Area Sell now provides per-type sale price breakdown
Can now zone over pending construction
Most placement & build validations no longer blocked by pending construction, validates based on 'future' state
Dismantle button now validated 'live', prevents untimely dismantles
Construction tasks now more responsive and workers 'think ahead' (head to project while supplies are carried by other worker)
Adds agent tool animation back, displays when worker is actively constructing
Improves handling of multi-change construction on a single tile, primarily Foundations & underground roads
GAMEPLAY - Retail & Cafes
Adds 'Chef' staff type. Cooks food in the kitchen & stocks up food kiosks, food displays in cafes.
Cafes now accept all chair types except office chairs
Cafe min size now 6x6; kitchen min size now 4x4
Cafes zones can be renamed for aesthetics
New build menu category for kitchen & cafe objects
New Hot Plate item added to the kitchen
Chefs now wash up at kitchen sinks for food safety purposes
New items: Food Warmer and Food Cooler for the Cafe; these are food displays for your passengers to pick food from & take to the cash register
Food kiosks & displays now require food to be produced by the kitchens
Workmen now stock up kitchen storages and refrigerators with ingredients
Bars and coffee kiosks require stocking with drinks by workmen
Each food has its own cooking process, meaning that having multiple appliances will help the efficiency of your kitchen; chefs perform each step
Pax have a preferred food (including drinks), and will only eat or drink at places that serve it. Vending machines are used by everyone but with less effectiveness
Kitchens have a new 'Kitchen Overview' screen (click any kitchen zone to access); shows how each food is cooked & which steps you are missing
Retail workers are allocated directly to cash registers in the cafe, no more running back and forth to the kitchen to finish orders
Cafe zones now get assigned to kitchens (previously individual cash registers)
GAMEPLAY - General
Multiple staff can be allocated to work on some objects to improve effectiveness
Kiosk Scheduler removed & replaced with Staff Deployment; includes a paintable timeline feature to organize schedules
Bare concrete now has negative environment impact
Staff hire/fire now exclusively via staff hub UI
Add zone validation 'requires adjacent road that can reach spawn/despawn'
Add ability to construct up to 3 LRT platforms (1 train each, round robin style)
Lowest LRT interval reduced to 7 minutes
Improved speed of LRT boarding/unloading routines
Fuel truck now visually drives on/off aircraft gate
Pax now have slightly more urgent desire to leave after missing flight
Dumpsters now allowed indoors to accommodate underground garbage zones
Tweaks to defined queue movement behavior for higher efficiency
Adds all-new aircraft liveries/textures for all built-in airlines/aircraft
Adds Thirst pax need -- applicable retail objects now satisfy thirst
Improve error handling & recovery on agent task runners
Fuel trucks now willing to refuel themselves even if network cannot fully fill them
Vehicles re-attempt when zone target goes away instead of giving up
Improved save version tracking for better player warning capabilities
Welcome text shown on new maps
Any camera movement key-press now stops camera 'follow mode'
Cash register sprites updated
Numerous decorative flooring tile sprites updated
News Stand & Apparel Stand now require retail workers instead of vendor workers
Revises all non-vehicle agents to unified task-based system
Fuel Depot now using road-adjacency system, requires direct-adjacency
Improve 'can reach spawn' and 'can reach despawn' checks; now checks for primary de/spawn points OR Pickups/Dropoffs (can be improved further still; setups that do not produce warnings could rarely have the potential to be logically problematic)
Adds validation warning if no lighted runway but night flight scheduled
Runway light placement now force-refreshes applicable validations
Multiple minor improvements & adjustments to agent sprites, offsets, colors, etc.
Adds gate validation warning if no reachable runway has lights & night flight scheduled
Object placements now force-refresh applicable 'related object' validations
Improve road placement tool validation error messages to include specifics on the offending “nearby blocker” object/structure
Find 'nearest zone' lookups now accurately account for floor deltas
Changed certain path following routines, less likely to 'cut corners' through objects
Add validation to aircraft gates to help prevent them from being placed backwards
Balance adjustments on all Fuel Tank types
Flight schedule resolution increased; can schedule on per-minute basis
Add ability to configure maintenence priority & choose 1 of 3 'settings' for when repairs take place on that object type
Object 'repair override' now simply allows out-of-window repairs
If object hits 0% override automatically is switched on; override is automatically disabled upon repair completion
Workers can now abruptly stop working on a maintenance project when window closes, override turned off, or settings changed
Construction project 'options' menu now accessed via standard left-click
Can now set construction project priority to Urgent/High/Normal/Low
Rough balance adjustments to maintainable objects via MTBF adjustments
Add BClaim validation: 'requires valid path to Pickups'
Add 'door must be reachable from desk' warning validation to Gates, existed previously but now distinct from 'requires assigned desk' message for confusion avoidance
PERFORMANCE OPTIMIZATION - Areas Addressed
Implemented staff task pooling - RAM
Multiple extremely commonly used position enumerations - RAM
Commonly called appearance lookups - RAM
Functional object manager - RAM
Vehicle movement & node find/recall - RAM
Zone periodic validations to be more allocation friendly - RAM
Pax 'need display' tooltips - RAM
Core passenger AI loop - RAM
Long-distance & local-area path following routines - RAM
Build menu button requirement / count checks - CPU
Vehicle transfer animation visual render - CPU+RAM+GPU
MISC.
Add Spanish language support (THANK YOU!!)
Update all translation files to & from Github including new Tutorial.xml
Add numerous new translation keys and re-implemented localization on some UIs
Add stroke/outline to agent sprites
Add graphical post-processing stack (anti-aliasing & color grading)
Increase max zoom distance slightly for a given map size
Add slight color variation to some tiles to improve aesthetic
Foundation tool now shows tiles that are to-be-walls visually for better UX
Minor tweaks & improvements to Flight Schedule UI
Multiple minor improvements & adjustments to agent sprites, offsets, colors, etc.
Revise thread-based state systems into unified state manager
Improved save game screenshot previews
BUG FIXES
Fix 'X' button on main menu settings UI not opening the primary menu screen
Fix Flight Crew arrival & boarding routines that were using legacy code
Fix Gate Desk using legacy pax handling code, more robust & may speed up slightly
Fix 'Circle Flight Pax' not circling newly spawned pax
Fix environment pax need impact not taking window effect into account
Fix zone HUD alert/notifier showing repetitive messages
Fix camera settings sliders rounding to whole number values causing unexpected setting changes when resuming a gameplay session
Fix Perfect Ops bonus showing negative days
Fix several bag hub registration / de-registration bugs
Fix moving walkway build cost bug
Fix material ordering & disallow project cancel for runway/walkway extension projects
Fix runway validation bug when attempting to place on right or top edge of map
Fix weather dialog showing "Inactive due to weather" when runways are down for non-weather related reasons
Fix memory leak and errors due to leftover adhoc queue upon object dismantle
Fix UI selected object hover box being rotated incorrectly on non-rotated objects
Fix error on some rare short-distance agent pathfinding requests
Fix PA Speaker not unregistering when deserialized in a pending dismantle state
Fix maintenance projects started via override while outside of window
Fix duplicate state-set bug that could cause projects to be left in undefined state
Fix piles destined for non-walkable underground (fuel tank), were being dropped in poor locations resulting in very long walks
Fix runways able to be built half off-map, causing numerous downstream issues
Fix placeables sometimes not populating translated name/description during init
Fix luggage cars can get stuck when depot is in certain orientations relative to the nearby road(s)
Fix supply pile not preferring against being dropping on existing escalator/stairway/walkway
Fix multiple Workshop & mod related bugs
Fix departing bag count incorrectly displaying arrival bag count
Fix pause toggle action sometimes getting stuck on pause
Fix wind UI text display, update it to show 3-char direction
Fix supply pile project re-allocation not seeing all piles correctly causing price mismatch vs display price
Fix flight schedule UI bug for certain flight time
Fix middle mouse scroll not taking into account zoom level
Fix ticket kiosk logic may have been able to errantly allow usage when not in gate-assigned zone
Fix agent state bug that could cause failed agent startup on some very old saves (circa 2017)
Fix pooled path data structures rarely not being fully reset if canceled late
Fix thread safety issue, maybe caused boarded pax to very rarely be 'missed flight'
Fix vehicles running traffic-aware paths before being stuck in traffic
Fix Perfection Bonus showing all days, should only show prior 30 days
Fix staff not getting floor change on last waypoint during path-following
Fix road node reservation bug during runway construction/dismantle/expand
Fix pax spawner only looking at “Today” in prep for EAM flights
Fix extremely delayed passengers unable to despawn due to archived flight data
Fix several UIs need to check if game is quitting before cleaning up
Fix zone removal not always cleaning up scheduled staff tasks/allocations
Fix Fuel Truck reachability check which could cause failed fuel requests
Fix Fuel Truck distance heuristic returning inaccurate distance numbers causing failed refueling or poor/distant vehicles to be assigned
Fix performance 'leak' during when initializing & configuring certain agents & objects
Fix sub-task tracking issue that mostly impacted retail workers
Fix target selection bug that could cause retail staff to attempt to path-find to a wall
Fix aircraft being visible and 'floating' after takeoff on some large maps
Fix pax rarely becoming stuck mid-security process when objects are deleted
Fix multiple save/load issues related to zones, revised zone references to use primary GUID & assignments system
Fix roads unable to be placed on outdoor gates
Fix Needs UI not showing 'fully satisfied' for Environment/Frustration
Fix taxiway & runway light sprites not respecting underground opacity
Fix flight spawn curve shifted towards being too late
Fix attach-to-wall objects not not always causing wall sprite to refresh/update properly
Fix luggage using wrong material when on conveyors
Fix object selection dialog 'Follow' mode not providing state feedback
Fix fuel one-time purchase input too small
Fix object warnings flashing too rapidly
Fix Luggage Vehicle checking one-way path instead of bidirectional
Fix sector generation thread safety issue, could cause corrupted sector state (stuck & clumping pax, strange behaviors, etc)
Fix sector data pooling bug that caused RAM usage to continually increase
Fix lighting 'flash' each day at 20:00
Fix road reachability matrix & caching when using one-way taxiways
Fix rain appearing off screen when zoomed out
Fix several bank loan text/translation related issues
Fix gate name dropdown visual quirk
Fix mod status menu not being sorted alphabetically
Fixed duplicate floor types (removed Floor09, dupe of Floor12)
Fix PAPI not being blocked by other objects
Fix and update several aspects of Hangar submenu; adds money validation text
Fix wall tiling/bitmask not visually treating all doors the same
Save The Date
Happy Birthday! SimAirport turned 2 years old today and to celebrate we are doing something a little bit different this time around. Instead of an update video, this time we're going to be PLAYING it with you LIVE!
This Saturday -- March 9, 2019 -- Celebrate with us!
You're all invited to the celebration! The patch will go live on Saturday, March 9th at 10PM US Pacific. The developers themselves will then be live-streaming, taking your questions, and discussing your feedback & ideas late into the night!
We'd love for you to join the celebration -- we'll be talking about all kinds of things, and we'll be happy to answer any questions you might have about the game and what is to come in the future.
When?
Saturday March 9th, 2019 at 10PM US Pacific.
If you're across the pond from us, that's 07:00 CET (GMT+1) on Sunday morning!
What?
Developer Live Stream Interact directly with the devs, ask questions, learn about the game, provide feedback, and share your ideas. We'll be talking all things SimAirport!
Default Patch Release! The latest update will go live when we begin streaming on Saturday!
Where?
We'll be streaming directly to the store page here on Steam and simul-casting to YouTube. We'll be playing late into the night, so stop by and join us for some fun!!
Links to the streams will be posted with the patch notes, on the forum, and this post will be updated to include them.
See you this weekend!
We hope you will join us this weekend and we're definitely looking forward to it -- and to having a chance to sit back a bit, talk about the game that we're so passionate about, and to have some fun building an airport ourselves, too! :)
See you this weekend!
Happy Holidays! Preview of 2019!
Happy Holidays from the LVGameDev team!
We're just shy of two years into Early Access as this year comes to a close and we begin to look towards 2019 and what it has in store for SimAirport. We're incredibly excited about the contents of the next default patch, and we really couldn't be happier with the state of affairs right now -- gameplay has evolved tremendously, even just this past year, and we're extremely well-positioned to really start pushing content out & hitting home on quality-of-life desires.
Upcoming Patch - Highlights & Status Update
The next cycle is well under way, and it's already shaping up to be an awesome one -- it's absolutely packed full of new content and several incredibly impactful new gameplay systems. Substantial improvement to the continued desire for 'depth', numerous new objects, and a renewed attention to visual fidelity all combine to make the upcoming release one of the most anticipated since the Multiple Floors update went live just under a year ago!
Here are just some of the highlights:
Tutorial - Several of them!
Long requested and finally delivered -- multiple tutorials to help players of all skill & experience levels. New players can start with the basic tutorial while those who have the basics down can play through more advanced tutorials to help master game concepts such as Baggage Systems and multi-floor construction.
Staff Scheduling
No longer will your staff be working 24-hours shifts, unless you want them to! Staff up to handle the travel rush & scale back during the sleepy overnight hours. Airport operations efficiency taken to a whole new level.
Complete Overhaul of Cafe/Retail & New 'Shops' Zone
Long needed & finally delivered. No longer will your retail workers be running confusingly between the kitchen and the cafes -- now your Chefs will work the kitchens & do their best to keep food flowing to their respective retail establishments. Pax are smarter too, with quicker & more realistic interactions that won't bog down your airport. True retail corridors are now possible; a wide array of new shop related objects & new sellable merchandise options will keep pax happier & increase your profits.
Clone Tool
Yep! Restroom placement just got a whole lot less tedious, and it's a very welcome change. Copy an area, rotate the entire thing, and 'paste' it with the new Clone Tool. Previously-annoying placements instantly become satisfying again!
Enhanced Visual Fidelity - Renewed Focus
While we've never focused heavily on graphics it's become more clear, especially as gameplay quality & depth has improved so substantially, that the game visuals have started to become the weakest link. Our focus remains gameplay, but the visuals must not be allowed to detract from the overall experience. We've already upgraded flooring textures, redone several sprites, and we're almost finished with completely revamped aircraft/airline sprites as well. You can also expect some technical art improvements -- namely anti-aliasing and color grading improvements -- to be coming, too!
Is it ready yet? When is the next DEFAULT Update?!
Several of the headliners above are publicly available now over on the edge branch -- though it's not quite stable yet. -- and the rest will make their way to Edge in the next few weeks.
Once the cycle is complete & the builds are stable we'll move towards default; we'd currently estimate that to be late January 2019 or early February 2019, should we run into any hurdles between now and then.
As always we'll do our best to get things stabilized and ready for Default as quickly as we can, but most importantly we want to ensure that the Default branch remains stable. In the meantime, check out the 2019 SimAirport Roadmap or, if you're anxious to try the tutorial or do some staff scheduling (and you're not afraid of some new bugs), then hop on over to the edge branch and give it a whirl right now!
Thank You & Happy Holidays!
We appreciate your continued support and patience, and we hope you're enjoying the exciting evolution of SimAirport just as much as we are! Thank you for being such great members of our community, and for being as passionate about the game as we are -- your support & feedback continues to be instrumental to our success and we can't thank you enough.
Happy holidays & safe travels to all!
Bug Fixes - Patch Notes
Tonight we are deploying a small set of fixes for some of the more common and severe issues that have been brought to our attention on the Default branch over the last couple of weeks. Still a ton more coming this cycle, this is more of a 'hotfix' of sorts, for general airworthiness improvements -- but we wanted to go ahead and get these fixes out to default sooner than later.
We'll have more for you soon -- and, as always, if you have any questions or feedback for us we'd love to hear it via any of our channels! Post on the forum, over on our subreddit, or even tweet at us if you prefer! :)
Thanks everyone!
Patch Notes - November 16, 2018
Increase max zoom distance slightly for any given map size
Fix cancelling a piece-wise construction project could sometimes cause stuck workers
Fix luggage task enqueue checking directional reachability instead of bidirectional
Fix workers getting stuck trying to get to suspended-in-air supply piles
Fix workers sometimes not falling into 'get unstuck' routine due to being 'sent home' too quickly
Fix object warnings flashing too rapidly
Fix sector generation thread safety lock-run, was allowing >1 re-generations at once which rarely caused corrupted sector state (stuck & clumping pax, strange behaviors, etc)
Fix sector data pooling bug that caused RAM usage to continually increase
Fix road reachability bug when road targets are shared by >1 object
Fix lighting 'flash' each day at 20:00
Fix road reachability matrix & caching when using one-way taxiways, optimizes same
Fix several minor null references
Fix rain appearing off screen when zoomed out
Fix several needless RAM allocations within Pax AI routines
Optimize nearest zone lookups
Find nearest walkable area routine now runs on background thread
Find nearest zone lookups now more accurately account for floor delta
Revise thread-based state refresh systems into a shared state manager
Performance & More - October 2018
Massive performance gains and a ton more all arrive tonight on the default branch! We are extremely excited to release the update to you tonight as we close out this long cycle. We hope you find the wait to have been well worth it -- improvements abound with nearly every aspect of the gameplay receiving attention along with the true focus, the main event of the cycle, being the long awaited performance optimizations. See below for the full change logs. :)
We will be getting back to more rapid cycles now that we have taken care of the key foundational concerns that had hampered performance. We still have more performance gains ahead, and we'll continue to make incremental strides, but we're really ready to knock out some new content and additional gameplay systems!
Next cycle you will be seeing: Tutorial, Cafe / Retail Overhaul, and Staff Scheduling. As usual we'll slide in a few features, QoL improvements, and fixes too -- but the focus will primarily be on these three areas. You'll be seeing the tutorial hit edge this coming week even! :)
We want to extend a special thank you to the players on edge & experimental who have been instrumental to making this cycle a successful one. This was the longest cycle to date, and definitely one of the most challenging; we really appreciate the continued testing, bug reporting, and the overall patience that the community as a whole has & continues to extend to us. Your collective support continues to be incredible and is truly second to none. Thank you!!!
NOTABLE ITEMS
Performance - Many Overhauls & Optimizations
Rendering systems & key data-structures completely revised
New Pax / Agent Sprites via fast agent display code
Tile draw & refresh routines refactored
Background thread controller and runners re-architected
Baggage System and luggage simulation & rendering overhaul
Overhauled all Sector generation, construction, and reachability matrix code
Adds a Steam Workshop 'Browse' view with 1-click "Play" on Airports & better UX
Adds full featured Airline mod creation & editing tool
Adds a new in-game 'Mod Status' screen to display mods in the save and provide download/update functions
Land Expansions in ANY Direction!
Fuel System Improvements
Adds new Refuel Station which Fuel Trucks use to get refilled before returning to hangar
Recurring Order now a toggle, orders amount needed to fill tanks each night
Spot Order now separate UI, allows optional immediate-delivery
Fuel trucks will top-off from the fuel port after aircraft refueling at gates with a port
Usability & aesthetic improvements to Fuel UIs
MORE HIGHLIGHTS
Financial: Bank Loan Systems
Loans always available via pre-application; rates vary on credit/amount
New Credit Reporting research and new Credit Report UI (Finance Hub)
New "Perfect Ops Bonus" UI (Finance Hub) breakdown on why/not receiving "100% bonus"
New 'Pax Flows' overlay
Activate from the right side of main UI/HUD toolbar
Multiple modes to analyze & slice/dice the pax data - press TAB to switch modes when active
View Satisfaction, Time-in-Airport, Arrival/Departure, and more!
New 'Pax Hub' Reporting UIs
Access via clicking Pax Satisfaction on top HUD
"Passenger Needs" displays breakdown of needs by satisfaction level
"Pax Timings" displays total time spent by passengers in your airport; allows for viewing today or yesterday, aggregate & filtered by flight. Only shown per gameplay-session (not serialized/saved).
'Departure/Arrival Runways' Display Tool
Activate via 'Show Departure/Arrival Runways' button of Gate menus
Displays runway candidates based on selection chances for that gate
Hover a runway to view detailed heuristics for that runway-gate combo
GAMEPLAY
Adds several new planning mode options & colors
Tuning adjustments to fuel system & fuel market
All luggage on conveyors is now fully representative of checked/deplaned luggage
Bag hubs now have a maximum number of bags sorted per game-minute
Hangar Vehicles (bag & fuel) now eligible for tasks while returning to hangars
Objects now 'in inventory' when in Supply Pile & not already allocated
Aircraft request refuel & bag load/unload much earlier
Aircraft will now be in 'Initial Approach' until landing is imminent
One-way taxiways can no longer allowed on gate-adjacent taxiways (caused no-paths)
Baggage claim zones now allowed in secure & non-secure areas
Hunger object tweaks; cafes decreased, most kiosks increased; bar slightly decreased in attractiveness/fulfillment
Fuel Tank tweaks: capacity + cost + build time (balances small vs large tank)
Tweaks to sector division to better accommodate pathfinding to/from LRT
Runway numbering scheme improved for accuracy & realism
Loan payments taken from balance regardless of available cash (can bankrupt you)
Removed Ramp Agent from Staff Hire UI
Increase queue entry speed for improved efficiency
Now begin with same airlines/mods as previous airport after selling your airport
Improve responsiveness of pax LRT boarding behavior
Reduce max pax wait time on luggage to 4.5hrs
Reduce vehicle road occupancy node requirements for tighter fit
Adds hangar vehicle true distance heuristics, used for some task assignments
Allow slightly larger airport sizes via slight increase to land expansion max size
Revises 'reachability' systems to be more robust and performant
Pax spawn tweak: now fully spawned for flight by earlier of 3hrs before arrival OR 2hrs before departure
Improved workmen task immediate-chaining for more efficient construction
Adds new 'Booster Panel' upgrade for Baggage Hub; provides increased throughput (requires research, max 2/hub)
Improved runway selection heuristics; now incorporates actual distance directly
PASSENGER & CREW AI
Improved latency when under high load (i.e. 10x game speed)
Revised idle behaviors and their invocation conditions
Decreases fancy chair rest need effects to be more in line with regular seating
Passengers now generally avoid walking on roads & prefer sidewalks when possible
Crew: spawn 3hrs pre-departure with lounge, 2hrs without
Crew: boarding desire now based off inbound flight's arrival time instead of departure time
Pax leaving via LRT no longer first walk to right-side of the road first
Arrival pax now less attracted to non-LC needs
Pax now consider LRT vs Pickups via AI; can change mind & self-balance
Logic adjustments to handle seeking zones in secure/non-secure areas
Pax trash bin selection now chooses best bin without randomness
USABILITY / INTERFACE / MISC.
Adds Czech language pack (HUGE thank you @max.vanca)
Fix luggage vehicle distance checks using aircraft position instead of gate position
Sept. 2018 Progress Report
Long time, no see! We are getting anxious (and excited) for the next patch to hit Default, and we thought you might be too! With October rapidly approaching we wanted to take a few minutes to provide you with a brief progress report to update you on the status of the current, and massive, dev cycle -- and provide you with an idea of what you can expect from the upcoming patch, and our plans for the next few updates.
Current Cycle
Wow! This cycle has been a long one, the last Default patch was in June, but it's for good reason and we believe the the improvements will have been very well worth the wait! A lot has changed, a whole lot -- here are just a few things that are currently on Edge branch, which will be making their way to the Experimental branch next week, and finally to Default in October. Here are a few highlights:
BIG Performance Gains Edge players are reporting massively improved performance.
Luggage Tracking & Mechanics Change port types on Hubs, upgrade hubs, and watch each individual piece of luggage during its journey.
New Pax Graphics Rich new animated agent graphics for a more immersive & less cartoony experience.
More Data & Reports - Needs & Timings reports, Perfect Ops breakdown, 6+ new pax/agent overlays, and numerous reporting & data improvements.
Bank Loan Overhaul - Completely updated bank loan system with credit ratings, bigger loans, and larger interest ranges for a more realistic fiscal premise.
Expand in ALL Directions - By popular demand, you can now buy more land in any direction! Even across the street!
A Real Main Menu No longer will you be dumped into a default airport when you open the game!
Construction Improvements Better supply pile positioning, fast inventorying of dismantled objects, lower performance impact.
Pax AI Update Smarter pax, more maintainable code, and better performing AI.
MANY BUG FIXES and LOTS MORE Of course we fixed a ton of existing bugs, along with the new ones created along the way. Lots more, too! Check out the Edge change log if you want to see what else we've got for you in the upcoming October patch, or check back here when in drops in a few weeks!
What's Next?
We are currently in burn-down mode on this cycle, and we're already starting to look towards the next cycle a bit. We've still got a lot more planned and much of it already in the works -- here are the key items that we you can expect to see in the cycle following the October patch. Be sure to check out the SimAirport Roadmap for the complete view of what's to come though!
Planned for the Next Cycle
Tutorial. Finished! Will hit Edge same day the October patch ships!
Staff Scheduling. Under way! Hits Edge the first few weeks of cycle.
Cafe Overhaul. Under way! Hits Edge the first few weeks of cycle.
As always, plenty more will sneak its way into the next cycle too -- but generally we expect it to be a bit smaller, and more rapid, as we move back towards the rapid & iterative development cycles that you were used to.
Thank you!
We want to extend a huge thank you to the community who continues to support us; especially those of you who are playing SimAirport and providing feedback, bug reports, and save game files to us in the Edge forum on a daily basis -- we truly couldn't do it without you. Our most sincere thanks to you, and to everyone in the community!
In closing, here's a quick screen grab to give you an idea of just how truly MASSIVE an undertaking this cycle has been -- we're as excited as you are to see it hit Default, and we're even more excited to dig back in on the next cycle!
Cleanup - June 2018
Today is the longest day of the year and we wanted to get a jump on it with a small cleanup patch! The small update being released today makes a few improvements and addresses several notable issues that came to our attention shortly after the June 2018 patch went live.
There won't be an update video since this is a small update following the prior release, however we are going to be trying something new over the next few weeks - we will be doing a bit of live streaming directly from the Steam Store page. We don't have dates/times set in stone yet, but we'll announce it on the forum and on our Twitter as soon as we do! We're still new to the video updates, much less live streams and while developer live-streaming may not be the most entertaining we will certainly try our best to make it a fun experience for everyone that stops by! :)
Thank you to the entire community for your unwavering support and for the awesome level of engagement we see on a daily basis! We hope you all have a fantastic summer!
CHANGE LOG - June 2018 Cleanup Update
Fixes multiple bugs that caused object selection hover to alternate rapidly
Fixes vehicles potentially being duplicated in spawn queue when loading saves, could cause stuck vehicles and other undefined behavior
Fixes Pax AI utility heuristic giving too much value to low usefulness objects
Fixes poor object selection / distribution for Pax selecting scanners within a security zone
Fixes startup splash screen aspect ratio and adds LVGameDev logo
Fixes mouse pointer 'hot zone' position being wrong when switching from Windowed to Full Screen mode when using a resolution that doesn't match the native resolution's aspect ratio
Fixes stuck aircraft condition when loading game with aircraft very near destination gate
Fixes a reservation check that could prevent runway maintenance from taking place
Taxiway 10-tile border now properly respects 'exempt' objects that are under construction
Ensures graphics settings window always remains centered in the viewable area, always
Demolish action now always placed last on selected object dialogs
Idle janitors now help load garbage when idle in garbage zone (even when >15 tiles away)
Fixes functional warnings sometimes not updating properly for object presence checks that require road-connectivity, some specific build orders were avoiding cache/re-check logic
Graphics setting tweaks for less pixelated visuals
Disables the 'stuck' message for aircraft that are waiting at the gate for a reasonable path
Removes the 'Pax Timings' button from Aircraft dialog (functionality was removed)
Improvements to agent spacial refresh rate and timing
Patch Notes - June 2018
The Default update is here and this one has in many ways been a long time coming! Aircraft pathfinding, once an ongoing cause of frustration, will no longer cause problems for any of your airports! Accompanying this major milestone are numerous additions and improvements including a new 'Sell Airport' mechanic, connecting flight passengers, AI improvements, and the addition of the Russian language pack. There are a handful of new objects and multiple balance-related changes including several research additions & removals, plus more than 50 bug fixes too!
Update Video
Watch the SimAirport Update Video - June 2018 Edition for some hands-on insight into the update. You'll also be able to learn more about how the aircraft pathfinding works under the hood and how to use that to your advantage, some initial thoughts on retail/cafes, and what we're planning in the future including further insight and an update on our progress with the latest performance improvements which are coming to Edge soon!
What's Next?
Check out the SimAirport Roadmap any time for the latest updated information about what's coming, and be sure to vote on your favorite items & make comments to provide ideas or details about what you'd like to see in the future! As a high-level summary, we think these three key aspects need the most immediate attention right now -- and numerous system improvements & additions, which we'll then be coming back to, after we get these three addressed:
Performance
Tutorial
Retail / Cafes
Thank You!
We continue working hard to bring you enhancements and additions, fixes and performance improvements, and to continue evolving SimAirport every day.
We couldn't do this without the continued feedback and the unwavering support from you, the players -- the engagement, loyalty, and the patience that we observe from the community on a daily basis is truly second to none.
We can't even begin to tell you how much we appreciate it -- Thank You!
NOTABLE CHANGES & ADDITIONS
Aircraft Pathfinding v2 -- No more stuck aircraft!
Sell Airport mechanic added; begin new airport using funds gained (Finance —> Valuation report)
Connecting Flight Passenger; up to 10% arrivals now catch a departure
Bank Loan mechanic updated, loan availability & interest rate now use credit rating
Russian (RU) language pack - Thank you @Ursus on Discord!
NEW OBJECTS & ZONES
Adds 'Drink Vending' machine, 'XL Flight Info Display' and 'Flight Info Kiosk' objects
Adds 'Arcade Zone' and 4 new arcade game objects, improves pax boredom
Adds 'Digital Ad Display' object
Generates revenue for your airport based on nearby foot-traffic counts
Amount generated per passenger increases with volume, determined per display
Has a negative impact on environment
Revenue is paid just after midnight each day, for the previous day
Loads the advertisement PNGs dynamically from: INSTALL_DIR/StreamingAssets/ad-displays/* (add .png files here, then click 'reload sprites' or restart SimAirport)
PASSENGER AI
Object selection within a single security zone improved substantially
Distance & wait time heuristic adjustments (weighting and exponents)
Pax now properly take into account distance-to-gate when pre-security
Improved object selection & overall pax distribution when identical or very similar object scores
Reduces occurrence of pax choosing distant objects when nearer options of the same object are present
Multiple improvements & changes to Pax AI report too l
Far less likely to choose objects that will require re-doing security (both generally & specifically when object is secured but one-ways/escalators would force insecure path to gate)
Improved 'scoped lookups' (within security zone) to use more relevant subset of heuristics
Departures pax now focus solely on lifecycle at ~30min to flight (even earlier when PA System 'hits' them)
RESEARCH CHANGES
All research now requires applicable administrator to complete (exception: 4x root nodes to unlock each admin)
Research in each tree can now happen in parallel per tree
Adds progress bar to bottom nav UI button that displays the soonest-finishing research item
Adds new research: "One Way Taxiways" and "Escalators"
Removes research: "Road Building", "Pricing", and bank loan related research
NEW BUILD HOTKEY ACTIONS Three new hotkey actions added, defaults are listed and can be changed in options menu:
X - Demolish Tool toggle. Second press goes back to prior-selected tool
C - Clear Tool toggle. Second press goes back to prior-selected tool
Left Shift - Build Modifier. When held down, switches to the relevant 'removal' option for the currently open menu; only active while build menu is open & active.
GAMEPLAY CHANGES
Taxiways now require a minimum 10-tile distance from structures & objects (exception: runway upgrades, gates, hangars, baggage depot)
Adjustments to LRT boarding routines for faster/improved pax boarding
Runway Lights and Gate Stairs upgrades now display visual indicator of required placement position
Foundation tool no longer removes walls & prevents "double-walls" in more situations; improves tool consistency & performance
Prevents staff from getting assigned new tasks after being flagged as Fired, allowing them to de-spawn in a reasonable amount of time
Aircraft now have a stronger preference to avoid runways when taxiing
Actual arrival time now recorded after aircraft rollout instead of on final
Runway lighting updates for aesthetics and slightly improved rendering performance
Construction of floor finishes requires fewer tasks for faster construction
Adjusts stack size & task duration for a number of materials (wood, carpet, stone, etc)
Tweaks to money range on vending objects that allow price setting, resulting in more sane default AI interactions
Updates the approach used for Bus passenger Dropoffs to be the same as LRT, prevents build-up issues
Adding gate stairs upgrade to small gates now validates & requires 2nd floor already exist before allowing placement
Minor improvements to vehicle parking and lane choice preferences
Aircraft more likely to go straight after landing rollout instead of turning around
Aircraft now begin attempting to arrive a bit earlier
Info objects now have angle-based impact cones; XL display is one-sided; tweaked info distance & intensities
UI & MISC
Adds 'Lifetime Game Stats' recorded in each save; double-click clock to view (for future Steam Achievements support)
Loading a saved game will now always start Paused
Airline detail UI updated to use consistent color & scheme for easier flight selection
Improvements to the top HUD money hover tooltip, now more accurate & detailed cash flow estimate based on scheduled flights & actual pax counts
Aircraft gate build button tooltip now shows the required level
Top UI HUD money area now turns progressively darker red when bankruptcy timer is ticking, alert icon pops up with 12 hours to go, blinks faster as bankruptcy looms
Game startup now shows 'New Game' following interstitial; is intended to assist new players who may not realize sandbox mode & larger maps exist
Improvements to flight crew info on Aircraft tooltip
Improved validation warning on objects that require zones ("Requires $ZONE_TYPE" instead of "Requires Zone")
Adds a nav button tooltip warning when reaching the 10 flight/day limit, prompting you to build an ATC Tower
Adds a rough count of 'objects that need staff type' number to staff report UI
Removes the 'Passenger Timings' report on Aircraft (performance reasons -- requires a different approach)
Translation pack files all updated from repo on Github (thank you!)
Minor optimizations to build menu UI
Optimizes the save/load game UIs
Minor performance improvements to satisfaction score & spacial lookup calculations
Improves consistency of all confirmation dialog UIs
Adds Arcade Games to maintenance control panel, updates code to auto-add objects for future additions
Save-fix for a dumpster that never finishes construction properly
Minor optimizations to the Flight Scheduling UIs
Minor rendering improvements & optimizations
Adds some metadata to saves save files which allows fast retrieval of some save info prior to loading it
Top HUD Weather hover now reflects runway status inclusive of maintenance downtime
Enables sprite tiling for construction indicators to improve their border appearance
Adds 'noaudio' custom launch option for assisting with troubleshooting game startup problems
BUG FIXES
Fixes Information objects being blocked by walls/objects in frustrating and seemingly random ways
Fixes moving walkways preventing environment effect from spreading
Fixes a bug that sometimes let pax slip through security without being checked (or without tickets), causing them to miss their flight
Fixes a pax AI nullref bug that could sometimes incorrectly rule out objects
Fixes weird overlay bug when importing Grass material (affected older existing saves)
Fixes security zone not showing “cannot be vacated” warning when applicable (e.g. resulting in no passengers using it)
Fixes airline custom mod BaseRefuelPercentage not serialized (previously required reimport each game load to fix)
Fixes agents potentially becoming stuck when drawing exclusive lounges on/near them
Fixes aircraft sometimes not selecting an alternative runway when their selected one enters maintenance
Fixes crash when disabling save & mod dialogs
Fixes agents leaving secure areas because a non-secure path exists which is "shorter"
Fixes Runway Tool hoverbox display while dragging, should only display aircraft imported in current game
Fixes valid/invalid colors not updating on the Flight Schedule UI hover tooltips
Fixes being able to draw objects on top of conveyor segments
Fixes being able to place baggage hubs on invalid conveyor segments (if the segment is not yet built or otherwise not attached to anything)
Fixes custom airline refuel percent not serializing
Fixes 'Demo Aircraft Spawn' functionality used for testing aircraft mods
Fixes a rare bug when pax needed to abort boarding their flight due to construction cutting off their path
Fixes dumpsters sometimes not finishing construction when supply pile is on same tile & garbage truck comes while in-progress
Fixes being able to circumvent the 12-hr pricing lockout period via saving & reloading game
Fixes aircraft unable to leave gates that require maintenance
Fixes unable to schedule flights to gates that need maintenance
Fixes vehicles not properly trying to navigate around stopped traffic
Fixes administrators failing to re-pick offices when appropriate
Fixes cursor not reset when closing flight schedule editor while dragging
Fixes runway placement should de-zone tiles
Fixes vendor workers not handling “no path” when showing up for work — could result in “working” from invalid map positions on Ground floor
Fixes zone requirements ‘non-secure area’ inverted formatting
Fixes janitors not finish clearing immediate area when quasi-“nearby” jobs exist above or below them on other floors (could result in throughput degradation)
Fixes janitors not prioritizing emptying garbage bins vs cleaning floors at all (could result in throughput degradation)
Fixes top UI HUD wind direction indicator sometimes disappearing, re-adds color based on wind intensity
Fixes older saves with supply piles containing deprecated objects that could result in terrain drawing tools always failing to validate
Fixes being unable to sell supply piles containing certain objects (e.g. gate/runway upgrades and utilities)
Fixes infrastructure cash change descriptions not formatted correctly
Fixes ‘potential blockers’ not being invalidated every time after editing one-way taxiway markings
Fixes a few edge cases of staff/object assignments that could lead to situations where equilibrium is not achieved promptly. This could lead to staff running around the airport more than necessary and leaving objects temporarily unmanned (due to incorrect consideration of en route agents that will soon take their spot).
Fixes agent sector frontier not prohibiting traversal from nonsecure to protected areas
Fixes dismantled roads not clearing the sprite index cache (and sometimes later reappearing)
Fixes LRTs being able to spawn on top of each other & go through each other
Fixes ‘Browse Filesystem’ button on save/load game UI
Fixes worker pathing bug when building or adding runway upgrades near edge of map
Fixes precision for wait times specified in game seconds when at 200+ game days
Fixes a bug that caused text to intermittently not show up or to be noisy & illegible (macOS)
Fixes sprite lighting and over-exposure, few other graphic/render setting tweaks
Fixes a bug related to transport Dropoffs causing late passengers due to queue build-up
Fixes Staff UI portraits not showing up, optimizes their loading/display substantially
Fixes Save Game UI so that clicking a save pre-fills the text box & overwrite dialog shows which filename
Fixes P&L report expansion of categories when viewing previous days data
Fixes bug in game reset that could sometimes cause performance degradation
Fixes pricing not showing up for a few terrain tools
Fixes a security reachability related bug that could cause passengers to use the wrong security areas and generally get confused about their surroundings (primarily affected more complex layouts that made use of security exits and escalators). Specific change was to ensure that reachability did not allow a passenger to cross a Security Exit into a "Secure" area from a "Protected" area.
Fixes road vehicles so that distant traffic no longer considered when choosing a route
Fixes dumpsters being emptied prior to construction being completed
Fixes condition that caused aircraft to end up on roads and stuck