Almost feels like release week, huh? As we mentioned in the patch notes for Alpha 25 as well as in the 100th devlog we said that there would be additional hot fixes for the default branch as Alpha 25 would get thoroughly tested after deployment. That update has now been set live on the default branch and goes as Alpha 25.1. The release notes have been included below, we will continue to monitor your bug reports and feedback and might continue to update the game on the default branch if we deem it necessary before starting the next large experimental iteration. While the update mainly targets bug fixes we also had a few minutes to spare for implementing a new aircraft! :)
Release notes - Airport CEO - Version Alpha 25.1-0
Bug
ACEO-2966] - Shadows move in separate directions on take off
ACEO-3305] - Null ref thrown on rare boarding scenarios
ACEO-3327] - Changed saving order to prevent corrupt autosaves.
ACEO-3348] - Still get charged for landing during restricted time despite having unlocked night flights.
ACEO-3370] - Tweaked check in values to reduce the chance of no passengers boarding.
New Feature
ACEO-3376] - Beechcraft Baron 58 now implemented as GA and added to the mod kit
Almost feels like release week, huh? As we mentioned in the patch notes for Alpha 25 as well as in the 100th devlog we said that there would be additional hot fixes for the default branch as Alpha 25 would get thoroughly tested after deployment. That update has now been set live on the default branch and goes as Alpha 25.1. The release notes have been included below, we will continue to monitor your bug reports and feedback and might continue to update the game on the default branch if we deem it necessary before starting the next large experimental iteration. While the update mainly targets bug fixes we also had a few minutes to spare for implementing a new aircraft! :)
Release notes - Airport CEO - Version Alpha 25.1-0
Bug
ACEO-2966] - Shadows move in separate directions on take off
ACEO-3305] - Null ref thrown on rare boarding scenarios
ACEO-3327] - Changed saving order to prevent corrupt autosaves.
ACEO-3348] - Still get charged for landing during restricted time despite having unlocked night flights.
ACEO-3370] - Tweaked check in values to reduce the chance of no passengers boarding.
New Feature
ACEO-3376] - Beechcraft Baron 58 now implemented as GA and added to the mod kit
Each Monday the ACEO team releases a new blog post which discusses the achieved development milestones over the previous week. However, last Monday we skipped it (as announced on Twitter) and put some extra effort into Alpha 25 and this 100th devlog instead.
Each Monday the ACEO team releases a new blog post which discusses the achieved development milestones over the previous week. However, last Monday we skipped it (as announced on Twitter) and put some extra effort into Alpha 25 and this 100th devlog instead.
The Alpha 25 version has now finally made its way to the default branch and that means a few big changes. The following text will briefly go through these but if you just want to see the patch notes they will be posted just below the following text segment.
Also, keep a lookout for DevLog 100 dropping in a few minutes after this is being posted. As mentioned in that DevLog you can expect hotfixes to be released for the default branch already tomorrow.
New Flight Contract System
We can finally present the first version of the new airline contract system! The system is intended to improve the scheduling process and shift focus from tedious signing of new contracts to instead manage relationship with airlines.
Due to many changes under the hood your old contracts will be removed and all, except your active flights will be cancelled. This is a technically motivated and required effort to avoid breaking any ongoing turnarounds and keep old save integrity. These flights will however lose all connections to its airline and route which means that you will be presented with question marks ("?") or missing data for these flights when viewed in the UI. Please ignore this as any new flights will have the correct data. Simply let the old flights run through and your save should be fine (unfortunately these old flights will give you $0 income, it is not a bug just an effect of these changes).
Contract Flow
You will now sign a master contract with an airline instead, which will (at least for now) not expire. The airline will then offer you flights (both single and reoccurring) depending on their current satisfaction of your airport. If you manage to get the flight away on time, the airline satisfaction will increase and vice versa if a flight is too delayed (you have a grace period of 1 hour, any more and your rating will be negatively impacted). More triggers for satisfaction will be added later on as the system be refined during its time on the experimental branch, based on your input.
Auto Scheduler
For the really laid back CEOs we have now implemented an auto scheduling system which will schedule any new flights completely automatic at the next available slot. Just make sure you have both a COO and a CIO at your board to enable the toggle in the flight planner.
The auto scheduling system depends on an artificial intelligence bot named Asio and is constructed with a neural network utilizing machine learning and deep web analytics to plan your flights as best as they can be planned. Naaaaaah, just kidding, it’s just a set of if rules…
Aircraft Ratio Slider
You will now be able to set the ratio of new flights to better control the offered flights suited for your airport layout. You will be able to modify the ratio of small, medium and large aircraft sizes (not that large flights do not exist yet, but this is to prepare for future implementations). For example, if you set the slider to 60% small and 40% medium, airlines will offer you randomized flights with sizes corresponding to these ratios.
Individual Flight Ratings
Each flight now has a rating from one to five which is represented as stars similar to the contract system. Higher rated flights will earn you more money and for now you can get up to 3-star flights should all requirements be met. The airline will look at your facilities and offer flights rated at that level. If you click on the large star in the flight planner you can find out what you need to construct or offer to get higher rated flights. This feature is still experimental and we plan to add more requirements later when we have gathered some initial feedback from you all.
That’s it for the airline contract system, there are a few more sliders and control options implemented into the flight planner as of Alpha 25.0, however we have one more important things to mention.
Massive Memory Leak Patched
Several of you have noticed that over time, when running an empty airport or an airport with a consistent passenger flow, the game has over time become sluggish and unplayable. We have now found, and patched, that issue which was related to an ancient code segment located in the security checkpoint class controlling the lights and effects (not kidding… in big projects like this code quickly becomes legacy). This issue is not immediately related to the number of passengers in your airport, for example running an airport with a few thousand passengers will still strain your CPU and is something we’re working on in another ticket, but at least the game will now stop killing your computer over time for no reason.
Speaking of performance, there’s now also a passenger ratio per flight slider accessible via the game panel (in game menu). Want to run more flights with less passengers? Use the slider to get the desired effect.
Release notes - Airport CEO - Version Alpha 25.0
The following patch notes reflect changes between the Alpha 24 and Alpha 25 version, as well as bug fixes that have occurred throughout the production of Alpha 25.
Improvement
ACEO-2986] - Implement new airport information screens
The Alpha 25 version has now finally made its way to the default branch and that means a few big changes. The following text will briefly go through these but if you just want to see the patch notes they will be posted just below the following text segment.
Also, keep a lookout for DevLog 100 dropping in a few minutes after this is being posted. As mentioned in that DevLog you can expect hotfixes to be released for the default branch already tomorrow.
New Flight Contract System
We can finally present the first version of the new airline contract system! The system is intended to improve the scheduling process and shift focus from tedious signing of new contracts to instead manage relationship with airlines.
Due to many changes under the hood your old contracts will be removed and all, except your active flights will be cancelled. This is a technically motivated and required effort to avoid breaking any ongoing turnarounds and keep old save integrity. These flights will however lose all connections to its airline and route which means that you will be presented with question marks ("?") or missing data for these flights when viewed in the UI. Please ignore this as any new flights will have the correct data. Simply let the old flights run through and your save should be fine (unfortunately these old flights will give you $0 income, it is not a bug just an effect of these changes).
Contract Flow
You will now sign a master contract with an airline instead, which will (at least for now) not expire. The airline will then offer you flights (both single and reoccurring) depending on their current satisfaction of your airport. If you manage to get the flight away on time, the airline satisfaction will increase and vice versa if a flight is too delayed (you have a grace period of 1 hour, any more and your rating will be negatively impacted). More triggers for satisfaction will be added later on as the system be refined during its time on the experimental branch, based on your input.
Auto Scheduler
For the really laid back CEOs we have now implemented an auto scheduling system which will schedule any new flights completely automatic at the next available slot. Just make sure you have both a COO and a CIO at your board to enable the toggle in the flight planner.
The auto scheduling system depends on an artificial intelligence bot named Asio and is constructed with a neural network utilizing machine learning and deep web analytics to plan your flights as best as they can be planned. Naaaaaah, just kidding, it’s just a set of if rules…
Aircraft Ratio Slider
You will now be able to set the ratio of new flights to better control the offered flights suited for your airport layout. You will be able to modify the ratio of small, medium and large aircraft sizes (not that large flights do not exist yet, but this is to prepare for future implementations). For example, if you set the slider to 60% small and 40% medium, airlines will offer you randomized flights with sizes corresponding to these ratios.
Individual Flight Ratings
Each flight now has a rating from one to five which is represented as stars similar to the contract system. Higher rated flights will earn you more money and for now you can get up to 3-star flights should all requirements be met. The airline will look at your facilities and offer flights rated at that level. If you click on the large star in the flight planner you can find out what you need to construct or offer to get higher rated flights. This feature is still experimental and we plan to add more requirements later when we have gathered some initial feedback from you all.
That’s it for the airline contract system, there are a few more sliders and control options implemented into the flight planner as of Alpha 25.0, however we have one more important things to mention.
Massive Memory Leak Patched
Several of you have noticed that over time, when running an empty airport or an airport with a consistent passenger flow, the game has over time become sluggish and unplayable. We have now found, and patched, that issue which was related to an ancient code segment located in the security checkpoint class controlling the lights and effects (not kidding… in big projects like this code quickly becomes legacy). This issue is not immediately related to the number of passengers in your airport, for example running an airport with a few thousand passengers will still strain your CPU and is something we’re working on in another ticket, but at least the game will now stop killing your computer over time for no reason.
Speaking of performance, there’s now also a passenger ratio per flight slider accessible via the game panel (in game menu). Want to run more flights with less passengers? Use the slider to get the desired effect.
Release notes - Airport CEO - Version Alpha 25.0
The following patch notes reflect changes between the Alpha 24 and Alpha 25 version, as well as bug fixes that have occurred throughout the production of Alpha 25.
Improvement
ACEO-2986] - Implement new airport information screens
Hey peeps! We're back from a few days of lowered activity and as you know, each Monday, the ACEO team releases a new blog post which discusses the achieved development milestones over the previous week.
By the way! Are you on a 21:9, 3:2 or some other non 16:9 aspect ratio? Consider switching to the experimental branch where we're currently testing a new UI scaling system that gets rid of that forced 16:9 aspect ratio. Try it out and if you find any bugs, please let us know.
Hey peeps! We're back from a few days of lowered activity and as you know, each Monday, the ACEO team releases a new blog post which discusses the achieved development milestones over the previous week.
By the way! Are you on a 21:9, 3:2 or some other non 16:9 aspect ratio? Consider switching to the experimental branch where we're currently testing a new UI scaling system that gets rid of that forced 16:9 aspect ratio. Try it out and if you find any bugs, please let us know.