Patch Notes (13 March 2017)

We've been working all weekend and we're incredibly excited to bring you today's patch. We've got a bigger patch than normal, so this will be the only patch for today -- but we're off to a great start for the week and we're really looking forward to continuing to churn through the remaining bugs, and to start moving towards the more fun stuff!

Thank you to everyone who's been playing, submitting reports, making suggestions, and helping others in the community; we really couldn't do this without you, and the fantastic responsiveness from you is a huge part of why a patch like this is even possible in such short amount of time. And now, on to the good stuff!

Patch Notes:

Kitchen/Cafe Fixes:
 * Fix a deadlock when reserving a Prep Cart
 * Update sprite positions and z-order
 * Reduces the chance of crowds (especially arrivals) enqueuing en-masse
 * Shortens the frustration timeout (when unstaffed) and introduces hysteresis to selecting another Cash Register

Aircraft movement & pathfinding improvements:
 * Should no longer get stuck; possibility is very substantially reduced
 * Replaced "Force Departure" with "Break Deadlock"; will allow head-on aircraft to bypass each other, is unlikely to occur
 * Aircraft should no longer have a propensity to back-taxi on the active runway

Extra Large Gate Changes & Improvements:
 * Fix the docking point position
 * Now require 3x adjacent taxiway in front, up from 2
 * Small aircraft can now dock at XL gates
 * Resolves bug with some flights erroneously getting canceled if only XL gates exist
 * Boeing 777 now requires XL gate
 * XL and Large Gates: numbering will now stay sequential

Additional Changes and Fixes:
 * Fixes construction project cancellation bug where construction blocker was not removed properly
 * Last-minute gate changes will now be attempted up to 1 hour past scheduled arrival
 * Fixes a source of a crash to desktop that could occur with Indoor Luggage/Golf Cart staff tasks
 * Agent Pickups can now fallback to walking off the map in extreme cases
 * Misc. AI/balance changes to Information; Frustration enabled at a low level
 * Several fixes with New Game UI not consistently setting the game up properly in all cases
 * Fixes sprite on newly placed Runway, no longer appearing as upgraded w/ lights by default
 * Game Time is now paused while saving
 * ILS/Glidescope Object now uses the correct outdoor lighting material
 * Foundation is now a fixed cost per tile
 * Fix Taxiway dismantle; should return 8 units of Asphalt, not 15
 * Building roads/taxiways now displays the net project cost, incorporating inventory
 * Misc. performance optimizations, including construction-related performance improvements

While your save game file from a prior version may work, due to the size & scope of this update we recommend that you start a new game -- since save/load functionality has been substantially improved, you'll have the full benefit of those improvements by starting a new save game. We do everything we can to not make save-breaking changes, and as we get past the bugs we'll be making special considerations to avoid doing so; but because nature of this patch specifically, we'd recommend starting a new game this time around.

Thank you everyone -- we'll be back tomorrow for another round as usual!