Airport CEO Beta 4 released

As stated in the post before the changelog, existing saves from beta 4.0-2 will have broken terminal foundation and you need to fix that manually.

As for the other issues just keep reporting them and we’ll keep fixing them! :slight_smile: This is after all the fast paced testing branch and we do break, but also fix, stuff quickly.

Ok, do what’s officially the fix? Bulldoze and build again?

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Yeah, although there seems to be some lingering issue with objects being shown on multiple floors, including some larger terminal tiles. I’d probably hold off until we can patch this bug as of tonight’s update before determining if your save was affected by the initial terminal tile issue! :slight_smile:

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Good evening, time for today’s update, beta 4.0-4 (also known as the Update Not Found update). We’ve got another round of critical fixes for the objects displaying on multiple floor and other rendering issues as related to the performance improvements we’ve made, as well as some other fun bug fixes.

We’re also releasing a new highly requested feature today, buildable ponds (also known as water, lol). You can now beautify you airports even more, please enjoy some inspirational screens of what you can do.

Please not that the graphics here are experimental and that we’ll definitely iterate and improve the water shader used. Environments will also generate random water across the map in a future update.

    Release notes - Airport CEO - Version Beta 4.0-4

Bug

  • [ACEO-37882] - Persons cannot move from subway entrance area if newly built
  • [ACEO-38046] - Tiles do not mark as planned if construction is disabled causing planning mode to break
  • [ACEO-38139] - Service trucks don't spawn world notifications if they cannot continue with a job task due to failed path
  • [ACEO-38152] - Placing a road one-way arrow immediately in front of a cargo bay can cause it to become unaccessible for service trucks
  • [ACEO-38173] - Certain items can in rare occasions show on multiple floors
  • [ACEO-38179] - Aircraft node occupation system can on load cause aircraft further back in the queue to occupy nodes in front of foremost aircraft
  • [ACEO-38192] - Aircraft do not respect hangars set to specific airline only
  • [ACEO-38285] - Planned transition items can be utilized by persons
  • [ACEO-38293] - Enable road check-points to spawn world notification warning if they cannot reach a world tunnel entrance
  • [ACEO-38327] - Roads incorrectly create walkable area which could cause pathfinding issues

New feature

Improvement

  • [ACEO-32234] - Statistics and data display overhauled and now displays data in a more relevant scale

Believe it or not but we’re actually nearing the end of beta 4 and will spend hopefully one final day tomorrow on continued feature implementating (the remaining stuff for beta 4) and minor bug fixing. We want to get back to our scheduled two week default deployments and smaller releases, plus that beta 3 has some critical bugs in it that’s been fixed on beta 4!

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Island airports, here I come (Almost completely island)

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Also, trees stay when water is placed (ACEO 38342). Can we edit posts on this topic? It reduces clutter and I don’t think it hurts discussion if we can… Also, now I have to make post after post after post :rofl:

Let’s guess who is going to build the first island airport or first famous coastline airport like Kai Tak or St Maarten.

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Awesome! :heart_eyes:

EDIT:

@Olof let’s face it people will try to build islands in game with usage of ponds a.k.a. water a.k.a. salt water a.k.a. sea water a.k.a. ocean water :wink:

So such a tiny feature will be necessary for unplayable edges of map;

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Will water function as a “fence” to shield off animals entering the restricted area?

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Yes! :slight_smile:

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Except fishes. :rofl:

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Nice! Could we get maybe a map option to randomly generate islands or normal land with lakes and stuff, kinda like prison architect

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Upcoming random water generation is mentioned in the release notes post above.

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I think this isn’t right.

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New Employés coming: Security Alligator & Piranhas who protect your airport in all ponds :crocodile: :fish:

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It seems as though the ‘ctrl’ toggle to demolish ponds has not been implemented… Was this intentional?

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No, it will be fixed in tonight’s update.

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What about frigging sharks with frigging laser beams attached to their frigging heads?

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Good evening! Tonight’s update, beta 4.0-5, contains more imporntant fixes and a new aircraft! :slight_smile:

    Release notes - Airport CEO - Version Beta 4.0-5

Bug

  • [ACEO-38289] - Persons don't distribute evenly between transition items of they are close to each other
  • [ACEO-38296] - Terminals smaller than 16 by 16 can be placed despite warning message stating otherwise
  • [ACEO-38317] - Runway selection mode does not take de-icing pad selection into account
  • [ACEO-38342] - Dragging water across a large area covering multiple trees does not always remove all trees
  • [ACEO-38355] - Aircraft can taxi through other aircraft to runway after deicing
  • [ACEO-38356] - Aircraft does not always choose the nearest runway when runway setting is set to fetch nearest
  • [ACEO-38366] - Multiple boarding desks analyzing boarding completion can cause a per second lag spike
  • [ACEO-38378] - International zone does mot copy when template copy contains a door
  • [ACEO-38379] - Water tile removal does not refresh rendered making it seem as if not removed
  • [ACEO-38387] - Line up and wait too early causes aircraft to land before previous takeoff
  • [ACEO-38393] - Copying objects can in certain cases lag for an extended period of time

New feature

  • [ACEO-33364] - New aircraft: Boeing 777-300 Classic & 777-200 LR

Improvement

  • [ACEO-38367] - Various water shader improvements
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