Experimental Patch Notes (29 April 2017)

Experimental Patch Notes: April 29, 6:01PM

We're kicking off this next round of updates tonight -- we've got a solid patch for you, with a few additions and some fairly major improvements, which we hope you enjoy!

As usual we'll continue pushing out updates & fixes as quickly as we can; we thank you very much for your continued patience and support as we work to deliver these larger scale improvements to you as quickly as we can!

Features
 * Passenger AI Improvements — passengers are now constantly assessing their environment, even when already engaged with a behavior. You’ll see better queue distribution, new line hopping, fewer pax missing flights, and other improvements.
 * Adds “Small Retail Bar” — complete with 2 bartenders! Will be improved further in future.
 * Adds "Windows" -- currently function like walls, with a different sprite.
 * Adds a "Highlight Passengers" button to Aircraft. Green = Departures, Red = Arrivals.
 * Adds a new text indicator where vehicles spawn to show the (hidden) queue size, when roads are backlogged

Bugs
 * Fixed an issue with placement validations missing some items in scope for auto-Dismantle upon game load
 * Fixed a regression with ‘marker’ placement (Aircraft docking, object placement indicators, etc)
 * Fixed an issue with vehicles still spawning when the roads are fully backed up
 * Fixed an issue getting stuck w/ no path to Flight Info Display
 * Fixed an issue with Outdoor Gate not connecting to walls/fences after game load
 * Fixed an issue with Staff/Vehicle movement speed erroneously getting randomized during pooling
 * [UI] Fixed text clip on Early Access Dialog
 * [UI] Makes valid TimeBlock drop region in Scheduler be only on arrival time, to show why Night flights cannot be scheduled past 10PM yet

Gameplay
 * Bag/Body/Metal scanners now all require staff to work
 * Enabled hourly infrastructure costs (ATC Tower, Baggage Carousel, Baggage Routing Station)
 * Workmen will now handle the indoor luggage (golf cart) duties, since they’re often otherwise idle
 * The in-game clock speed has been reduced 25%, while the simulation speed is the same — making the time scale more realistic (e.g. simulated walking speed)
 * Numerous small tweaks to timings & object effects