Hey there, very, very, very, very soon to be airport CEO! Last week we announced the release date, the 28th of September 2017 at 19:00 CEST, and the week before that we announced the price, $15,99 USD with a 10 percent launch discount and we’ve received a lot of love from the community. We hope to repay you really soon.
As of right now, it’s another three-ish days to go until that launch date and we’re working on hard on stabilizing Airport CEO for every hour that passes. Over the coming days we’ll be working on several fronts with continued development and bug squashing as a result of the continued testing program, setting up channels for proper bug reporting as well as public relations and marketing. Therefore, this devlog won’t be that smashed with text content as usual since, as you can imagine, we’re quite busy. However, we did update the Steam Store page yesterday which included the publishing of several new screens. Check them out (if you haven’t already)…
… and on the topic of new content, we made ourselves some time during the week and implemented a new item:
The cargo destroyer, to take care of any unwanted baggage roaming around the conveyor belt system.
Airport CEO Alpha v0.20.3 to v0.20.7 Patch Notes
Version: Alpha v0.20.7 Release Date: 2017-09-25 21:00 CEST
Patch Notes
Fixed: Restrict objects that are in some form of usage from deletion
Fixed: Cancelled flight should be correctly handled
Fixed: Baggage randomly stalls before completing a path after a certain time of simulation
Fixed: Very rare baggage stuck issue on passing through X-ray scanner
Version: Alpha v0.20.6 Release Date: 2017-09-24 03:00 CEST
Patch Notes
Fixed: Minor baggage stability fixes
Fixed: Removal of drop off site should only be allowed if more than one exist
Fixed: Minor null reference on flight activation for removed stands
Fixed: When a bag is deserialized exactly on end of path it can randomly deadlock
Fixed: Wrongly serialized CEO data profile invades airports
Fixed: Minor issue with deadlocked fuel truck
Fixed: Doors (small medium large) dissappear or gets bugged after loading the save
Pressing escape twice now opens game menu
Fixed: Deleting bus stop does not cause passengers queueing at it to find another bus stop
Fixed: Minor null reference issue on get carried asset
Version: Alpha v0.20.5 Release Date: 2017-09-24 14:00 CEST
Patch Notes
Fixed: Persons sometimes not generating correct first name based on gender
Fixed: Baggage stops at tilt tray
Fixed: Employee profile picture is not centered
Fixed: Hilltop cafe misspelt
Fixed: Procurement Director not shown
Fixed: Deserialization issue on top down hair index
Fixed: No other applications when looking for board
Fixed: Unbuilt structures spawn earth patches
Version: Alpha v0.20.4 Release Date: 2017-09-24 03:00 CEST
Patch Notes
Adapt baggage path plotting behavior to support multi tilt tray paths
Fixed: Room and areas are not destructible
Fixed: Baggage cannot be scanned twice (flying bag issue)
Fixed: Missing airline name
Fixed: Franchises available before finishing procurement
Fixed: Runway upgrade didn’t cost any money
Improve aircraft audio
Fixed: Add functionality to executives where applicable and disable those that do not yet serve a purpose
Fixed: Board members remain in place even after firing, clicking on them gives you the option to hire them or reject application
Fixed: Service trucks does not always wait for all baggage to be loaded
New item: Implemented baggage destroyer
Fixed: Departure plane has status on arrival list
Fixed: Placeable panel closes immediately when pressing escape and holding item
Fixed: Procurement panel countdown error
Fixed: Restrict tilt trays from being able to be built in baggage claim areas
Fixed: Minor cargo bay baggage loading bug
Fixed: Visual bugs in relation to ramp agent baggage handling
Fixed: Fuel gauge sometimes at 101 percent
Fixed: Fuel supply truck can get stuck at unbuilt checkpoint
Fixed: Bag fallback method for locating nearest travelable conveyor belt node does not take opposite facing conveyor belt directions into account
Fixed: Procuring fuel trucks changes the speed of the game depending on how many trucks are procured
Fixed: Attachable Jet A1 fuel tanks become Avgas100LL after loading a save (re-build is required)
Fixed: Incorrect spelling on baggage tag
Fixed: Close all runway serves no purpose and should probably be disabled
Fixed: “Construction demand exists” on operations panel even though there is no construction * demand (no objects left to build)
Fixed: Boarding pass custom characters (implement Courier with Unicode support)
Fixed: Validate that roads can be zoneable (sidewalk)
Fixed: Aircraft textures at night have a bright white line along the width of the fuselage
Fixed: Employee candidates stop spawning after a while
Fixed: Only structures should spawn earth tiles upon destruction
Fixed: Landing lights inside terminal
Version: Alpha v0.20.3 Release Date: 2017-09-21 01:30 CEST
Patch Notes
Fixed: Passenger shop process is taking too long or become stuck
Fixed: Minor fix for cargo bay baggage loading process
Implement re-plotting of path for diverted baggage to support more complex conveyor belt system designs with several concurring tilt trays
Add penalty for flights departing or arriving during restricted time
Pax don’t sit on sofas or armchairs
Implement proper FPS counter
Fixed: Fix transportable asset pass through conveyor belt issue
Fixed: Baggage handling stability improvements
Fixed: Baggage cart gets disconnected on fast forward
Fixed: Add missing arrows on cargo bay
Implement penalty weight on cargo bay road nodes to avoid vehicles plotting through unless necessary
Fixed: When tarmac is applied over taxiways, taxiway nodes cannot be created
Fixed: Airport name truncated on employee card
Fixed: Completed a tester’s minor list of corrections
Fixed: Franchises sometimes not having any sales
Fixed: All service technicians have low technical skill
Fixed: Avgas truck not showing despite avgas unlocked
Fixed: Road not updating correctly on build
Fixed: Job applications stop coming in for particular positions
Alright, so that’s it for this devlog. What happens now? Well, we’ll see you during the week and of course especially on Thursday. While we’ve worked hard to flush out the most major and most critical issues the testing CEO’s have been limited to 50 people and depending on the influx of new CEO’s during the first days it is extremely difficult to anticipate the overall stability. We will be on stand by the entire weekend and will closely monitor the development as new aspiring CEOs dig into the game engine.
If you haven’t wish listed ACEO yet and want to be alerted the instance it is released, make sure to head over to the Steam Store page and do so.
See you soon! Fly safe!
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