Update 1.1.3

Brett C

Frontier
Hey everyone!

As you may be aware from our previous livestream and dev update post we’ve got a minor update going live today followed by a bigger release later in April. Today’s update brings with it a number of changes such as new coaster supports and light sequencing (which was <s>spoilered</s> mentioned by Sam on the livestream), as well as some key bug fixes, language support, and a cool new flat ride! The update is due to go live at roughly 13:00 GMT.

Before we get onto the flatride, I know that many of you have been asking about progress on a couple of bugs reported on our forums. I’d like to give you a little more information regarding both the gift shop bug and the guest queueing discrepancies that people have been reporting. I’m pleased to say that this update should see a full fix to the bug effecting guests behaviour and over-purchasing of gift items.

The queue length however is a much more complex bug to fix; guest behaviour, decision-making, and their actions have so much data and data points from behind the scenes effecting this decision-making which means this is much more of a progressive development. The team have done a fantastic job of implementing some improvements in this update, which I’ll detail in a second, but your help in playing, testing, and giving us feedback is so valuable. Please do make sure to report any thoughts and feedback on our bug forum.

The following improvements have been made to the queueing system and guest decision-making. Guests are now more willing to join longer queues in order to help address the issue with not enough guests in ride queues. There have been various improvements in the way guests access ride queues in order to avoid guests thinking a ride queue is full – even if it’s empty! The ride info panels have now been adjusted to reflect more up-to-date thoughts to improve how relevant the thought feedback on the info panel is!

I’d like to take a moment to thank the development team for their continued dedication to improving the gaming experience. These are just a couple of the fixes and improvements, so please take a look at the full patch notes at the bottom of this page. As always, if you have any bugs or issues don’t forget to report them on the bug forum.

Now on to the flatride! Ladies and gentlemen, I am pleased to unveil "Scizzer". Inspired by one of the most recognizable flat rides ever made, the 'Scizzer' is a real classic where passengers are flung from side to side in a fun-fuelled, twin axle, centrifuge.

scizzer.jpg

And finally, please find the full patch notes below!


  • Exciting new features and improvements
    • Language support added for Traditional Chinese, Simplified Chinese and Korean.
    • Allow items to be removed from sale in shops.
    • Added a new ride, the Scizzer.
    • Added Scizzer ride audio and "Friendship Drive Engaged" music track.
    • Global coaster track support improvements that will automatically populate throughout all coasters
      • New support just on vertical drops/rises.
      • Dive coaster has its own new vertical support.
      • New diagonal supports just for specials.
      • Sloping supports stay facing the same way when ascending and descending.
      • No more 'Goal post' supports on track one variant’s.
      • Dog-legging now only occurs 100ft from the ground.
      • New support just for vertical loops on inverted (Rival, Boa, Stingray).
    • Live Data stats changed from acceleration to actual g-forces (factoring in gravity).
    • Air time scoring has had minor tweaks. Move airtime bonus out from being measured by acceleration and into actual g-forces.
    • Light sequences added to the Kick-Flip and Cube flat rides.
    • Added new Guest Thoughts
      • On-Ride Experience (having fun, nauseous and too intense)
      • Post-ride thoughts (How satisfied guests are by a ride)
      • Missing facilities and shops (including luxury item shops such as Souvenirs / Hats)
      • Ride wear-and-tear
      • Ride breakdowns
      • Transport rides, including if other stations are near anything interesting.
      • If things are too far away and there are no transport rides
  • Bug fixes
  • Shop attractiveness improvements.
    • Various guest brain upgrades to improve:
      • The balance of how attractive gift shops are.
      • How guests react to when there is no gift shop present.
      • Balance improvements on luxury item needs.
  • Ride Queue Improvements
  • Extensive Improvements and tweaks added to the guest queuing behaviour to improve guest judgement of queues and improve assessment of queue lengths
    • Guests are now more willing to join longer ride queues.
    • Various improvements have been made to how guests assess ride queues.
    • Ride info panels now report current, up-to-date thoughts, to improve the relevancy of guest thought feedback on the info panel.
  • Fixed guests not going down steep stairs in queues.
  • Neon signs no longer placed upside down.
  • Coaster trains no longer ignore minimum departure interval.
  • French and German park opening hours are now displayed as a 24 hour clock
  • Fixed Mechanic animation so no longer intersects with control booth when inspecting The Screaminator ride.
  • Reduced the amount of early reflections on indoor speakers (Thanks to our community! https://forums.planetcoaster.com/showthread.php/19538-Winter-Update-New-Audio-System).
  • Triggered effects and music are more audible when on ride and more directional to help reduce bleed through walls (may require pointing the speaker at the ride better).
  • Fixed a problem that doubled the volume of music on all flatrides. If you changed the volume on flatrides to compensate, you may need to check and re-adjust. Our apologies for this oversight and the possibility of resulting extra work.
  • Update to Planco, including improvements on rides and in queues which now use proper Planco.
  • Audio mix improvements and additional optimisations and stability fixes
  • Added park entrance to the Grassland Biome on Hard Difficulty Challenge mode.
 
Last edited by a moderator:

Vampiro

Volunteer Moderator
Have i ever mentioned i love you all?

The new Flatride looks really amazing!! I love those old school rides [big grin]

And thank you VERY much for fixing some of the bugs! it's awesome to see my queue lines grow even bigger :D
Can't wait to play around with this update !! Thanks Frontier!!
 
#InFrontierWeTrust

Thank you, that looks awesome, can't wait to test it all out... Why does work always get in the way?

Edit: you really love me?
 
The queue length however is a much more complex bug to fix; guest behaviour, decision-making, and their actions have so much data and data points from behind the scenes effecting this decision-making which means this is much more of a progressive development.

Well imagine that, the queue issue isn't an easy fix like everyone thinks its should be. People are still going to complain about it I bet [rolleyes]

Thanks for the update lots of nice changes [up]
 
Thanks Brett and all you troopers at Frontier. I, as many really appreciate the hard work and dedication you are all putting into this. Now go and get yourselves a cuppa and grab some of Ed's biccies [wink]
 
Really?!

No improvements to overall park/ai performance?! I still can't finish and play with my park of 8k guests without dipping into single digit FPS....really disappointing.
 
Thanks, looks like a great update and I can't wait to try it out!

Forgive me for asking (and perhaps sounding ungrateful), but is there any news on the missing signs for the shops that were added in the Winter update (Pipshot, Missy Good,...)? Can't seem to find it in the descriptions.

Great that we can now select which items we sell in which shops.
 
Great! After racking up nearly 300 hours on Campaign in a short space of time, I've taken a bit of a break recently, with the hope some guest AI fixes would be incoming. Looking forward to checking up on my guests now.


Do these fixes affect your current save, or would you need to start a new game?


BTW, are the developers aware of an odd issue I experienced in which I had many guests not paying full price to ride transport rides? I didn't solve the problem, and stopped checking since.

Just one example of a guest paying $0.59 rather than the $2 default price. Bear in mind, this guest was in a party of three and should have been charge $6.

PC%20Guest%20non%20payment_zps5x0tlsec.jpg
 
Please explain what this means?
-Transport rides, including if other stations are near anything interesting.
-If things are too far away and there are no transport rides.
Thank you.
 
Please explain what this means?
-Transport rides, including if other stations are near anything interesting.
-If things are too far away and there are no transport rides.
Thank you.

I too would like to know what this means.

Hopefully this means that people are more willing to use transport rides if there are things near stations other than the one the people are going to. and If things are too far away people will become unhappy
 

AndyC1

A
Looks like this is a little formatting issue - these are regarding the new guest thoughts:

  • Added new Guest Thoughts:
    • On-Ride Experience (having fun, nauseous and too intense)
    • Post-ride thoughts (How satisfied guests are by a ride)
    • Missing facilities and shops (including luxury item shops such as Souvenirs / Hats)
    • Ride wear-and-tear
    • Ride breakdowns
    • Transport rides, including if other stations are near anything interesting.
    • If things are too far away and there are no transport rides

Cheers

Andy
 
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