Accompanying tonight's default release is, finally, another dev blog! In Dev Blog 159: Airport CEO 1.0? we quickly go over the past few beta developments, drop some major news and then make another projection for the time ahead.
We're back with another beta version, beta 7, which is jam-packed with bug fixes, balancing and even the occasional minor new feature that may make airline modders in particular very excited. Yes that's correct, multiple liveries are coming back as well as user placeable custom logotypes! We're pushing forward toward the final 1.0 release of Airport CEO and this update is just another quality step in that direction.
[/url]] - Blocked certain status updating systems reliant on construction changes from updating when no construction has happened to improve performance
[/url]] - Airside shuttle buses boarding passengers at transit structures can in rare instances wait excessively after boarding is completed and then fail the job task
[/url]] - Transportation vehicles uses incorrect position for fetching node to occupy when waiting for transit structure entry potentially causing deadlocks
[/url]] - Persons cannot execute short distances when not walking with path [/list]
Update notes
Multiple livery support
With beta 7 we are once again re-enabling support for multiple liveries! This means that modded aircraft, for example, are no longer bound to a single livery style but can in fact have multiple appearances. If you want to try it out in action, you can ceck out Steam user and ACEO forum community leader andycishere's SAS mod which now has support for multiple liveries!
Non-business placeable logotypes
The Apoapsis Studios development team's shining star Alexander has as per a request from the community in beta 7 implemented support for custom, non-business related placeable logotypes. What does that mean, you ask? Well, it means that Airport CEO will now support placement of any time of image into the foundation objects of the game - including for example tarmac signs.
We currently do not have any plans on supporting this on Steam Workshop, however CEOs can themselves experiment with this features as per the instructions in Alexander's forum post.
And yes... loads of bug fixes and balancing!
New performance improvements, the elimination of a nasty 100% CPU utilization bug on very large airports, objects rendering through floors after extended gameplay, an improved and updated tutorial, catering balancing and much, much more are just a few of the things we've fixed in this update.
And more is to come, work on beta 8 begins next week as the beta train continues toward the 1.0 release. Also, stay tuned for tonight's dev blog containing an update on the development progress as well as a major announcement.
We hope business is going well in these first days of 2021. About two weeks have passed since we came back from the holiday break and that means that beta 6 is ready for deployment! This is another quality of life update that solves a number of important issues, most notably the stand to runway connection issues that required a reload, an issue with certain items on extremely rare occasions clipping through and rendering on all floors, parking lot balancing issues, stalled passengers and much, much more.
[/url]] - Shipment deliveries to deactivated structures or dispatched via world entrance tunnels without an immediate road checkpoint connection will not be correctly executed
[/url]] - Uncaught null reference exception in aircraft stand deboarding to bus process can cause process to stop and aircraft deboarding to stall and deadlock
[/url]] - Transportation vehicles do not verify origin world entrance tunnel connectivity to target causing them to in certain instances leave immediately after being spawned
[/url]] - Departing passengers located in a specific generic area compared to passport desks can in rare instances not continue through those desks [/list]
Update notes
Aircraft congestion heat map
We've added another heat map filter for aircraft congestion. The ideal use of this heat map is to detect any capacity or construction issues with your existing setup.
R&D marketing: Visitors
The R&D marketing program now comes with the side effect of spawning visitors interested in visiting your airport. Visitors are like passengers without a flight ticket and no times to keep but with empty stomachs and a desire for shopping.
Visitors can be banned from your airport using a toggle in the operations panel (visible only when the R&D marketing program is active).
And as always... loads of bug fixes and balancing
In excess of the critical bug fixes mentioned above we've also fixed and balanced a range of other issues as can been see in the change log. You'll now also start to see some of the first issues mentioning final QA passes on certain areas, such as vehicle, aircraft and UI. We still have a few additional planned betas ahead of us and we'll make sure to find some time soon to put together another dev blog updating you on the development progression.
Regardless, we'll be back in another two weeks with beta 7 as we continue the journey to the 1.0 release!
We're on a roll and decided to release another beta 5 version, the last one before we start work solely on beta 6, as we with the last deployment got another good round of bug reports in and wanted to have them sorted quickly.
[/url]] - Too low accepted max distance for random room selection can cause passengers to overwhelmingly prefer certain rooms within an acceptable radius
We hope you've closed your fiscal books for 2020 and that you've had a pleasant start to 2021 so far. We're back to work after a short holiday break and are today bringing you beta 5.1-3 which takes care of the most critical and commonly reported bugs on beta 5, which include fixing the issue with stalling security staff (and other persons) when rebuilding security checkpoints after a save and reload, issues with one lane road directions and more various UI and rendering related problems.
[/url]] - If passengers cannot snack or relieve themselves they will never perform purchases at stores potentially softlocking the tutorial progression
[/url]] - Player is not instructed on high check-in desk load due to too few being constructe and incorrectly percieve waiting staff as pathfinding issue
[/url]] - Stands appear as disconnected for an extended time after loading[/list]
Work will now begin on beta 6 and we're steaming ahead towards the full 1.0 release, which we'll have more information on later this month in an upcoming dev blog. Thanks for your continued support and we'll be back with more updates soon.
As a result of yesterday's bigger release we're, as expected, back with a smaller stabilization update. This one as per usual takes care of some of the most commonly reported issues on beta 5 including the issue with project research progression resetting and also upper floor terminal foundation planning not being possible.
As the season of vacation is soon upon us, most CEOs will take a short break from their busy lives running an airport to spend time with their loved ones, perhaps in a bit more digital fashion this year. We will too, but before then we have another update in store for you: Beta 5 has just now been deployed on the default branch and is another quality of life update containing loads of bug fixes, balancing and some minor new features.
Just like with the previous and future beta updates, we are now at that stage of beta development where we've primarily completed the implementation of the remaining major updates and are fully focused on bugs and balancing. The deployment of beta 5 marks the end of this year's last beta sprint but do not fear as the next beta version is just around the year's corner.
A short message to MacBook M1 and (or) macOS Big Sur users
Congratulations on your new computer and operating system! However, as you probably know, application support for the M1 chip is on multiple fronts in an experimental state and that includes Airport CEO. Running ACEO on the M1 chip is currently not supported, however we've updated the Airport CEO website's help section with some tips on how you can get it running if you're experiencing stability issues. A future update in 2021 should provide stable support for MacBooks with the M1 chip, as well as any other stability issues with macOS Big Sur.
If your UI text labels suddenly aren't rendering, if you've lost your game files or both then the above link will have all the information you need to fix those issues.
Now, let's take a look at what's changed in this version...
[/url]] - Employees not being able to execute a job task while transitioning secure zone do not spawn world notification containing path finding investigatable data
[/url]] - Airside busses leaving stops for remote flights can cancel out other scheduled job tasks on the attached boarding desk causing stalled flights
[/url]] - Remote boarding procedures where passengers can't find a path from a boarding desk to an airside shuttle bus can cause them to sprint across the tarmac immediately boarding the aircraft
[/url]] - Demolition of diagonal taxiway nodes may incorrectly demolish neighbouring nodes[/list]
Update notes
Diagonal taxiways
Yet another community requested feature has made it into the game, and this time it's time for diagonal taxiways! They can now be dragged out at a 45 degree angle and will allow for a new building style and a new way to think about the structuring of your taxiway networks.
We've of course already received feedback on slanted corner pieces for taxiway foundations as well in order to box in diagonal taxiways a bit better and this is something we'll be looking at next year.
A new aircraft
As a small 2020 parting gift, the Boeing 767-200 and -300 will now be trafficking your airport as part of the Stripe and Olympus airline fleet. The -200 is the biggest medium sized aircraft yet and yes... it'll be a little cramped on those medium stands (the -300 is classified as large)! But two beauties none the less...
Seasonal easter eggs
If you've been managing your airport recently you've probably seen that the aircraft have been fitted with some seasonal bling. If you do not particularly enjoy this look, they can now be disabled using a new toggle found in the gameplay settings panel: Enable seasonal easter eggs.
And of course... loads of bug fixes and balancing
Yes, fixes and balancing on all fronts, as a result of the continued stream of bug reports you're sending us. We've been solving everything from code thrown exceptions, UI issues and stalling vehicles to improved person pathfinding, balanced boarding behavior and more.
And more will come, work on beta 6 has already begun but now it's time for us to take a short break. However, we will be keeping an extra eye on the health of this build for the duration of our short "vacation" in order to not loose momentum and to ensure that the beta period of ACEO continues to be an increasingly more stable experience.
Thank you for this year, everyone. ACEO leaves 2020 in the dust and roars into 2021 with a targeted 1.0 full release in Q1. We'll be back soon with more daily updates and more information about the future.
From all of us at Apoapsis (Alexander, Fredrik and Olof) we want to wish you a merry Christmas and a happy new year. See you on the other side and fly safe!
After a few days with beta 4 out on the default branch we're back with another stabilizing update, beta 4.2-0, as a result of the most common issues you've been reporting. This update takes care of several boarding issues, an issue where some passengers would randomly halt, multiple ATC related stalls and various other improvements.
[/url]] - Job task distribution system does not take transfer point into account when selecting nearest available employee causing, for example, poor selection of ramp agents to remote stands
[/url]] - Tutorial mode incorrectly shows all introduction steps if checklist button is pressed before starting the actual tutorial thus overflowing the panel (and will stay unusable if time is paused)
It’s been way too long since the previous dev blog and so, here’s Dev Blog 158: Airport CEO in beta! where we round it up with an update on the beta development, the road ahead and share a short perspective on the future beyond ACEO!
It's time for the fourth beta version deployment, beta 4, building upon and stabilizing the very many and major changes we deployed as of beta 3. We've for some time now wanted to get back to our more fast-paced and agile beta development schedule which ties back to the two week sprint periods we originally announced. With beta 3 being such a major release and taking an unexpected amount of time, beta 4 and the other forthcoming betas will most likely move a lot quicker as demonstrated by this release.
Unlike beta 3, this update mainly focuses on continued bug fixing and stabilization with some minor exceptions. Please refer to the full release notes below and the update notes list further down detailing this update's most important points.
[/url]] - Overhauled data serialization retention policy on multiple objects significantly reducing RAM consumption and save file size on game sessions spanning multiple years
[/url]] - "Stand still" fallback activity for passengers with nothing to do far more frequent than "walking around" causing passengers to appear stuck
[/url]] - Automated check-in desks does not reliably quit their check-in processes which can over an extended period build up significant performance spikes causing the game to eventually stutter
[/url]] - An extremely low amount of displaced available construction material can cause building process to stop due to no additional construction material deliveries being executed
[/url]] - Airside shuttle buses carrying passengers for remote stands where the aircraft has been dismissed do not notify offloaded passengers of this fact causing passengers to chase the aircraft when being offloaded
[/url]] - Contractors always set down construction material on floor zero when building causing strange duplicate paths when fetching next construction order
[/url]] - Running the game as muted can queue up a staggering amount of unplayed audio effects casuing the system to eventually run out of virtual channels and lag as warnings are written to the console
[/url]] - Boarding analysis system yields at a far too high rate causing various performance and calculation related issues which can stall boarding process
[/url]] - Water generation on large maps can result in a striped lake pattern[/list]
Due to character limitations on this message post, the full change log containing bug fix notes can be found here.
Update notes
Water!
As a result of notable community demand and requests for this feature, beta 4 brings water to the world of Airport CEO. New maps, where climate applicable, will generate small ponds and lakes and you can also yourself beautify your airport surroundings with the new water tile.
In-world data overlays
This update contains a new in-world data overlay system which we'll over the remainder of the beta period extend with various data sets, including heat maps. First out is a person walkability overlay that is intended to show you exactly where persons can and cannot walk.
Context panel
We've added a context panel to better communicate relevant controls and symbols as you perform certain actions. If you're ever in doubt of what you're looking at you can give it a quick peek to remind yourself.
Have we forgotten anything that needs a context panel like this? Let us know in the comments and we'll see if we agree with you! :)
And of course... loads of bug fixes and balancing
Most important in this update is the continued bug squashing and system balancing. Since this update mainly builds upon the large changes introduced in beta 3, beta 4 will be a lot more stable. We've fixed all issues you've reported on rooms not activating, franchise staff leaving on load, parking lots not being used and much more.
Work on beta 5 will begin next week and we hope to deploy its contents just prior to the end of the year and the holiday break. A dev blog detailing the beta period ahead and what the full release for ACEO will look like in 2021 will drop late tomorrow evening.
Thank you as always and have a great rest of the weekend!