Airport CEO 1.0-22 released
Hey hey hey, airport CEO!
As you may of may not know, since the launch of Airport CEO 1.0, we've been continuously updating the game on its experimental branch (although at a much slower pace than before the final release) and today it's time for another one of those updates but this time on the default branch! Today we're bringing you Airport CEO 1.0-22 which primarily solves a round of fringe case bugs, balances some minor aspect of the game such as the cost ratio between different parking lot types but also a new and highly requested feature involving the ability to toggle the landing and take-off direction of a runway (when not active)!
Here is the full list of changes for 1.0-22:
[h3]Bug[/h3]
[h3]Improvement[/h3]
But... that's not all! Parallel to the back-burner development of Airport CEO and prototyping new ideas we've also been working on a something little else... we'll have some news to share come this Thursday, which will also be the day of the next dev blog. See you then!
// Alexander, Fredrik & Olof - Apoapsis Studios
As you may of may not know, since the launch of Airport CEO 1.0, we've been continuously updating the game on its experimental branch (although at a much slower pace than before the final release) and today it's time for another one of those updates but this time on the default branch! Today we're bringing you Airport CEO 1.0-22 which primarily solves a round of fringe case bugs, balances some minor aspect of the game such as the cost ratio between different parking lot types but also a new and highly requested feature involving the ability to toggle the landing and take-off direction of a runway (when not active)!
Here is the full list of changes for 1.0-22:
Release notes - 1.0-22
[h3]Bug[/h3]
- ACEO-43964 Person cars arriving to a GA airport can in certain instance park despite no passenger traffic being active
- ACEO-43945 Rezoning an airline lounge bathroom can in rare instances cause it to become available for non-business passengers
- ACEO-43934 Rare null reference exception when fetching transit structure entry exit point can cause world tunnel entrance updating to stop
- ACEO-43930 Fixed rare missing localization key issue for service vehicle
- ACEO-43927 Small hangar can be built beneath terminal
- ACEO-43813 Flood lights can be placed on top of world entrance
- ACEO-43810 Minor type in police vehicle description
- ACEO-43806 Check-in desk description text in certain instances exposed
- ACEO-43800 Road node vehicle type setting for Jet A1 and Avgas fuel truck incorrectly swapped which can cause pathfinding issues in specific instances
- ACEO-43740 Road checkpoint can in rare instances incorrectly state not being connected to a world entrance tunnel
- ACEO-43739 Conveyor belts can in certain instances change direction when connecting to a tilt tray
- ACEO-43738 Vehicles parked beneath upper terminal foundation can for some items cause rendering issues
- ACEO-43735 Long term parking starting fee not balanced
- ACEO-43710 Upgrading a single stand will not invoke any cost
- ACEO-43506 Tress planted through copy paste do not always update season coloring
- ACEO-43476 Vehicles can in rare instances become visible on underground floors
- ACEO-43474 Vehicles can in rare instances not turn on to stand immediately when approaching it
[h3]Improvement[/h3]
- ACEO-43809 Runways can now change landing and take-off direction when toggled off
But... that's not all! Parallel to the back-burner development of Airport CEO and prototyping new ideas we've also been working on a something little else... we'll have some news to share come this Thursday, which will also be the day of the next dev blog. See you then!
// Alexander, Fredrik & Olof - Apoapsis Studios