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Airport CEO Beta 3 released

Good evening, airport CEO!

After a few long weeks consisting of unexpected hard work, we're finally ready to deploy the third beta version of Airport CEO to the default branch! It's taken some time longer than expected but for good reason as we with beta 3 are not only releasing numerous improvements but also several new features. The release is in fact, in terms of size and fundamental change, more like one of the good ole alpha releases but with a much quicker development pace. Beta 3 thus consist of a large amount of bug fixes, balancing and other minor improvements as well as some highly requested and long awaited features.

These changes are indeed fundamental and may, if you load an existing save from beta 2, invoke some strange one-time behavior and therefor it's very important that you read through the update notes below.

But first, let's go through the patch notes for beta 3...

Release notes - Beta 3.3-2


[h3]New feature[/h3]
  • [ACEO-32235] - Player buildable world traffic entrance tunnels
  • [ACEO-32246] - Construction planning mode
  • [ACEO-32257] - Larger map
  • [ACEO-33358] - New aircraft: McDonnell Douglas MD80 (Atom Air, Stripe Air & Nordic)
  • [ACEO-34897] - Added multiple new data sources for weather system generation
  • [ACEO-34899] - Added new ground textures and animal spawning rules to better reflect chosen airport climate
  • [ACEO-34901] - Tree and windsock sway now represented by actual wind speed
  • [ACEO-35740] - Contractors can now build multiple tiled objects such as sidewalk, walls and fence with one construction material box
  • [ACEO-36110] - Rocks (buildable)
  • [ACEO-36130] - Climate override system implemented to more accurately set ground layer graphics based on airport coordinates
  • [ACEO-36385] - World entrance tunnels can now be set to entry or exit only
  • [ACEO-37096] - Load and start new game as paused setting implemented
  • [ACEO-37337] - Automatic reordering of fuel can now be disabled via fuel depot panel (right button stack)
  • [ACEO-37391] - Added quick accept and reject buttons to contract containers


[h3]Improvement[/h3]
  • [ACEO-32243] - Time observer system improved with more performant solution
  • [ACEO-32678] - Consolidate separate object connection check coroutines into single interface solution
  • [ACEO-33340] - Windsock now emits soothing sound effect
  • [ACEO-33355] - Aircraft wheel landing sound now more relevant to the aircraft size and runway foundation
  • [ACEO-34898] - Local average climate data now exposed in CEO panel
  • [ACEO-35417] - Removed game object instantiation need from tileable build objects (such as sidewalk, terimnal, floor, wall and fence) to lower load times and save file size
  • [ACEO-35418] - Adapted construction system to new tile build system
  • [ACEO-35625] - Fuel depot flip orientation incorrectly reversed compared to other vehicle accessible buildings
  • [ACEO-35626] - Adapted vehicle traffic system to new buildable world entrance tunnel system
  • [ACEO-36367] - Removed show hide planned object toggle to avoid player confusion
  • [ACEO-36592] - Overall loading time slightly improved
  • [ACEO-36621] - Enable disable all security checkpoints slider removed since it has no apparent use to players
  • [ACEO-36885] - Implemented better tooltip and visual representation of boarding gate door entrance and exit
  • [ACEO-36993] - Better tooltip to inform new users that holding CTRL is required to demolish zone, taxiway and similar
  • [ACEO-37131] - Improved roof tile renderer system


Due to character limitations on this message post, the full change log containing bug fix notes can be found here.

Update notes


[h3]Large maps[/h3]



Finally, Airport CEO now supports larger maps! When creating a new airport from the main menu, you can now select the option “large map” which will enable building your airport on a map that has two extra world tiles to the top and bottom left.

Please note: There is no way to reliably convert existing small airports to large airports, we therefore recommend that you test out the large map feature by creating a new airport.

PLEASE ALSO NOTE: When you load your existing save with the beta 3 version for the first time you might be presented with a dialog panel that says “you have not unlocked this area yet” and some world tiles may be blacked out and needed to be purchased again. This is a harmless one-time bug that will only happen this one time (unless you don’t save the game) and therefore something we will not implement a fix for -and also something you don’t need to report!

[h3]A new tiling system[/h3]



In order to allow the Airport CEO game engine to better cope with the bigger airports on the larger map designs we’ve overhauled all aspects of tileable building (walls, terminal, floors, fences and more) which should allow for a significant performance boost when it comes to tile construction, loading large saves with a lot of tiles and a significant file size reduction, compared to beta 2.

This is where most of the hours taken to develop beta 3 went and while it doesn't look like much, overhauling a very fundamental system in this stage of the development is not an easy, but definitely necessary, task.

New climate textures



Extending on the new weather system as of beta 2, Airport CEO now simulates four different types of climates depending on where you place your airport. Polar, temperate, tropical or desert climates are now part of any airport you build and along with the climate comes typical weather and typical graphical asset representation.

Please note: We’ve included another 15 weather stations to the base supply which should increase weather accuracy, however please note that there will most likely be multiple areas in the world where the climate does not necessarily exactly match reality. We will continue to balance these values and climate settings to get at close to reality as reasonably possible.

[h3]Buildable world tunnel entrances[/h3]



Is your airport entrance road always congested? Well, now you can build more! Gone are the days of a single static tunnel entrance on the bottom of the map and now are the days where you can build up to 10 different world entrance tunnels on any position of the map’s border as you so please.

The directions of the entrance tunnels can also be changed, allowing for better control of vehicle flow.

[h3]Planning mode[/h3]



A long awaited feature as part of the feature voting request category, planning mode is here! Any object can now be planned, and of course later on built, using the planning tool found in the lower build menu.

[h3]Improved rendering and serialization performance[/h3]

The changes in beta 3 also enable a significantly better performing game, especially when it comes to loading. The new tiling system, together with general performance improvements across the board, should allow for airports to load much faster.

[h3]Loads of bug fixes[/h3]

And of course, loads of bug fixes and balancing as can be seen in this forum post.

This release has been thoroughly tested on both the internal and experimental branch by our hero CEOs but as with any large release containing fundamental changes, additional updates are to be expected as per usual throughout the week.

We've immediately started work on beta 4 and the remaining work that is to be done on Airport CEO, as we continue to progress throughout this beta period.

Thank you for your continued support and have a great rest of the week!

// Alexander, Fredrik & Olof - Apoapsis Studios

Airport CEO Beta 2.2-3 released

Good evening, airport CEO!

We've spent the past week and a half on major overhauls of core building systems in preparation of beta 3 and the large map support, but before beta 3 hits experimental we're releasing beta 2.2-3 with a fix for a few minor issues, more specifically emergency vehicles and de-icing trucks not claiming jobs immediately ties to areas with no terminal assignment.

The work with beta 3 is coming along well and we'll soon be starting internal testing of the version, which is required this time around since we're making drastic changes to a few very fundamental building systems. This is in line with better coping the performance load the game will be put under as a result of the possibility to build bigger airports on larger maps and will hopefully reduce loading times and save file size across all airports. This is only one aspect of what we're improving in terms of performance improvements related to the core of the game, not only for beta 3, but something we'll continue to do throughout the remainder of this beta period. Beta 3 also packs new environment textures and a construction planning mode, so you can rest assure that it's been a bit more work here condensed into a single beta sprint compared to the two previous completed sprints.

We're aiming for an experimental beta 3 release as of next week. Here's the patch notes for this minor update:

Airport CEO - Beta 2.2-3


[h3]Bug[/h3]
  • [ACEO-35370] - Creating template of buffet table breaks click action until reload
  • [ACEO-35601] - Saab 340B is only generated when medium stand have been built
  • [ACEO-35619] - Emergency vehicles and de-icing trucks do not claim job tasks if job task area is not assigned to a terminal
  • [ACEO-35649] - Embraer E175 & E195 not correctly generated for specified airlines


Have a great weekend!

// Alexander, Fredrik & Olof - Apoapsis Studios

Airport CEO Beta 2.2-1 released

Good evening airport CEO!

Today we're happy to bring you an early halloween present: The release of Airport CEO beta 2 on the default branch! After a slight delay of an extra week, the original two week sprint for beta 2 have come to an end with this release. Beta 2 consist mainly of a large number of bug fixes, minor improvements and minor new features but also a few larger changes such as an overhauled weather system.

The release has unfortunately been delayed by one week due to illness within the team (not related to the pandemic) but we're now back on track and should hopefully make up for the lost time in future beta versions with less planned workload.

Here's the full patch notes for this update...

Release notes - Beta 2.2-1


[h3]New feature[/h3]
  • [ACEO-28433] - Large weather station
  • [ACEO-32251] - Added support for unique person name generation
  • [ACEO-33362] - New liveries for Saab 340B (Strada Regional, Forrest Air and Coast 2 Coast)
  • [ACEO-33363] - New aircraft: Embraer E175 & E195
  • [ACEO-33727] - Built objects can now be moved via right click panel
  • [ACEO-33783] - Walls now become solid if placed next to each other
  • [ACEO-34413] - Logotypes placed on stands changes to designated airline when switched
  • [ACEO-34620] - Added new graphics settings to lower edge smoothing resolution and allow for better rendering performance on lower end computers
  • [ACEO-34830] - Climate data now visible when selecting airport location in main menu
  • [ACEO-34902] - Weather state and time of day now impacts sunlight characteristics


[h3]Improvement[/h3]
  • [ACEO-27478] - All relevant objects covered by a terminal now highlighted when terminal layer is enabled
  • [ACEO-28432] - Overhauled weather simulation
  • [ACEO-32232] - Person node permission lists replaced with more performant solution
  • [ACEO-32248] - Vehicle pathfinding improved with weighted nodes path calculation
  • [ACEO-32258] - ObjectType string variable in tiling system replaced with more performant solution
  • [ACEO-33346] - Overhauled weather sound effect system
  • [ACEO-34317] - All build buttons and respective preview images have been added, overhauled or adjusted
  • [ACEO-34361] - Hedges now become solid if placed next to each other
  • [ACEO-34377] - Taxiway node settings now feature the option to set specific arrival or departure flight direction as well as per weight class
  • [ACEO-34429] - Bus and passenger car rendering performance impact at night heavily reduced
  • [ACEO-34441] - Road checkpoint now has fence connector on both sides
  • [ACEO-34587] - Separated copy-paste mode from save template mode in sub panel for more user friendly access
  • [ACEO-34619] - Combined vehicle sprites to further drastically reduce drawcalls during night and improve rendering performance
  • [ACEO-34755] - New airline: Coast 2 Coast
  • [ACEO-34787] - Transit structures now reveal passenger capacity per hour in build menues and on relevant panels
  • [ACEO-35190] - Added settings in mods panel to set specific default companies to load


[h3]Bug[/h3]
  • [ACEO-11044] - Small plant and modular sofa corner variation base sprites not updating correctly
  • [ACEO-31364] - Aircraft node occupation system occupies nodes in forward path excessively
  • [ACEO-31494] - Medium and large aircraft can taxi through small de-icing pads
  • [ACEO-32242] - Objects can be built inside restricted jetway area which can cause boarding procedures to deadlock
  • [ACEO-32247] - Assigned vehicles on aircraft stand become de-assigned when stand is closed
  • [ACEO-32249] - Passengers late or no-show for airside shuttle bus boarding can delay flight indefinitely
  • [ACEO-32250] - Passengers queuing for leisure activites do not cancel them when critical flight event occurs
  • [ACEO-32280] - Cabin cleaning trucks do not preemptively empty its content if nearing max stored capacity
  • [ACEO-32451] - Added entrance and exit arrows to vehicle interaction objects in order to better highlight compatible routes
  • [ACEO-32588] - Tunnel build button available despite multiple floors permit not researched
  • [ACEO-33648] - Aircraft attempting to pushback to already assigned but demolished runway can not reassign to an active runway and deadlock
  • [ACEO-33745] - Arriving employees for closed airport can cause excessive person car spawning for public parking lots
  • [ACEO-33785] - Product placement coroutine for shops may cause null reference exceptions during placement if product range takes a long time to generate
  • [ACEO-33800] - Double clicking on a save game for deleting displays incorrect message
  • [ACEO-33802] - Selected save game container does not remain highlighted when about to press load button
  • [ACEO-33821] - Medium aircraft not reliably using larger runways
  • [ACEO-33836] - Job task distribution system does not prioritize rested staff
  • [ACEO-33838] - Template tool does not reliably copy static desk queues
  • [ACEO-33864] - Passport checkpoint build button icon missing variations arrow
  • [ACEO-33886] - Airport lounges can in rare instances when all airlines is allowed not properly activate
  • [ACEO-33887] - All notifications button setting on notification panel not working
  • [ACEO-33889] - One-way road build button preview shows vehicle checkpoint object
  • [ACEO-34112] - Environment objects in areas not unlocked can be demolished
  • [ACEO-34197] - Staff room does not also place staff zone when built
  • [ACEO-34213] - Incorrect prefab dimension causes holiday tree to not be placeable
  • [ACEO-34235] - Opening development console panel (F10) enables full sandbox if any sandbox setting is active
  • [ACEO-34275] - Contractors can in very rare instances freeze
  • [ACEO-34277] - Saab 340B aircraft cockpit window sprite has incorrect slicing
  • [ACEO-34292] - CFO and procurement director skill description identical
  • [ACEO-34318] - Service vehicles do not consider terminal assignment when fetching job tasks
  • [ACEO-34344] - Buildable logotypes placed in certain direction on certain materials renders completely black
  • [ACEO-34346] - Boarding job tasks not created for airports where ramp agent service is disabled
  • [ACEO-34351] - Desk queue occupancy not validated on load causing initial queue passthrough latency
  • [ACEO-34421] - Flight number text breaks line in flight information panel
  • [ACEO-34442] - Passport desk removes international zone when demolished
  • [ACEO-34464] - Only the select all option works for sandbox settings
  • [ACEO-34547] - Terminal cycling in main statistics menu doesn't work
  • [ACEO-34568] - Main menu aircraft graphics incorrect
  • [ACEO-34608] - Next arrival says tomorrow even if its the last scheduled flight
  • [ACEO-34798] - Automated desks can cause staff friendliness rating to drop
  • [ACEO-34810] - Items do not retain their rotation when copied
  • [ACEO-34814] - Medium check-in desk not aligned with grid
  • [ACEO-34826] - Emergency state not correctly invoked during severe weather
  • [ACEO-34907] - Weather precipitation effects not correctly balanced
  • [ACEO-34933] - Incorrect Z value makes persons invisible after transitioning to the first floor
  • [ACEO-34959] - IATA code isn't always capitalized
  • [ACEO-34972] - Deleting a staff room doesn't remove the staff zone
  • [ACEO-34976] - Parking lot need calculation includes full parking lots causing incorrect vehicle spawning
  • [ACEO-34980] - De-icing truck flow arrow material missing
  • [ACEO-34984] - Placing airport logo triggers zones which blocks the view
  • [ACEO-35009] - Business class does not set one star contracts correctly
  • [ACEO-35032] - Vehicle lights visible through ground
  • [ACEO-35087] - Cabin cleaning trucks can clip through upper terminal floors
  • [ACEO-35200] - Critical flight notifications in flight process panel not clearly visible
  • [ACEO-35205] - Taxiway node size graphic contains typo
  • [ACEO-35237] - Staff panel can in rare instances on older saves appear as empty
  • [ACEO-35279] - Incorrect bus stop traffic spawn calculation value causes no buses to spawn
  • [ACEO-35285] - Displaced ramp agents at remote stands do not properly reset their position
  • [ACEO-35291] - Fee slider coloring does not match expected aircraft consumables rating
  • [ACEO-33341] - Structure building placement sound too bass heavy
  • [ACEO-35317] - Large and medium stands convert to small stand upon relocation
  • [ACEO-35329] - Object night window sprites sometimes visible when previewing object in build menu


Update notes


[h3]An overhauled weather system[/h3]

The overhauled weather system is now powered by real world data which you can read more about in this dev blog and should provide more accurate weather simulation. However, this system is still under testing and we will be adding more weather station data points in beta 3 which will result in a higher weather simulation accuracy for the location you choose. We will continue to test, adjust and balance the new weather system throughout the remainder of the beta period.

[h3]Continued beta development[/h3]

The beta development steamroll continues to plow through our sprints! We've already started work on the third beta version containing multiple new planned bug fixes as well as a planning mode for construction, player buildable world entrance tunnels and large maps. Some of these features will need to be tested on our internal branch before public release but we hope to bring the first 3rd beta version live on the experimental branch next week.

Thank you for your continued support and qualitative bug reporting, without them these beta advancements wouldn't be possible!

// Alexander, Fredrik & Olof - Apoapsis Studios

Dev Blog 157: Airport CEO celebrates three years in Early Access!

Hello there, airport CEO!

We're back once again with another unscheduled dev blog, a bit of a special dev blog this time, as we're celebrating the third and final year in early access! We'll dig into how we'll celebrate as well as the current development of beta 2 in Dev Blog 157: Airport CEO celebrates three years in Early Access!. Thank you for your support so far and we hope to repay you soon by completing all of the remaining beta versions and releasing the full version of Airport CEO.

// Alexander, Fredrik & Olof - Apoapsis Studios

Airport CEO Beta 1.1-2 released

Happy Friday, airport CEO!

After the first beta deployment this week, and as expected with larger deployments, there were of course a few number of pressing issues that you've been reporting on and that we've decided needed fixing before we deploy the first version of beta 2 on the experimental branch. Thus, we're ending this week with the default deployment of beta 1.1-2 which solves the most important things you've reported on and also provides slight stabilization on some other aspects of the game. Here is this update's change log:

Airport CEO - Beta 1.1-2


Bug
  • [ACEO-32285] - Airline logo overlaps airline name on stand
  • [ACEO-33751] - Price for bird strike prevention system inconsistent
  • [ACEO-33777] - Transit structures do not correcty clear queueing passengers causing airside shuttle buses to stall during remote boarding
  • [ACEO-33804] - Various ULD related coloring issues can invoke strange graphic appearance on ULD container interaction
  • [ACEO-33820] - Logos built underneath objects can in rare instances not be correctly demolished
  • [ACEO-33833] - Long text labels can cause percent value to clip out of progression container
  • [ACEO-33834] - Vehicle parking validation system does not work correctly which in rare instances can cause same vehicle to occupy multiple parking slots
  • [ACEO-33861] - Missing sub zero temperature verification check when aircraft take off can cause invalid de-icing fines to be invoked
  • [ACEO-33863] - Flights cannot be rescheduled if schedule already at max capacity
  • [ACEO-33866] - Negotiation points reset at every reload
  • [ACEO-33870] - Land animals can spawn within the airport perimeter if fence is placed on the edges of the map
  • [ACEO-33874] - New airports start with 0% rating score across all categories
  • [ACEO-33888] - Bird strike prevention system devices not deserialized correctly causing them to be ineffective at reload
  • [ACEO-33966] - Airside shuttle buses immediately complete boarding process if there is a slight delay in passengers reaching boarding desk
  • [ACEO-33985] - Achievements immediately invalidated when starting a new airport
  • [ACEO-34001] - Mods panel in main menu time out on re-download of logos
  • [ACEO-34002] - Main menu loading slider position offset


[h3]Improvement[/h3]
  • [ACEO-33871] - Added even more deep logging to uncover root of extremely rare contractor pathfinding exceptions
  • [ACEO-33997] - Allowed rescheduling on current assigned stand even if auto-planner is enabled


We'd also like to take this opportunity to welcome all new airport CEOs starting their career as a result of the current ongoing three year anniversary sale! Welcome and we hope you'll like the game.

Have a great weekend and we'll be back next week!

[h2]Update: 29th of September 2020 2:30 PM[/h2]

As of beta 1.1-2 we detected a critical issue with boarding not starting if ramp agent service was disabled. We have now patched this issue but left the version number the same, meaning that if you saw a minor update when launching the game on the 29th and forward this was the change that was contained in that update.

- Alexander, Fredrik & Olof - Apoapsis Studios