Experimental Patch Notes (26 May 2017)

We've got plenty more in store for you this round, but we wanted to get a few improvements out to you sooner than later, including "Standby Gates" -- which should add a lot of gameplay & scheduling options. Plenty more things still to come this round, much of it in the works already, but hopefully this will add some new depth to your gaming this weekend! =)

Experimental Patch Notes: May 26, ~5:02PM


 * Optimizes sector generation code, slightly improving performance during active construction
 * Fixes Decorative Tree — should block object placement, and allow flooring changes w/o removal
 * Fixes a bug that could result in manually unloaded baggage being unreachable (adjacent security zone)
 * Fixes a leftover shadow bug when removing walls
 * Fixes the delay in updating wall sprites when ‘attach to wall’ object nearby

Allows building disjoint taxiway networks
 * Instead of everything being required to be connected to one 'network', multiple separated networks will now work. Adds additional “road island” cache and improved heuristics for aircraft spawning, gate/runway functional checks, and baggage car job reservation.

Adds “Standby Gates” as a new research item
 * Allows you to define gate failover options that will be used in the event that a flight’s original gate is not available at the scheduled arrival time. If necessary, passengers will backtrack to a different wing of the airport to reach the new gate agent desk(s), though this effect is nearly immediate and is not yet correctly modulated according to the “Information” effect.

Thanks everyone -- as usual, we'll be back with more soon!