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Park Beyond - Patch 2.0

[h3]Note from the Dev Team:[/h3]

Even though the release of patch 2.0, Community Content and the Beyond eXtreme DLC took longer than we had planned, we hope that you will enjoy it!

Thanks for all the feedback many of you brought forward. We took your feedback to heart and set on the goal to bring improvements into Park Beyond that you have been asking for. For all those new to Park Beyond: Welcome! And to all others returning: Welcome back!

Patch 2.0 is packed with improvements to help you better understand path placement and path connections with an all-new highlighting system that shows you where path intersections can be created. Path visuals and railings can now be changed after placement and the path snapping logics were improved on queue/exit placement.

You are now able to order Mechanics and Janitors to your rides, shops and facilities and have better indications of your idling staff. All Sandbox maps received a completely overhauled and improved lighting with a new day & night cycle to really make your parks shine at night!

Object Placement and working with groups and prefabs has gotten even easier with multiple Quality of Life improvements. We added a new Heatmap to identify the visitors in your park who are looking for ATMs. And we overall improved the ride utilization and game progression through the rising park levels, reduced the importance of need providers, and re-balanced several missions.

On top of these and many more smaller improvements, we tried to get as many bug fixes into this version as we could.

We are looking forward to seeing and playing with your creations that you share through the new Community Content feature and we hope that you will have a blast with this patch 2.0!

Please continue to share all your thoughts and feedback with us because we are already starting to work on the next patches and updates to come. Thank you!


[h3]Content [/h3]
  • Beyond eXtreme DLC
    • 2 new story missions
    • 2 new sandbox maps based on the story missions
    • New theme with scenery objects, modular structures and animatronics
    • 2 new Flat Rides
    • New track type: Flying coaster
    • New coaster module: Freefall Ramp
    • New track module: Paraglider Course
    • New coaster prefabs
    • New shop prefabs
    • New entertainer costume and impossification
    • 2 new Flat Ride music tracks
    • New coaster music track
    • Community Content powered by mod.io
    Share your own prefabs and parks with the community and subscribe to those of other players cross-platform!
  • Free Content
    • 2 new coaster modules: Drop Connector and Wind Tunnel
    • New coaster prefabs
  • Improved and revamped lighting and day & night cycle on all Sandbox Maps

[h3]Stability [/h3]
  • Fixed a crash when using demolish mode during mission cutscenes
  • Fixed a crash when selecting 'Stay on Map' on the Mission Accomplished window after completing

[h3]Mission 04[/h3]
  • Fixed a crash when rotating the camera with the overview panel of the 'Shining Pendulum' flat ride
  • Fixed a crash during the intro sequence of Mission 05
  • Fixed a crash when switching input during a pitch meeting
  • Fixed crashes related to Undo/Redo or Destroy actions
  • Fixed many other random or rarely occurring crashes

[h3]Performance [/h3]
  • Improved performance with certain goals running, e.g. “earn money with Park entrance fee”
  • Adjusted selection outlines material to improve GPU performance
  • Fixed various map sandbox map related performance issues

[h3]Exploration Park[/h3]
  • Fixed an issue where Sofia's labs are not unlocked in 'Exploration Park'

[h3]Mission 01 - Ambitious Beginnings[/h3]
  • Fixed the pointer sometimes pointing to normal tracks instead of chain lift during the tutorial
  • Fixed an issue where "Find track icon on building" goal fails to achieve
  • Fixed an issue where the track icon was not at the correct position
  • Fixed an issue where the game could not progress if the coaster track is placed above 80m
  • Fixed an issue where the camera clips through the terrain
  • Fixed an issue where the initial track height in Mission 01 - Ambitious Beginnings cannot be adjusted
  • Fixed an issue where the sound of the Mission 01 - Ambitious Beginnings intro was out of sync

[h3]Mission 02 - Welcome to Cloudstormer[/h3]
  • Fixed an issue where the "Open crashlander" and "Build and open flat ride" goals automatically fulfills

[h3]Mission 03 - The Dawn of Impossification[/h3]
  • Fixed an issue where Staff salaries are not disabled in the staff roster

[h3]Mission 05 - Duel at the Beaches[/h3]
  • Fixed an issue where the "Delete small rocks" goal gets fulfilled after save/load

[h3]Paths[/h3]
  • Added a new path highlighting system that shows valid and invalid path connections, highlighting points and sections on paths that can be connected to
  • Path visuals and railings can now be changed after placement by selecting them
  • Improved path/queue snapping behavior on ride connections
  • Improved visuals on outside path borders, especially around intersections
  • Improved path placement with gamepad/controller and closer matched it to mouse behavior
  • Inclined curved paths are now maintaining their circular shape
  • Increased the possible incline on suspended paths
  • Fixed various crashes involving path placement
  • Fixed that automated paths are not generated while in precision mode
  • Fixed an issue where benches don't snap to the outsides of generated ride exit paths
  • Fixed an issue where short exit paths on rides lead to the next queue segment not being placeable
  • Fixed an issue where paths do not have the default railing assigned
  • Fixed an issue where auto-placed paths don't match the texture and railings of path they're connected to
  • Fixed an issue where paths would not snap to the grid height
  • Fixed an issue where paths did not always snap to other paths correctly
  • Fixed an issue where suspended path intersections were not connecting properly
  • Fixed an issue where inclining suspended paths resulted in inaccurate “incline is too high” error messages
  • Fixed an instance in which path placement is impossible after loading a save from an older version
  • Fixed path struts reappearing after deleting the path and nearby shop
  • Fixed removed path struts reappearing after loading a save

[h3]Placement [/h3]
  • Added the possibility to add existing objects to an object group while currently editing that group
  • Added hotkeys for actions on placed objects
  • Added hotkeys for directly toggling individual precision modes
  • Added a more flexible way to select individual precision placement modes
  • Added a game option to disable advanced placement options (Gameplay)
  • Added an option to reset any active filters within placement menus
  • Added the missing free rotation circle during placement preview of flat rides
  • Added a numeric display of the current rotation angle when using free rotation
  • Added confirmation pop-up when attempting to delete a ride, shop or facility
  • Improved the cycling through placement modes for gamepad/controller
  • Refined filters in placement menus
  • Adjusted placement of vending machines so they do not create a new object group on placement by default
  • When cloning or moving and having the grid alignment set to object the grid will now be placed at the object that is being moved/cloned
  • Optimized placement performance by only calculating and displaying terraforming cost if placement is possible
  • Fixed an issue where objects were not aligned to the ground when grid height was turned on
  • Fixed various crashes involving placement of rides, shops, scenery objects, etc.
  • Fixed that the PAC-MAN hat shop attractor cannot be selected
  • Fixed undo and redo happening on terraforming outside the play area
  • Fixed an issue preventing from scrolling upwards after adding a maximum number of object tags while using gamepad
  • Fixed rotation button callout and tooltip mismatching 45° and 90° rotations
  • Fixed an issue where snapping to a Flat Ride entrance/exit would not work
  • Fixed an issue where false path collision error
  • Fixed an issue where hovering over suspended path segments moves struts
  • Fixed an issue where Shops and Prefabs don't snap to the path as intended
  • Fixed an issue where attractors lack collision with other game assets
  • Fixed an issue where the precision gizmo was disappearing far behind other objects
  • Fixed an issue where the 'Pac-Man Staff Lounge' does not create an auto path during its placement
  • • Fixed an issue where objects can be placed below the terrain in a way that they cannot be interacted with
  • Fixed shops being closed when replacing with a valid path connection
  • Fixed height snapping not working when grid width was turned off
  • Fixed several glitches on grid visualization
  • Fixed various issues involving placing shops and facilities
  • Fixed an issue where an incorrect message “You can’t make a path before the park entrance” is displayed on creating a prefab containing a park entrance
Shops & Facilities
  • Fixed an issue where impossified shops incur upkeep even when the sandbox parameter Upkeep is set to None

[h3]Coasters[/h3]
  • Added an option to create a coaster prefab in the coaster overview panel
  • Added lights to coaster cars that respond to the day & night cycle
  • Increased the maximum train pass number of the station to 100
  • Increased the maximum launch speed of the station from 40 to 100 km/h
  • Improved the left vertical loop to match its right variation
  • Updated tooltip videos of several modules
  • "Fixed Modules" like forks and filter are now also affected by color customization changes
  • Added missing VFX to the Cannon module
  • Fixed missing collision on several coaster modules
  • Fixed upkeep cost showing incorrect values during impossification
  • Fixed that you can exit the coaster editor without any charges for edits made while in object group editor
  • Fixed an issue where carts enter the elevator module at an inclined angle
  • Fixed an issue where normal tracks could be placed after spring module
  • Fixed an issue where the train merger module don't work if cars are in reverse
  • Fixed an issue where off-rail tracks cannot be placed after placing a manually inverted track
  • Fixed an issue where you are Unable to adjust the height of the 'Cannon' module from higher elevation
  • Fixed an issue where the required speed at which the launcher module operates is missing
  • Fixed an issue where the Goal 'Impossify Flat Rides' was incorrectly satisfied on impossifying an Modular Ride
  • Fixed an issue where the fork module variants are routing carts to the wrong paths
  • Fixed an issue where the hook "Every car for itself" cannot be fulfilled
  • Fixed an issue where the second placement node of the 'Ramp' module is broken after placement
  • Fixed an issue where carts do not crash while in the coaster station
  • Fixed an issue where the maximum height of the track is inconsistent when tunneling is toggled on/off
  • Fixed an issue where the height of the elevator module cannot be increased above the terrain if the first node of elevator is placed under the terrain
  • Fixed an issue where the trajectory of the cannon deformed when aiming the Cannon module downwards
  • Fixed an issue where coaster tracks snap erratically while placing small segments of the tracks near the border

[h3]Flat Rides[/h3]
  • Fixed various issues involving placing flat rides

[h3]Scenery Objects [/h3]
  • Added “animated” tags that was missing for multiple objects
  • Added “rock” tag that was missing for multiple objects
  • Fixed the animatronic interval snapping randomly
  • Fixed an issue where duplicate "Scenery" tags were on various objects
  • Fixed an issue where you were unable to replace modular structures using 'R' key via mouse and keyboard controls
  • Fixed an issue where the 'Rocket Neon Sign' scenery object cannot be selected or deleted after placement
  • Fixed an issue where certain animatronics break the animations of other placed animatronics
  • Fixed an issue where water emitters visually flicker when previewed or placed at terrain level

[h3]Prefabs[/h3]
  • Added a menu to mange prefabs that is accessible through the Pause Menu
  • Added a notification when the name or description of a prefab contains profanities that will be censored
  • Improved the price calculation of prefabs
  • Fixed an issue where it was possible to create a prefab out of an impossified ride and place it again at no construction or amazement cost
  • Fixed an issue where the prefab creation panel does not close on selecting 'Save' the panel after editing
  • Fixed an issue where placing toilet prefabs resets the fee of the previously placed toilet

[h3]Staff [/h3]
  • New Staff Order functionality: Mechanics and Janitors can now be sent to rides, shops & facilities via a new button in the detail panel of the ride, shop/facility
  • With the new staff order button, rides, shops & facilities being targeted by staff members already are now easier recognizable
  • Added an icon to easier recognize idling staff members
  • Improved the visuals of the paramedic duties
  • Added facial animations to Paramedics and Janitors
  • Fixed that certain impossified costumes are not selectable after impossifying an entertainer
  • Fixed that the animation for impossified Entertainers happen by changing the costume without impossification
  • Fixed Janitors having two gears equipped after impossification
  • Fixed color customization becoming unresponsive after changing the costume or headgear of staff members
  • Fixed entertainers not being centered on entertainment points
  • Fixed an issue where staff members can be hired again even after reaching the daily limit and then after loading into a saved game

[h3]Visitors [/h3]
  • Fixed an issue where visitors board modular rides incorrectly
  • Reduced timer in which visitors are looking for ATMs
  • Increased visitor’s starting wallets
  • Decreased decline rates for food and drink needs
  • Increased the maximum visit duration
  • Visitors now pay for ATM service AFTER withdrawing money
  • Fixed visitors occasionally not boarding continuous rides correctly
  • Fixed the “focus on structure” button not focusing on the correct ride while in queue of a coaster
  • Fixed an issue where visitors were seen floating under/above paths from a far distance
  • Fixed an issue where visitor groups were noticing that a ride is closed/broken and generating a thought about it but walked to it anyway
  • Fixed an issue where visitor's energy is not recovered correctly when using benches
  • Fixed visitor preferences not updating correctly when enabling/disabling trending items in shops

[h3]Terraforming [/h3]
  • Added additional water variants to terraforming brush
  • Fixed that the water placement cursor remains after closing the terraforming panel
  • Fixed land extension outlines not being visible when terraforming
  • Fixed flatten brushes disappearing under water

[h3]Park Management [/h3]
  • Improved late game balancing and overall game progression through park levels
  • Increased amount of expected ride visits for park levels 11 - 13
  • Tweaked the overall visitor cap values and reduced the visitor caps of higher park levels
  • Improved the distribution system based on ride utilization (Patch 1.4.0) to also take queue capacities of rides in the park into account
  • Reduced upkeep of vending machines
  • Set balloon shop to be liked by adults
  • Set Himalayan Adventure to be relished by teens
  • Added low, medium and high nausea tags to Flat Rides
  • Fixed occurrences of stuck visitors on rides and in queues
  • Fixed an issue where the regular earnings values don't match with the sum number in the finances screen
  • Fixed an issue where the last team goal fails to trigger after completing 4 goals associated with any of the 4 characters

[h3]Heatmaps[/h3]
  • Added a heatmap for visitors searching for ATMs
  • Selected heatmaps are now saved on leaving the heatmaps overlays and opening them again
  • Fixed an issue where benches are not colored in the Energy heatmap

[h3]Filtering System[/h3]
  • Removed "Aid Station" Tag from First Aid Sign

[h3]Camera [/h3]
  • Fixed first person camera occasionally clipping through visitors
  • Fixed camera clipping out of the world after being in first person camera while staff members rest in a lounge
  • Added missing button callout for moving the camera while in precision camera
  • Fixed an issue where the camera movement is locked while placing a coaster track at maximum height

[h3]Undo/Redo[/h3]
  • Fixed various crashes involving undo/redo
  • Fixed an issue where the core facility is removed from the Object Group on performing Undo/Redo

[h3]Save Game[/h3]
  • Automatic milestone save games are now limited to one per mission playthrough
  • Automatic save games are now delayed until placement/pitch meetings/cinematics are completed to avoid occurrences of save game issues
  • Fixed various crashes involving loading and saving the game
  • Fixed an issue where you were unable to load a save file with a coaster after already having loaded once in the current session
  • Fixed an issue where visitor get stuck in shop queues after loading a save game
  • Fixed an issue where milestone 1 of the Exploration Park fails to accomplish after loading into a save game
  • Fixed an issue where autosaves are not generated upon completion of milestones

[h3]Visuals [/h3]
  • Fixed an issue with the Bubbly Balloons and Yeti Flat Ride Materials
  • Fixed missing textures for impossified Haunted Mansion flat ride

[h3]Options [/h3]
  • Fixed that “Frame Rate Limit” does not change if “Vertical Sync” is turned off
  • Fixed “Invert Mouse Panning” option not working unless it is toggled once
  • Fixed input prompts for mouse and keyboard showing even when disabled in accessibility settings

[h3]Gamepad[/h3]
  • Fixed an issue where the player is unable to access optional goals with gamepad under certain conditions
  • Fixed an issue where the player is unable to place entrance/exit after cancelling the path placement using gamepad
  • Fixed an issue where the off-rail track's height can be adjusted using Gamepad
  • Fixed an issue where the height of a track/module increases simultaneously while selecting a node of a track via gamepad
  • Fixed an issue where the dynamic cursor fails to stick to the center of the screen while panning the camera close to any uneven terrain via gamepad
  • Fixed an issue where the precision mode tools are not working as intended with the gamepad while the camera is set to precision mode
  • Fixed an issue where the sounds on hovering over some UI elements did not work
  • Fixed missing button callouts

[h3]Campaign Menu[/h3]
  • Added a new tab for DLC missions

[h3]Sandbox Menu[/h3]
  • Added two new tabs for DLC Sandbox maps and Community Parks
  • Added a new setting specific to Community Parks to start the map with all rides & facilities closed

[h3]Help Center[/h3]
  • Added new help screens around Community Content
  • Fixed and updated various help screens in the help center

[h3]UI [/h3]
  • Changed tab icons in Goals Screen to match the icons of the corresponding goal type
  • Fixed a wrong button callout in the park management research screen
  • Fixed an overrun issue on several languages for the mission 03 milestone summary
  • Added separators to Pause Menu for better readability
  • Fixed an issue where the background is not blurred and you can access other elements of the game when any panel is active in the foreground
  • Fixed an issue where the cost/price tooltip for all the Flat Rides, Shops & Facilities and Modular Rides are not displayed while in placement preview mode (M&K)
  • Fixed several localization issues and missing localizations in all languages
  • Fixed minor typos in all languages

[h3]PC System[/h3]
  • Reduced loading times on game start

A new Patch, DLC1 and Park sharing coming soon.

[h3]Enjoy major updates with Patch 2.0 which will give you a brand new experience. Upload your creations or enhance your park with creations of others thanks to Park & Prefab sharing.[/h3]

[previewyoutube][/previewyoutube]
[h3]Make sure to check out the 1st DLC "Beyond eXtreme" with an inverted rollercoaster, new impossification, metal T-Rex and his friends, and more! 🎢[/h3]

https://store.steampowered.com/app/1368130/Park_Beyond/

Park Beyond 1.5.0.142074 - Patch 4

General

Comment from the Dev team:

Based on community feedback, it was noted that our trains have a lot of friction. They lose speed faster than they should. We've learned that this was due to the train's roll resistance being higher than it should. In preparation for our upcoming sharing features, we wanted to improve this. As such, we've set this back to a normal level and think the result feels good.

However, we don't want to accidentally break your existing coasters. Therefore this change will only apply to newly placed coasters.

If you saved any coasters as prefabs before this patch and place them after this patch, you may notice buggy looking behaviour. Simply open the coaster editor and run the course test again, afterwards the coaster should work as normal again and you can overwrite your old prefab.
We hope this is a positive change and are looking forward to your feedback.


Content
• Added PAC-MAN Prefabs (Bubble Tea, Candy Apple, Cocoa, Coffee, Ice Cream, Pattisserie and Staff Lounge)
• Added PAC-MAN coaster cars
• Added multiple new free prefabs
• Added new Sandbox settings including an option for unlimited Amazement
• Added a pop up at game start regarding the balancing adjustments and how to apply them to older save games

Stability
• Fixed a crash on using undo and redo for paths
• Fixed a crash related to the visitors leaving the park
• Fixed a crash on using interaction stands
• Fixed a crash related to the janitor’s pathfinder
• Fixed a crash relating to modular structure placement
• Fixed a crash that sometimes occurred on starting the game
• Fixed a crash due to certain LODs not being loaded
• Fixed a crash when firing staff while editing their color at the same time
• Fixed a crash when connecting paths to a coaster
• Fixed a crash when placing water at the same spot multiple times
• Fixed multiple instances of freezes occurring during path placement
• Fixed multiple random path placement crashes
• Fixed a crash occasionally happening in the coaster editor
• Fixed a crash and multiple issues related to group hierachies, object counts and multiple groups
• Fixed more random crashes

Performance
• VFX improvements on multiple Flat Rides
• Optimized shaders to improve performance and memory usage
• Removed unused movie files to reduce installation size
• Fixed animated meshes stuttering even when performance is fine otherwise
• Foliage scalability setting now affects background foliage density consistently in all maps
• Improved Performance in CPU-bound situations

Visuals
• Restored waterfalls on the mysterious ruins flat ride
• Increased shadow draw distances to up to twice the previous distance

Save & Load
• Fixed the HUD displaying January 1 after loading a save

Park Management
• Amazement now scales with mission and sandbox difficulty settings
• Improved the Profit heatmap for clear difference between profit-making and loss-making structures
• Changed the Souvenir heatmap to show visitors that do not seek sounvenirs yet to be displayed grey instead of red
• Fixed an issue where bankruptcy is not triggering correctly

Mission 03
• Increased size of mine shaft and removed floating assets from Ghost Town

Mission 04
• Fixed a bug in which challenge stands for impossified coaster hooks cannot be completed
Exploration Park
• Fixed the challenge stand to hire 3 Entertainers and place 3 entertainment points no longer updating after loading

Gamepad
• Fixed an issue that made it impossible to hire staff on accessing the Park Management screen
• Fixed options in the background being accessible while in color selection

Paths
• Added an option to automatically toggle paths
• Fixed some instances of suspended paths appearing with a duplicated grounded path
• Improved the look of suspended path supports
• Fixed an issue when switching paths and groups

Placement
• Fixed that placement settings were not saved and reset to default when placing another object
• Added the possibility of switching between different grid alignments while using Grid Placement
• Fixed a bug when rotating with object space
• Fixed that you can place core shops inside other core shops of prefabs
• Fixed free rotation having issues when used in object space or group space on uneven surfaces
• Fixed the ride camera interfering with demolish mode under certain conditions
• Fixed the minecart animatronic not being selectable
• Fixed double clicking in group edit mode exiting the edit mode
• Fixed that specific prefabs cannot be moved anymore after placing them
• Fixed an issue where objects jump between different locations while rotating
• Fixed that clone and move does not work in precision mode with grid enabled

Undo/Redo
• Fixed that visitors won’t use rides after undoing a demolish

Flat rides
• Fixed VFX continuing playing while the ride is closed

Coasters
• Lowered the roll resistance coefficient for coasters
• Fixed that occasionally coaster nodes have different sizes
• Fixed that the safety test sometimes incorrectly updates while in showcase mode
• Fixed the animation of safety bars on the cars opening and closing not showing
• Fixed the elevator module only working with chain lift and not with normal tracks
• Fixed instances in which the vertical lift and the elevator module would get stuck
• Fixed some teleportation issues for the vertical lift and elevator module
• Fixed an issue where the car speed is locked for the rest of the run after going through the vertical lift or elevator module
• Fixed trains getting pulled to the elevator module after sliding back if the elevator is uphill
• Fixed trains getting stuck when entering the fork module while being split
• Fixed that you cannot fully color customize prefab coasters
Shops & Facilities
• Attractor effects for fun and amazement now also apply to queuing visitors
• Adjusted the duration of amazement effect of shop attractors
Visitors
• Improved visitor animation transitions for running
• Adjusted the timer in which visitors are looking for ATMs

Staff
• Fixed an issue for staff A-posing when waiving impossification mode
• Improved Janitors to no longer miss nearby trash or litter
• Fixed incorrect tasks being shown after hiring new staff
• Fixed staff members having wrongly generated names
• Fixed costume icons not getting shown when impossifying an entertainer for the first time
• Fixed the positioning for mechanics when repairing or maintaining rides

Camera
• Fixed multiple instances on agent and camera behavior

UI
• Fixed a missing string table when hovering a specific icon in the credits
• Fixed incorrect jump targets in the Shops and Facilities Management Screen
• Milestones in pitch meeting recaps are now selectable with gamepad

Park Beyond 1.4.0.140024 - Patch 3

Patch 1.4.0 includes a number of changes in response to various feedback voiced by the community about parks eventually becoming unprofitable and level of difficulty in missions. After some initial balancing changes in Patch 1.3.0 we have worked on additional balancing adjustments and systemic changes for this patch. Please note that for most of these changes to take effect, you will need to restart the mission in which you are facing issues. If you are playing in sandbox mode and want to keep your park - replace your flat rides and update your coasters (going into edit mode once).
  1. Visitor's Ai has been revamp to make better usage of rides and shops. With this system, we are specifically addressing rides becoming under-utilized for no apparent reason. The system helps maintain the profitability of the rides in your park.
  2. Visitors of your park are now able to run to their goals under certain conditions. This change addresses issues with long walking distances in larger parks as visitors will be able to reach their goals up to two times faster now, which resolves in Visitors being more spread out through the park. Visitors will run to their first ride visit in the park, to newly opened rides, to remote rides, and in very urgent cases to certain facilities.
  3. We softened the impact of the cleanliness rating on the fun generation in your park which will make it easier to progress to higher park levels and reduce the overall progression difficulty.
  4. Coasters and especially the Wide Coaster type received balancing changes which will now attract more visitors to your park.
  5. We addressed and balanced the difficulty of specific missions and milestone goals for "Mission 5 - Duel at the Beaches" up to "Mission 8 - Top of the World".

We look forward to receiving your feedback based on the changes and their impact on the financial success of your parks. Thank you! - Limbic Entertainment Game Design Team



Stability
  • Fixed a crash on connecting the exit path to a main path for Flat Rides
  • Fixed a crash on placing "Zombie Outbreak" flat ride and leaving it idle for a short time
  • Fixed a crash on hovering over the queue path near the prefab coaster "Highway Shuffle" in Mission 03 - The Dawn of Impossification
  • Fixed a crash on attempting to replace any prefab shops
  • Fixed a crash on adding two or more modules while editing a coaster prefab that has already been placed
  • Fixed a crash on selecting "No" in the save ride confirmation window for a transportation ride
  • Fixed a crash on hovering the preview of the flat ride "Clockwork Carousel" after loading into a saved game during milestone 3 in Mission 4 - An Eye For Details
  • Fixed a crash on placement preview for the facility "Luxury Toilet" while the game is paused
  • Fixed a crash on attempting to clone the 5 different park entrance prefabs simultaneously us-ing box select
  • Fixed a crash on navigating through the help center while viewing all the tips in an order from the beginning
  • Fixed a crash on performing "Undo" & "Redo" while impossifying a prefab shop using Mouse and Keyboard
  • Fixed a crash on leaving the game idle for more than 1 hour after a maintenance failure in "Ex-ploration Park"
  • Fixed a crash on performing undo redo after deleting the cannon module
  • Fixed a crash on attempting to delete the pre-placed porta-potties in Mission 03 - The Dawn of Impossification
  • Fixed a crash on running safety test for the preplaced coaster on the "Exploration Park" map
  • Fixed a crash on leaving the game idle for 45 minutes in the "Exploration Park" map
  • Fixed a crash on placing "Copper trash can"
  • Fixed a crash on leaving the game idle for 20 minutes with the coaster prefab panel active in the "Exploration park" map
  • Fixed a crash on loading an auto save game the "Abandoned Island" map
  • Fixed a crash on attempting to connect queue path of placed coaster prefab "Loop the Loop"
  • Fixed a crash on using the painting tool "Cherry Blossom" on the "Dragon Nest" map
  • Fixed a crash on building a small park and leaving the game idle for more than 10 hours on the "Welcome to Cloudstormer" sandbox map
  • Fixed a crash on attempting to select the Ferris Wheel in the "Welcome to Cloudstormer" sandbox map
  • Fixed a crash on selecting to connect the queue path of the "Wheel of Love" on the "Dragon Nest" sandbox map
  • Fixed a crash on placing more than 60 "Lollipop Fountain" scenery objects
  • Fixed a crash on attempting to place the flat ride "Pirate ship" in Mission 7 - A Tale of Two Theme Parks
  • Fixed a crash on leaving the game idle for 5 mins after choosing "Continue playing" in the con-gratulation pop-up window in Mission 3 - The Dawn of Impossification
  • Fixed a crash on pressing "Done" after constructing a transportation coaster
  • Fixed a crash on selecting "payoff' from the loans tab in the park management menu during milestone 5 in Mission 08- Top of the World
  • Fixed a crash on consecutively selecting "no" and confirming "yes" to the confirmation prompt undo changes in the coaster editor
  • Fixed a crash on attempting change the station size using "X" after performing undo redo ac-tion on gamepad
  • Fixed a crash while terraforming by using push terrain in the "Sounds of the Sea" sandbox map
  • Fixed a crash on attempting to paint the terrain using "Smooth Limestone" in the map "The Meander"
  • Fixed a crash on attempting to connect the entrance queue path to the main path during the milestone 02 in Mission 03 - The Dawn of Impossification
  • Fixed a crash on impossifing the "Gyrospin" flat ride during milestone 4 in Mission 7 - A Tale of Two Theme Parks
  • Fixed a crash on selecting the cannon module from in Mission 02 - Welcome to Cloudstormer
  • Fixed a crash on leaving the game idle after invoking the pause menu for more than 20 minutes in Mission 6 - Taken at the Flood
  • Fixed a crash on placing the entrance queue path of the "Wheel of Love" on the "Exploration Park" map
  • Fixed a crash on attempting to place the "Ring of Fire" during milestone 04 in Mission 8 - Top of the World
  • Fixed a crash on cloning multiple flat rides together that were placed one on top of another on the "A Tale of Two Theme Parks" sandbox map
  • Fixed a crash on placing a "candy apple" shop during milestone 4 in Mission 8 - Top of the World
  • Fixed a crash when using the node insertion widget in the coaster editor
  • Fixed a crash on height adjust while moving camera to ground
  • Fixed a crash in Mission 06 when hovering a shop over old Cannon Forge
  • Fixed a random crash relating to litter objects
  • Fixed a random crash when loading
  • Fixed many other random crashes
Performance
  • Fixed an issue where the FPS dropped drastically after multiple thousand visitors entered the park on specific hardware setups
  • Optimized some fountain VFX
  • Setting up limitations for failures & outage VFX
  • Optimized animation shadow rendering on medium and high settings
  • Reworked group edit mode material to reduce GPU cost
  • View Distance now affects the voxel world LOD distances to reduce memory usage on lower graphics settings
  • Fixed AA quality being changed when the quality settings as a whole are changed
  • Simplified materials and reduced shader memory usage
Save & Load
  • Fixed an issue where flat rides lost their custom name on save/load
  • Fixed an issue where visitors in the park remain on re-editing a transportation ride after save loading into the map
  • Fixed an issue where coasters remains stuck with visitors in it after loading a save game
  • Fixed an issue where "Entrance" and "Exit" paths of coasters were deformed on loading after using "Pull/Roughen Terrain" terraforming action around them in any map
  • Fixed an issue where struts of some flat rides disappeared after loading a saved game
  • Fixed an issue where grass was floating above the terraformed cavity after loading a saved game
  • Fixed an issue where the coaster status changed from Open to Closed on loading a saved game
  • Fixed some rides not getting visitors after loading a savegame
Balancing
  • Tweaked experience reward values for paramedics' duties
  • Flattened the coaster costs so that their costs and upkeeps are more consistent
  • Added spawn waves for 2nd, 3rd, etc. roller coasters being opened
  • Adjusted default fee of flat rides so that they achieve 100% upkeep and 50% profitbaility goal on 75% utilization
Mission 2 - Welcome to Cloudstormer
  • Fixed an issue where the goal "Connect the marked attractions and shops to the park entrance using paths" accomplishes incorrectly on deleting the placed path after loading a save game
  • Fixing small focus issue in the pitch meeting
Mission 3 - The Dawn of Impossification
  • Fixed an issue where visitors are not spawned upon deleting and reconnecting the entrance path
Mission 4 - An Eye For Details
  • Changed LOD on some cliffs
  • Fixed some water planes
  • Added challenge "park entry fee"
Mission 5 - Duel at the Beaches
  • Adjusted milestone reward for difficulty balancing
  • Added staff impossification hint after received impossification charges
  • Added "transportation ride" challenge to the 1st group of unlocked challenges
Mission 6 - Taken at the Flood
  • Hiding clouds in the intro and outro
  • Staff Endurance is set to two times instead of three times
Mission 7 - A Tale of Two Theme Parks
  • Fixed an issue where the HUD disappeared after hemlock's cutscene when the mission was completed
  • Adjusted milestone reward for difficulty balancing
  • Added shop impossification hint after received pencil charges
  • Added a better subsidy for the case that the player chooses the rebate option in the pitch meeting
  • Requiring 6 lab expansions instead of 7 in milestone 4 to reduce difficulty
Mission 8 - Top of the World
  • Fixed an issue where visitors are stuck near the park entrance
  • Fixed an issue where the milestone 4 reward "Free Lab Expansions" is not available to unlock after completing it
  • Minor notification fix: Sofia's first comment about platform being built won't be shown if a platform has already been built once
  • Milestone 3: reduced check from 95% happiness to 90% to reduce difficulty
  • Milestone 5: reduced check from $10,000 to $5,000 monthly income to reduce difficulty
Exploration Park
  • Now incrementally enables theme research collections over milestone progress
  • Replaced some path segments that were causing pathfinder issues for visitors and staff

Sandbox Maps
  • Fixed water issue on "Canvas of Creativity"
  • Background cliff material changes and some foliage fixes on "Sounds of the Sea" and "The Peninsula"
  • Fixes to background bugs on "Mountain Village"
  • Fixed visual bugs in "The Oasis" background
  • Disabled contact shadows on the background meshs on "Wind Sculpted Colossus" to avoid black splotches
  • Fixed ocean plane in "Sounds of the Sea"
  • Fixed black objects on "Emerald of the Ocean"
Gamepad
  • Fixed an issue where multiselect mode was activated during path placement preview mode via gamepad
  • Fixed and issue where it was not possible to place structures in precision camera mode via gamepad correctly
  • Fixed and issue where the game freezes for a few seconds and FPS drops drastically on navi-gating between tabs under coaster selection panel via gamepad
  • Fixed and issue with being unable to select the track icon in the coaster editor with a gamepad
  • Fixed an issue where "Reasons To Leave" info in the Visitors tab does not update dynamically while hovering over it in Park Management screen via gamepad
  • Fixed an issue where the functionality of D-pad buttons are inverted while accessing visitor's thoughts under Park Management
  • Fixed an issue with being unable to select an asset in an object group consisting using Gamepad
Paths
  • Improved path height adjustment to match the same UX as in the coaster builder by hiding cur-sor and adding moving up and down arrows
  • Added "Follow Terrain" setting, replacing it with "Tunnling" setting
  • Fixed an issue where path shortening was not working
  • Improved path input handling on mouse and gamepad
  • Fixed path height adjustment not working on top of water
  • Improved path bounding box calculation
  • Fixed grid snapping not working on idle path operation
  • Fixed path height adjustment arrows now animating in build
  • Improvement to paths below overhangs
  • Increased path height adjustment speed
  • Fixed offset between mouse cursor and path endpoint on inclined terrain
  • Fixed accumulated height adjustment offset issue
  • Fixed height adjustment arrows on paths remaining after undoing a path placement
  • Fixed path segments disappearing after cancelling a path operation while height adjusting
  • Fixed path segments disappearing when spamming Shift
  • Fixed minimum path length being applied on path segments below low suspended paths caus-ing issues
  • Fixed an issue where it was not possible to connect a path towards the path of the park entrance
Placement
  • Add/remove and invert now also work with box selection.
  • Added the ability to start placement actions like Move and Clone immediately in Precision Placement mode
  • Added Grid Opening Styling for Placeables
  • Added remember scale setting
  • Added a scale randomizer functionality
  • Fixed object scale reverting back to 100% on moving and cloning
  • Removed non-working options from foliage
  • Enabled the placement options Object Stacking, Surface Angle by default
  • Added functionality to retain chosen filter settings when closing placement menus (until the end of a game session)
  • Fixed an issue with being unable to select some structures after placement while in precision camera mode
  • Fixed an issue with being unable to elevate objects in "Precision camera" via gamepad
  • Fixed an issue where modular structures fail to snap to each other on the map "Nature Heav-ens"
  • Fixed an issue where "Path Width" option is greyed out in placement settings for exit paths af-ter placing entrance queues of rides
  • Fixed a graphical corruption during placement preview of some modular structures and scen-ery objects
  • Fixed an issue where the "Object Collision" error message is displayed on attempting to place any object group with "Scenery object" or "Modular Structures"
  • Fixed an issue where grid width lines are not displayed properly for assets
  • Fixed an issue where all "Archway" Scenery Objects incorrectly snaps to paths
  • Fixed an issue where some assets disappear while performing the undo/redo action during its preview
  • Fixed an issue where prefab shops multiply after multiselecting one and cloning them
  • Precision gizmo components are now always aligned towards the camera
  • Fixed a bug where structures are placed when short pressing on the precision widget
  • Fixed precision widget highlight bug
  • Fixed terrain deformation under various buildings on placement
Groups & Prefabs
  • Fixed an issue where objects and visitors were incorrectly displayed as object group
  • Fixed modular structures becoming greyscale when changing materials while in group edit mode
  • Added an Object Group Content Limit of 2500
  • Fix for translation gizmo not being available in edit mode
  • Fixed placement gizmos appearing black and white in group edit mode
Undo/Redo
  • Fixed an issue where the cannon module was visually deformed after performing undo func-tion
  • Fixed an issue where the undo/redo function is not available after entering the ride camera mode while in coaster editor
  • Fixed an issue where object group assets revert back to single asset on performing undo/redo after demolishing the object group
  • Fixed an issue where terraformed land does not restore after performing undo/redo while in track placement
  • Fixed an issue where incorrect cash amount is added on performing undo/redo for a coaster prefab
  • Fixed an issue where the last track segment is missing after changing the station size below 5 and performing undo/redo
  • Fixed an issue where the camera snaps on to the tracks in precision mode on performing Un-do/Redo
  • Fixed an issue where undoing the demolish of a coaster would not make it accessible for visi-tors again
  • Fixed undo/redo failing to function after demolishing any DLC asset followed by undo/redo
Coasters
  • Changed the default and max train size of the wide coaster so that there are less cars in the train to improve profitability of wider coasters in general
  • Fixed an issue with being unable to navigate and select certain settings of some modules via gamepad
  • Fixed an issue where wide coasters went under the terrain during placement preview on select-ing move/clone option after save/load
  • Fixed an issue where track placement mode exits when ghost train test fails during track placement preview
  • Fixed an issue where Off-Rail tracks were not reverting back to "Normal Tracks" on raising height
  • Fixed an issue where cannon tracks are not properly connected
  • Fixed an issue where the tracks of the coasters are visually broken in the preview while chang-ing the height
  • Fixed an issue where the station is deformed after performing undo redo while in change sta-tion size preview
  • Fixed an issue where the test ride of the prefab coaster "Highway Shuffle" fails on toggling the "Supports"
  • Fixed an issue where cloning a coaster does not reset the cloned coaster’s maintenance to de-fault (100%)
  • Fixed an issue where the tracks connected to the cannon module is visually misaligned in coaster movement preview
  • Fixed an issue where visitors get stuck in the queue of the a coaster on exiting the "Coaster Ed-itor" mode while visitors are onboard
  • Fixed an issue where the "Out of Order" hook gets fulfilled on using "Off-rail" tracks
  • Fixed an issue where the track fails to snap to the station after placing the last node at a high elevation from the station
  • Fixed a bug where the motorcycle car style on the wide and wild mouse coaster wasn't using the right visitor animations
  • Fixed the highlighter in the place prefab panel disappearing after selecting any prefab in the coaster editor
  • Fixed cases of visitors standing in seats of coasters
  • Fixed an issue where transportation rides with multiple coaster stations would incorrectly open
  • Fixed multiple exploits when modifying existing coasters
  • Fixed an issue with the elevator module turning negative when it is placed close to the terrain
  • Improved first person coaster ride camera
  • Fixed an issue around visitors getting stuck after adjusting transportation rides
  • All wide coasters will have the duck cars by default in celebration of the Bloody Quackers community coaster
Shops & Facilities
  • Fixed the work mode being affected the the "Sync All" option
  • Fixed the upkeep cost of the PAC-MAN Souvenir Shop being zero
Park Management
  • A system now ensures a more even distribution of visitors across the rides in the park depend-ing on visitor preferences and ride utilization
  • Improved cleanness fluctuations having a growing impact on the Appeal calculation
  • Removed most/least sold items info
  • Fixed critical happiness leave park visitor goal spam
Visitors
  • Implemented "running" behavior on visitors who will now run to the first ride they visit, newly opened rides and depending on certain needs conditions
  • Improved cases of sliding visitors during transitions into and out of queues
  • Changed the wording of the ride queue full thought to be more precise on the fact that the queue path should be longer
  • Fixed an issue where rides were not being recognized by visitors under certain conditions
  • Fixed an issue where visitors were stuck on the entrance path of flat rides after attempting to replace it
  • Fixed an issue where visitors were stuck at random locations near shops or rides, preventing others from moving in the map
  • Fixed an issue where visitors enter the flat ride through the exit path upon deleting and placing a new flat ride connected to the deleted ride’s path
  • Fixed an issue where incorrect info on visitor needs is displayed on selecting any "Reasons" un-der the visitor's tab in the Park Management menu
  • Fixed an issue where visitors do not use the intersection path if the original path was deleted even though it looks visually connected
  • Fixed visitors walking to odd locations to enter a ride queue
  • Fixed visitors walking up and down on shop queues and ride exits and getting stuck
  • Fixed visitors considering a transportation ride only as a normal coaster
  • Fixed visitors occasionally puking shortly after entering the park
  • Fixed multiple instances in which visitor would spam the "cannot reach ... anymore!" and visi-tors getting stuck
Team Goals
  • Fixed an issue where team goals did not trigger after completing ones associated with any of the three characters
Staff
  • Fixed an issue where impossified entertainers are stuck in the t-pose after swapping the staff while in the first person staff camera
Camera
  • Fixed an issue where the camera clips into the ground while panning down in certain maps
  • Improved precision rotation with mouse
Help Center/Tutorialisation
  • Fixed an issue where the incorrect image was displayed in Help Center for "Entertainers" under "Staff"
  • Added tips regarding item trends, transportation ride and shop work modes
Scenery Objects
  • Fixed an issue where some scenery objects are not selectable after placement
  • Fixed an issue where the animation for "Speaking Mirror" scenery object is missing
Color Customization
  • Fixed an issue where color customization was not work for animatronics
  • Fixed an issue where customized colors on scenery objects and shops change to default color while in preview mode
  • Fixed prefab textures not being saved
Impossification Mode
  • Introduced different icon colors depending on the impossification items
UI
  • Fixed an issue where the button callout for Up/Down was missing in precision mode
  • Fixed an issue where no confirmation pop-up is displayed when deleting objects via demolish mode
  • Added Icon for Teamgoals with High Five
  • Improved park level display
  • Improved time stats
  • Fixed name display in shops&rides screen
  • Updated coaster current accident
  • New Icon for Shop Attractor Tab in Detail Panel
  • Small alignment adjustment for Staff Impossification detail display
  • Button for choosing the entertainer's costume is properly clickable now
  • Added a Delete icon for savegame entries
  • Fixed the invert axis settings to work with gamepad
Visuals
  • Fixed broken LODs on lower view distance settings
  • Added the level Up VFX for the entertainers
  • Added Impossification VFX for the staff members
  • Fixed positioning of items in the vending machines
  • Fixed flat ride placement preview's lights not reacting to the time of day
  • Adjusted puke cloud material to react correctly to the environment lighting
Audio
  • Fixed an issue where audio corruption occurs when multiple FRs encounter catastrophic failure
  • Fixed coaster SFX spamming
  • Adding fork module event
  • Fixed volcano VFX audio setup (correct loop behavior and spawn time of audio particle)
  • Optimised Voice limitations
Content
  • Added the Bloody Quackers Community Coaster
  • Added several tags in preparation of the sharing feature
Other
  • Updated credits
  • Localization update with miscellaneous localization fixes

Park Beyond 1.3.1.139008 - Hotfix 5

Hello everyone!

We've just released Hotfix 1.3.1.

This hotfix mainly addresses fixes for issues that occurred after Patch 1.3 was released like:
  • Coaster getting stuck after loading a save game.
    Some fixes with the Undo/Redo system
    And some minor path and coaster fixes

Currently we are working on the bigger patch 1.4. This one comes with a large number of improvements and fixes. Stay tuned for more positive updates coming your way!

However, if this patch doesn't help or if you have other bugs or problems with the game or purchase that you need to report, please contact our friendly customer support team at the following links!

US/CANADA/LATAM Support - https://support.bandainamcoent.com/hc/en-us
EU/EMEA Support - https://service-en.bandainamcoent.eu/app/list/p/9653/PARK%20BEYOND

    Save/Load
  • Fixed coasters getting stuck with visitors in them when loading a save game – For this fix to be effective it’s required to re-open the affected coasters and re-save the existing park
    Undo/Redo
  • Fixed an issue where Undo/Redo only works on the first cloned object after cloning a placed scenery object or modular structure
  • Fixed several issues with Undo/Redo of path placement affecting dropped litter and the pathfinder for visitors and staff
    Paths
  • Fixed multiple issues where deleting a path could delete litter on another path
    Coasters
  • Fixed rides getting stuck when entering and exiting the ride editor at random times
  • Fixed wrong starting positions on coaster prefabs
  • Fixed coaster prefabs sometimes getting stuck after a complete run
  • Fixed trains rolling back on slopes in front of elevators or not being held when there is a chain lift