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August 2020 Update

August, a hot summer month and the host for our latest update! Wrapping up this cycle today we're getting out a lot of fixes, stability, and some quality of live additions while we're also working on SimCasino. If you haven't heard of SimCasino yet be sure to check it out over here!

[h2]Developer Live Stream[/h2]We'll be hosting our typical fire-side live-stream next weekend, to answer questions and just have some fun with the community.

[h2]Patch Notes - Notable additions[/h2]
[h3]Remote walking gates![/h3]
    Sometimes you may want your terminal to be small and have several gates in front of it - all reachable by walking from the terminal to the gate - just like the low cost airlines often do!

    This is now possible! Remote gates can now be switched between the bus mode (having a road in front of them) and walking mode (having a sidewalk in front of them). To switch the mode just click the gate and select the "Switch Mode" button. You'll get different requirements for both and the game only displays the problems for the current mode. Once switched just connect the gate's "terminal side" to a door in the terminal. You can use Sidewalk, Crosswalks, and any modded material that is set up for usage in the secure area (check the Workshop and take a look at the flooring mods).

    One building idea from our side: You can put these walking gates just a little further than you'd usually place a terminal gate and add remote bus pickups. This way you can combine remote bus gates and remote walking gates all on one terminal front! Be sure to share a screenshot of your layout with us!

[h3]Underground Roads[/h3]
    Roads can now be placed underground and can tunnel under existing structures.

    Usually, this would be a small point but we wanted to share that this one is a point where you guys changed our minds! When adding a new feature we try to make it some challenge or add some gameplay relevant aspect to it, it should always be a task to work with but we're not always right on making that "task" fun. With underground roads not being able to tunnel under existing structure we hit one of these challenges that just didn't fit. Based on your feedback, in the forums & during live-streams, we went ahead and removed this restriction completely for both roads and road ramps!

[h3]Notification System[/h3]
    We've added some smaller notifications to help you in day to day gameplay or just show you something that may get missed for a veteran player or a new player doesn't know about.
  • Transport Capacity: Lets you know when the transport capacity has been reached (and passed) and pax may not be able to get to your airport. Will open the transports and deliveries section when clicked.
  • Kitche problem: Sometimes we miss an object or don't remember to get stock into the kitchen, this notification will let you know when an order could not be fulfilled. Will go to the kitchen and open the kitchen's overview when clicked.

[h3]UI Improvements[/h3]
    We went ahead and tweaked some of the UI, notably three smaller changes:
  • The save game UI will now use your last save name even if you expanded your airport.
  • Sections on the grants UI now better fit their content mostly removing scrolling on the track list and the track description.
  • The perfect ops detail overview will give more details on why, when and where a plane was delayed or a passenger missed their flight.

[h3]A few words to you![/h3]
    We just want to say thank you! Thank you for your commitment to us, our community and for helping us out with feedback and reports.

    We're always happy to talk with you - whether it's on the forums, Reddit, Twitter, Discord or on our live streams - you guys are the reason we're where we are today. We'd also like to take a second to get a big thanks out to everyone creating mods in their free time for others to have fun with! We, along with the community, appreciate your efforts tremendously -- we love seeing all the awesome new stuff you guys put out -- thank you!

    We hope to chat with you on our next live stream, stay safe and keep on building!


[h3]Full change log[/h3]
  • Add a new mode to the remote gates, they now support Bus and Walk mode.
  • Add crosswalk to allowed walkable space in the secure area.
  • Fix several sector reachability error situations that would end up with sectors showing not accessible even though they are.
  • Remove tunneling restriction when placing roads underneath existing structures.
  • Add option to ignore admin requirements to the sandbox menu.
  • Fix instant build not costing money.
  • Fix zone texts sometimes ending up bigger than expected.
  • Fix garbage trucks sometimes getting stuck when a trash bag is moved into a container while already on the list of tasks for the truck.
  • Fix cost display for moving walkways when placing while some material is in storage.
  • Fix sandbox menu trying to save the size making the text disappear.
  • Fix nullref that could cause issues related to crosswalks (i.e. having 10 dismantle buttons on the selection dialog).
  • Expand checks on parking lots to specifically check for spawn/despawn connectivity to prevent stuck cars.
  • Fix tooltip not disappearing when right-clicking with some tools active.
  • Fix runways possibly placeable off-grid on some occasions.
  • Fix road ramp validations - they're now in-line with the road placement restrictions and tunneling works for them too!
  • Fix issue where a direction change on escalators would mean no pax use them until the sectors are regenerated.
  • Fix cars sometimes spawning underground leading to stuck cars/nothing spawning.
  • Limit max interest rate to 50% instead of 500%.
  • Improve flight crew boarding (they'll try to get to the gate earlier).
  • Fix stat for lifetime revenue is not correctly calculated for terminals.
  • Rework grants UI to better show track list and track description without scrolling.
  • Fix save name showing "land_expansion" when saving after expanding the airport - now shows your last saved name.
  • Add QuickSelect as default keybind.
  • Fix pax getting stuck if their flight's gate doesn't exist anymore.
  • Fix vehicles stopping on road ramps and trying to pick up pax.
  • Add notification in case a vehicle could not stop and pick up passengers.
  • Fix standby gates not used in case both gate agent desks are in the same security wing but the origin desk can't reach the standby desk without re-doing security.
  • Add the ability to add default airlines to existing games.
  • Fix delays when recalculating a secure area in some cases.
  • Add notification in case the transport capacity has been reached.
  • Fix parking vehicles not spawning in rare cases.
  • Lower minimum schedule time for flights to 45min (Note: Use time wisely, 45 minutes will work for small planes but anything from a 737 up will most likely take longer!).
  • Fix auto fuel delivery not taking into account pending reserves that should be delivered at the same time.
  • Fix bankruptcy giving the accomplished achievement instead of the unaccomplished achievement.
  • Add error message for remote gates placed against a terminal and terminal gates placed into the open field.
  • Fix remote gate prices (previously all were 20k cost).
  • Fix issue where cars would not drop off their passengers leading to some pax never showing up for a flight.
  • Fix parking vehicles never resetting their parking start time leading to extreme profits from parking lots.
  • When selling a fuel truck fuel is now moved into the system or sold.
  • Fix position for when an agent ends up on a conveyor transition.
  • Show green color on flight status pax boarded only when all pax have been scanned, otherwise show orange.
  • Rework perfect ops details - it now better shows the actual information of interest (for new flights - old flights may not have all details).
  • Fix ID Check not taking into account downstream objects when dequeuing agents.
  • Fix text in tutorial stating to assign a queue to an object (you can only assign an object to a queue).
  • Change stuck message on aircraft in case they're not able to reach the runway (they now state which runway they cannot reach and the direction of takeoff).
  • Fix some components possibly re-using an old path renderer leading to UI issues (e.g. staff scheduler not opening correctly).
  • Add minimum runway length to master flight schedule entry (shown on hover under arrival and departure times).
  • Fix flights shown as delayed when changing gate due to bad ChangeGate flag.
  • Add no stock warning to the kitchen overview display.
  • Add notification in case a kitchen cannot fulfill orders (due to no stock or missing objects).
  • Fix runway upgrades may be placed on level -1 leading to funky rendering.
  • Fix parking vehicles not despawning when a lot went MIA in some cases.
  • Fix pax not able to exit conference rooms.
  • Fix crosswalk cannot be walked on in outside + secure areas when placed directly on the terminal.
  • Fix buses possibly getting stuck when they stop in a corner road and their position is not actually on the road.
  • Fix instant build failing to correctly construct runway lights.


[h3]Modding changes[/h3]
  • Modding: Fix modded objects with newly added AttachToWall property failing to correctly position on the map.
  • Modding: Fix several nullrefs in case mods are missing.
  • Modding: Fix security zone not working in case several SmartObject components are on the same placeable config.
  • Modding: Fix issue when using several security components on one object.
  • Modding: Add exception handling in case a script mod fails to load with a ReflectionTypeLoadException.
  • Modding: Fix some possible issues with mod uploading & save game steam_ids to ulong to prevent issues with overflowing ints.
  • Modding: Fix modded toilets and sinks not satisfying restroom zones.
  • Modding: Fix materials not showing up if any more than one atlas is used for modded floors.
  • Modding: Add a configurable mask to bag scanner component.
  • Modding: Add the ability to use i18n key as mod name.
  • Modding: Add field on construction materials, it can now be set to be walkable outside in a secure area.
  • Modding: Fix no error showing up in case an i18n file is failing to load.
  • Modding: Fix floor mods having lines due to wrong filtering mode.
  • Modding: Fix modded remote monitoring stations that don't require staff won't work.
  • Modding: Fix some problems with modded body scanners.
  • Modding: Fix arcade mods not satisfying requirements for the arcade zone.

Live Stream & Announcement

We're happy to announce our next SimAirport live stream! And a bit of an extra treat today, too! ːsteamhappyː

Join us in this latest installment of the "fireside chat" dev live-stream! Get your burning questions answered, provide feedback on SimAirport, discuss ideas directly with the dev team, tell us what issues or quirks you've encountered, even discuss the meaning of life -- or just drop in to say hello! We'll even be talking a bit about our next game, SimCasino! ːsteamhappyː

Live Stream Details
    When:
    July 1st @ 11AM PDT // 20:00 CEST

    Where to Watch


SimCasino Announcement!!!


We're happy to finally announce our second game - SimCasino! SimCasino is a tycoon-style management/builder game where you'll be tasked with building a casino/hotel empire. Endless possibilities, like its older brother, though this time in full-fledged 3D & with even more design/customization options! Made by the same team that brings you SimAirport, and with the same enthusiasm and community focus, we hope you'll be excited to build & manage your Casino empire when SimCasino releases later this year!

Wishlist SimCasino today! See SimCasino on Steam for details, screenshots, & the trailer!

Have no fear! There's still plenty more in store for SimAirport, too! We will continue dedicating full-time resources to SimAirport for the foreseeable future, and there's still more coming -- check out the Official SimAirport Roadmap to see what's in the pipeline currently!

[h2]Programming Streams[/h2]
If you're interested in how SimAirport is made or just want to chat with us while we work on the game we're frequently doing programming streams, usually on the weekend. Those are not announced but following us on Twitch or subscribing on YouTube will notify you whenever we go live!

June 2020 Update

Welcome to the June 2020 update patch notes! This cycle brings a large selection of quality of life improvements, lots of fixes and behavior improvements, and a few major new features such as parking lots and gate policies. See below for the full details!

[h2]Developer Live Stream[/h2]We'll be hosting our typical fire-side live-stream this weekend, to answer questions and just have some fun with the community.

[h2]Patch Notes - The Big Stuff[/h2]
[h3]Parking![/h3]
    Ever wanted to create a massive plot of asphalt with a couple of squigly lines? You can now do so, and even profit from it!

    Build modular parking lots around your airport, or even below it underground. Passengers will come in with a car and use the free spots (usually the ones closest to your dropoff) and catch their flights as usual. Later, the cars will be used by arriving passengers to get home -- and they have to pay the fee you've set in order to do so - be careful though, if fees are too high it's likely to discourage the usage of your parking lots!

[h3]Gate Policies[/h3]
    As gate control received a warm welcome there was also the question for more fine control, gate policies make it possible.

    Gate policies replace the gate control system and can either be used as a drop-in replacement with nothing changed, or as a strong fine-tune control mechanism for your specific needs. Custom policies for remote or terminal gates or a specific setup for one terminal - you can choose precisely what the policies do and to which gates they are applied.

    Small Tip: Policies can be applied from the gate control in the Operations Control Panel & on the selected-object menu after clicking directly on a gate, too!

[h3]Notification System[/h3]
    All new in-game notifications; keep an eye on the left side of your screen, just under the main menu button, and you'll occasionally see some icons popping up. This is the new notification system -- it will inform you if anything noteworthy happens in your airports, such as a fire breaking out or flights being canceled.

    Hovering over the icons will give you additional information, and left-clicking will center the camera to the point-of-interest. Right-click on a notification to dismiss it.

[h3]Hiding Airlines from Saves[/h3]
    This one was highly requested, you asked for a way to remove airlines, and we went ahead and implemented it for you!
    Removing an airline isn't completely
possible, there always needs to be at least a reference to it in a save since data for at least 30 days is saved (including flights and airlines), but we now allow you to effectively "perma-hide" airlines from all display locations if desired.

You can now hide any airline in a given save; to do so use the flight scheduler and click "Hide" on the airline you want to no longer see or depend on. Once hidden, the airline will no longer show up unless you enable the "Hidden" filter. Additionally, any hidden airline will be ignored if their definition is missing, meaning no "Missing Mods Detected" dialog if you hide them all!


[h3]Smaller Notable Changes[/h3]
  • Added a "Random" option for sprites and a message for new players to let them know of the option to choose between "legacy" and "new" character sprites.
  • Added a sandbox menu, in sandbox saves it can be used to toggle real instant build, money (on and off) as well as immediately completing all research with a single click!
  • Reworked the LRT tracks in regards to pathfinding; agents will strongly try to avoid the LRT tracks and crosswalks can now be placed on the track to give agents a place for them to cross over the tracks.


[h3]Full change log[/h3]
  • Fix possible "ghost taxiways" appearing when demolishing an under construction taxiway and add a save fix to remove them on load.
  • Fix underground fuel tanks can be placed inside foundation.
  • Fix fuel ports not checking if anything is underneath them (like foundation).
  • Fix agents possibly getting stuck in unwalkable space in low FPS scenarios.
  • Fix object selection distance normalization broken for far distanced objects.
  • Fix circles being shown for pax that have boarded an apron bus.
  • Fix critical construction bug where piles would not get delivered correctly in some cases.
  • Some minor code improvements.
  • Fix luggage task using a luggage car that has been sold.
  • Fix pax sometimes using wrong security zone ending up in wrong security "wing".
  • Update loading screen i18n to better show what the game is doing.
  • Fix outdoor luggage task not correctly saving / loading the amount of bags to transfer.
  • Fix road rendering above most objects and vehicles on -2.
  • Fix XL remote gates would not count towards unlocking airlines that require XL gates.
  • Fix sector accessibility warning behind reception zones.
  • Fix reception zone not showing error in case the reception desk is missing.
  • Fix vehicles sometimes using side-roads that don't lead to the target.
  • Fix possibility for pax to get stuck behind a reception.
  • Fix pax using id check if the assigned downstream objects are not available.
  • Fix pax avoiding crosswalks instead of using them in some cases.
  • Fix LRT/Crosswalks block each other for construction.
  • Fix emitter reports (environment, info, PA) not updating when rotating the object.
  • Fix possibility for pax to get stuck on conveyor transitions.
  • Fix pax appearing on wrong floor when boarding an apron bus underground.
  • Fix search for languages using accents (i.e. in Spanish searching for "a" will also bring up "á" now).
  • Force construction materials to load earlier to not run into graphics issues in some rare cases.
  • Disable V2 agent renderer if GPU support is missing, use V1 as default in case only partial support is available & V2 when playing with full support for the needed feature set. Also improves the detection of GPU feature support.
  • Fix pax trying to choose close objects and possibly just sitting around when having to re-do security.
  • Fix for construction projects not correctly cancelling and leaving workmen stuck.
  • Fix edge case de-securing bug in case objects are inside a security zone and the only way to get to the security zone is via de-securing.
  • Add sandbox menu to configure some stuff in sandbox mode.
  • Add airline hiding system (will hide in airline list and from the "missing mods" dialog).
  • Add high penalty to walk over LRT tracks so pax avoid them.
  • Add the ability to place crosswalks on LRT tracks.
  • Add check to verify having at least one crosswalk on the LRT track (when trying to dismantle a crosswalk on an LRT track).
  • Add crosswalk on the LRT track on the starter airport.
  • Update gate control UI to allow defining Policies and applying Policies to gates.
  • Update all translation files.
  • Fix width of clothes display.
  • Fix several problems regarding the new sidebar in the main menu.
  • Fix non-build retail objects ordering stock.
  • Fix LRT station not requiring research to be placed.
  • Fix transport capacity graph including the LRT when it's researched but no platform was placed yet.
  • Fix security zones caching the same object multiple times (would mean too high numbers were showing on objects regarding assignments).
  • Fix loan interest estimate not updating in some cases.
  • Fix zoom to mouse.
  • Fix apron buses (the way they detect for when they drive to the gate got a rework, should mean no stuck buses anymore).
  • Fix remote bus pickups spawning pax on G even when placed underground.
  • Fix remote bus pickups working with staff doors.
  • Fix remote bus pickup always shows assign button on G.
  • Fix agents cannot pass security from one secure area to another secure area.
  • Fix zoom jumping when scrolling inside UI and then scrolling to zoom.
  • Fix subsectors not regenerating when placing objects.
  • Fix scrolling on macOS (and possibly Linux), should feel better now.
  • Add random option for legacy sprites and sidebar message informing new players of the setting.
  • Fix bug where shadows would not be removed when all buildings on a floor were removed.
  • Fix crosswalks not placeable underground and set snapping to 1 for easier placement.
  • Fix agents de-securing when trying to walk in a sector that is 'unknown' security status.
  • Add temporary fix for pax freezing when too many workmen try to pathfind (we're working on a long term fix in the upcoming cycle).
  • Fix LRT not able to spawn staff.
  • Add new notification system showing small bubbles for various things happening on your airport.
  • Fix fire trucks sometimes getting stuck in idle (they shouldn't get into that state but did so in some cases).
  • Fix pax using secure areas between insecure areas, to pass from a secure start to another terminal in case a connecting flight would need them to move out of the secure area.


[h3]Modding changes[/h3]
  • Modding: PA speakers now use the angles defined in their configuration.
  • Modding: Fix modded PA amplifiers failing to check for a zone.
  • Modding: Fix crew chance modifier showing up as high number instead of a percentage.
  • Modding: Fix aircraft mod edit UI not showing correct values but placeholders when opening the UI for the first time.
  • Modding: Add POConfig_Crosswalk config - it's a crosswalk eh.
  • Modding: Fix custom cash registers not working in cafes.
  • Modding: Fix hangar vehicles spawning on level G even if the hangar is underground.
  • Modding: Fix retail cash register not working without staff even if it's configured to not need staff.
  • Modding: Add additional error logging for failed aircraft loading (now actually shows the underlying exception).
  • Modding: Fix demo spawn aircraft being below the taxiway.
  • Modding: Add sub-folder loading and enable i18n to use sub-folders as language selection.


Note for June 2nd: Small deploy to fix possible crash from logging in some rare cases - same build date, no other changes.

April 2020 Update

A little more than a month ago, SimAirport was cleared to land -- today we're bringing you several updates and numerous fixes to improve gameplay & increase overall stability for everyone.

We're also releasing some new features to the 'Edge' branch today -- and we've got more coming to the Edge branch this month, as well. Read below for the full details on these new additions and check out the Official Roadmap to see what else we have in the works!

[h2]Developer Live Stream[/h2]We'll be hosting our typical fire-side live-stream this weekend, to answer questions and just have some fun with the community.

[h2]Default Update - The Main Event.[/h2]We actually scheduled this update earlier than tonight but, as you may know, we encountered several stability and platform-specific issues that caused us to run behind schedule. We had two primary code issues: the way we log messages, and our Steam integration code. Both of these are now fixed alongside a number of smaller problems & gameplay bugs that have since been squashed. Check the change-log below for the full change details.

[h2]Edge Update - New Today & What's Coming![/h2]We've been working on some new things, some of which are immediately available on the Edge branch -- stay tuned for additional features coming this cycle, too!

[h3]On Edge Branch Now:[/h3]
  • Real instant build in sandbox mode.
  • Notification System to let you know of important things happening on your airport.
  • Coming soon: Additional 'Gate Control' capabilities to give you precision control!


Help us out by testing these features on the edge branch, for a detailed change-log of the Edge deploy see this post.

[h2]Thank you![/h2]We'd like to thank you, especially in these hard times, for the continued support and help from you and all of the community. No matter what - bug reporting, modding or helping out other people on Steam, Discord or Reddit, we're thankful for your continued engagement and support!
We hope to catch you on stream tomorrow, and hope everyone is & continues to be safe and healthy.

-LVGameDev Team!

[h2]Default - Full Change Log[/h2]Improvements
  • Update logos.
  • Update and improve Steam integration code.
  • Implement new logging system to prevent crashes with the old system.
  • Rework zoom levels and mipmap level selection (should significantly reduce tearing on textures).
  • Enable auto saves by default.
  • Add longer delay and startup argument for switching quality setting (you can now use "quality x" where x is a number from 0=Fastest to 5=Fantastic).
  • Add manual check for finding the workshop folder, the game will try to find the workshop folder in offline mode and load mods when found.
  • Modding: Added improved error handling for script mods, an exception in a script mod will now be logged and the mod will be disabled to not cause further harm or FPS issues.
Fixes
  • Fix issue where objects would never finish repair if they're down to 0% maintenance.
  • Fix sort order for underground roads, previously a taxiway on floor G was rendered above a road when viewing floor -1 or -2.
  • Fix auto removed planned walls setting is not using the correct initial value starting the game.
  • Fix trucks could get stuck unloading on road ramps in spawn blocked condition.
  • Fix planes not getting baggage loaded when PA speaker went missing.
  • Fix name updates overwriting a file in the Steam directory meaning Steam would always find one corrupted file on verification.
  • Fix recurring fuel order not updating the price basis.
  • Fix pax sometimes getting stuck when going to a bag scanner that is changing shifts to no workers.
  • Fix baggage claim only checking against the first pickup for reachability (now checks for all)
  • Fix several issues for old saves, now even more old saves can be loaded!
  • Fix time formats and add a new option for the 24 hour clock.
  • Fix issue where passengers and flight crew may de-secure and cycle security.
  • Fix pax sometimes using a longer path than expected after using a gate agent desk.
  • Fix ability to un-assign or remove remote bus stop if flights are scheduled for a gate.
  • Fix agents getting stuck outside on the apron in some cases.
  • Fix aircrafts sometimes choosing bad takeoff direction when loading in on a taxiway and choosing a different runway after loading vs before saving.
  • Fix legacy maintenance objects failing when loading old saves.
  • Fix auto foundation when placing objects in negative map space (i.e. west of the main road).
  • Fix notable properties for PA speakers.
  • Fix fuel UI showing 0% current storage with more than 0% fuel in storage.

Cleared to Land

SimAirport arrives after spending almost 3 years in Early Access! We are very excited to celebrate the transition to full release with you today!

[h2]Developer Live Stream[/h2]
We'll be hosting our typical fire-side live-stream this weekend, to celebrate and answer questions, and just have some fun with the community.

[h2]Transition to Full Release![/h2]We have enjoyed every minute of Early Access and we hope you have, too. We undertook some major transformations along the way, doing our best to embody what we felt Early Access should be all about. Although we encountered some turbulence initially, we hope you appreciate the many achievements along the way and that we delivered what you expected. It's truly an incredible difference today versus the game that released in 2017 (if you're adventurous, check out the archived 'beta' branches!). From the size of airports to massively increased passenger counts, new aircraft, the thousands of bugs squashed, hundreds of feature requests delivered, the arrival of multiple floors, Workshop & mod support, and so much more.

It's been an absolutely incredible journey, one of international proportions, and we hope you have enjoyed it as much as we have -- and we hope you continue to enjoy it, too!

[h3]This won't be the last update![/h3]
We started building SimAirport simply because it was the game that we wanted to play; that hasn't changed and there are still things we'd like to add, and it is likely that there will always be more things that we'd really like to add or improve further upon. That said, we feel extremely good about the state of SimAirport today; it may not be perfect, in fact it is not perfect, but overall we feel very good about the state of gameplay today.

Speaking More Personally: I've come to face the reality that I will never be completely happy with all aspects of SimAirport. There will always be aspects that I'd like to change, update and improve upon. And that is the plan -- we will continue to add features, release updates with improvements & additional content, and to continue supporting & adding functionality to the modding systems, bug fixes, and the like. There's a lot left that I'd like to do with SimAirport, and we'll do our best to do exactly that -- even if I probably won't ever be fully happy with it, even if it may never be perfect, it doesn't mean we won't strive for perfection regardless! :)


Do you want to immortalize yourself in SimAirport forever? Enroll today in the new Frequent Flyer program -- step up to the Platinum Diamond Gold Status and you'll be able to put your name-in-the-game PLUS access to 19 all-new objects and aesthetic variations created by our team. It's also a great way to show your support for SimAirport, and for the team here at LVGameDev. :)
Become a Frequent Flyer Today!

[h2]Thank You![/h2]
Huge thank you to the community and all of the supporters who continue to make SimAirport's development possible, who keep it fun for us, and who have made reaching this milestone possible. While it's a small button-click for a developer, it's a giant and seemingly impossible OnClick event for a new game developer. If it wasn't for you, the community, we wouldn't be able to accomplish any of this -- and we certainly wouldn't have any fun, either.

We appreciate you all immensely and hope to see you on the stream this weekend! Thank you!! :)

[h2]Hotfix 1st of March 2020[/h2]
We just deployed a small hotfix that solves issues where the game crashes when placing an escalator or pax have to repath a lot due to changing something (i.e. placing walls or objects).