Update 1.1.3

Sorry that these got left out again - let me try and explain why this happens. Development of Planet Coaster continues (with lots of exciting things that I can't talk about right now) on a day to day basis, and changes are committed to source control in the "trunk" (or "mainline"). When we do a "smaller" update like this - the "double point" updates, we use the previous update as a base and selectively merge (or " cherry pick") fixes for specifically highlighted issues, or new features on to the new update from this trunk. When we do a "big update", such as the 1.1 Holiday Update we take this from the trunk, including all the fixes that have been made up until this point.

The reason we don't merge everything on to smaller patches like this is that it takes a great deal of time to merge and test all of these changes. Basing every point update on the trunk isn't really practical either as again the testing burden would be much higher, and we'd have to go through and remove lots of in progress features that aren't currently ready.

So this is why the new signs have been missing from updates - they simply haven't been merged to the "1.1.x" patches yet, but will be included in 1.2.

Cheers

Andy

As someone who uses source control (Git)on a day to day basis, and is used to branching and merging their code, I can vouch for how complicated and time consuming this can be! That said, shame those branches can't be:

Main -> Patch 1.1.3 -> Flatride -> 3d model
-> sounds
-> signs
-> other assets etc​

and then merged up as one, so no assets get lost in the process, though.
 
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Huge thanks for the update, I love the new flat ride, it's just like my childhood favourite ride at Rhyl funfair. I also love it how you explain the updates and fixes to us rather than just state 'bug fixes' as other game devs do. It's always interesting to read what's happening behind the scenes. Keep up the good work and thanks again, you guys (and girls) are awesome [heart]
 
I don't want to come off as a sour blob but has anyone else noticed how the new Sizzer flat ride speeds up and goes super fast, like not natural fast and then slows back down to normal? I don't know if this is a bug or just normal. Another thing I would like to see in the new ride is restraints that open up and close. I am very pleased with the new ride just noticed those small bugs.
 
I noticed that too. Abrupt speed change.
And it's very fast!

I suppose this is to give us a "ride sequence option". I would have rather had anti-clockwise as an option rather than centrifuge. [haha]

But, oh, those pretty lights flashing hypnotized me into not caring.
 
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I don't want to come off as a sour blob but has anyone else noticed how the new Sizzer flat ride speeds up and goes super fast, like not natural fast and then slows back down to normal? I don't know if this is a bug or just normal. Another thing I would like to see in the new ride is restraints that open up and close. I am very pleased with the new ride just noticed those small bugs.

You can remove the fast sequence in the ride animation sequence menu and replace it with a normal speed one.
 
Thank you!!

Thank you very much for your Information. Now, that you have given an "insight" and your statement that the missing signs will be part of update 1.2 I'm satisfied. Thank you once more for this great game and last but not least for the passion frontier developments always shows in each step they take by making the game better and better.

Best Regards
Michael
 
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thank youu
 
......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.......

HYPE HYPE HYPE! THANK YOU!
 
THANK YOU SO MUCH DEV'S - and hi to the lovely Bo -
I've said it before - but this is the best game I have ever played - you keep making it even better . . . not being a gamer, I love it!!!! Thanks, G

PS - cannot wait for more[happy]
 
I noticed, that the "number of cars / trains" field in the ride preferences is now a currency, instead of a number. So my coaster runs with $0.03 trains ;)
 
Love the new ride. My only suggestion for future rides is to not embed the name of the ride in the design. Some of us like to give our rides an original name.
 
This update is absolutely brilliant! Loving the tweaks to the queueing and guest thoughts. My close 2nd favorite feature of this update is the ability to toggle items on and off in the stores [yesnod] (gracefully evolving (hopefully) into the many options RCT3 has to offer)


Great job and really looking forward to april (which seems like a lot of time compared to the development time for the rest of the game, so having high hopes for it [wacky])
 
A big thank you for this update.
The two biggest bug related issues with the game's AI are now fixed :
- missing gravity in coaster calculations
- the "queues is too long" bug

What a difference proper behaviour can make ! I can enjoy building my coasters and queue facilities knowing the guests will actually use them.
I've reloaded my previous park to see it in action. It was very weird.
My alleys are now almost empty (no more thousands of people bouncing from ride to ride). The queues of popular rides are now working as the guests eaters they always should have been.
And the shops have returned to a more reasonable popularity level than before. It's a good thing.

Although I found it quite fun to break the park by attracting the entire park to one place just by inserting a hat shop.
I wonder : would it be possible to add "cheats" just for fun (in sandbox mode) to recreate this ahem... "feature". (force all guests AI to decide visit the one ride/shop selected by the player).
 
Well. Hope is the last thing to die, though it is still severly wounded.

- Seems the Tiamat track still can't be inverted.
- Kids animations still seem to miss at some rides and coasters.
- Seems the new ride can't be renamed. This is really a shame, because i like it.
- Seems the shiny walls and the old victory are still gone.
and some other things

But the new supports seem to be alright and the ride sequence acceptance seems to be better now.
 
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Well. Hope is the last thing to die, though it is still severly wounded.

- Seems the Tiamat track still can't be inverted.
- Kids animations still seem to miss at some rides and coasters.
- Seems the new ride can't be renamed. This is really a shame, because i like it.
- Seems the shiny walls and the old victory are still gone.
and some other things

But the new supports seem to be alright and the ride sequence acceptance seems to be better now.

Well there's only one Tiamat style coaster in the world and that doesn't invert so I'd say they are being realistic there.
[video=youtube;FY8pcsSDup8]https://www.youtube.com/watch?v=FY8pcsSDup8[/video]
 
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