I can't play the game since this update came out, even when I load an empty sandbox map the game crashes immediately...
There may have been unlisted bug fixes, but from the outside, this update seems improvement-light.Alongside the paid content, we are releasing FREE update 1.12, containing bug fixes and other improvements
I was just thinking the same thing. I was really hoping they added a blueprint for the Ghostbusters interactive ride. They show one in the trailers.Am I being stupid or is anyone else unable to find the blueprint for the ghostbusters interactive ride?
It's not a blueprint as it is too large! You can access it through the story mode or by launching the Ghostbusters park in Sandbox mode.
Thanks for the free update and the Quickdraw.
At one point it was said that there will be bug-fixes with the free update, but I can´t see anything in the patch notes. Are there any bug-fixes at all?
Are there no bug-fixes at all in this update? Can’t find the list....
- "Mute Licenced Music" option for steamers
- Volume slider to adjust the VO levels
So it is not possible to make that if I shoot at a target it makes an explosion? I am trying to make it but I don't see how I could do that.
Hm... I just checked and there are still a lot of things that have been reported in the issues tracker, and being discussed here that haven´t been adressed:We fixed most of outstanding bugs, aside from Known Issues, in 1.11.2 - if there's anything else you feel we need to address anytime soon, please use the Issue Tracker so we can prioritise
I would just like to use any moving scenery pieces as possible targets. Maybe with a check box to start the animation when hit. This way you could say hit an exploding barrel and then it explodes. The ghosts are basically moving pieces, but they are obviously set up differently in the code.I think we can't. I have tried everything and there is no option to do it. I hope this will be adressed in further updates. We should start a threat asking for that feature: targets that trigger effects and animatronics when hited.
Same. This would make the diference in this ride. From amazing to epic!I would just like to use any moving scenery pieces as possible targets. Maybe with a check box to start the animation when hit. This way you could say hit an exploding barrel and then it explodes. The ghosts are basically moving pieces, but they are obviously set up differently in the code.
Yes, we really need that :/I think we can't. I have tried everything and there is no option to do it. I hope this will be adressed in further updates. We should start a threat asking for that feature: targets that trigger effects and animatronics when hited.
Yeah, I'm really disappointed in this update concerning some of these things. The train length issue is probably an easy fix. In the past they adjusted the train length of the Gnarler in a timely fashion. Not to mention they quickly "fixed" the SLV; it could original run with one car per train, but they changed it so the minimum train length had to be 2 cars per train. No one asked for that change; some people were making wild mice coasters with it (which was nice considering we still don't have a steel wild mouse). So they were quickly able to change the minimum train length, but at the same time, they did not increase the maximum train length: what the community was asking for! Some of these coasters have been needing their max train length adjusted from the launch of the game, but haven't been changed. (Tiamat max 7 to 9, Iron Fury max 10 to 12, Vector max 5 to either 6 or 8, SLV max 6 to 8)Hm... I just checked and there are still a lot of things that have been reported in the issues tracker, and being discussed here that haven´t been adressed:
These are just the ones that I have reported for months now.
- Still no slanted brakes on the Copperhead Strike.
- The sound mixing and peep behaviour during rides is still totally off and messed up since 1.11
- Graphic glitch on SLV loops (reported and acknowledged since the DLC came out) is still there.
- Still no realistic car-per-train set-up for the SLV and many other coasters.