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Planet Coaster Free Winter Update and performance patch

Planet Coaster Free Winter Update and performance patch

Planet Coaster Free Winter Update and performance patch

Planet Coaster Free Winter Update and performance patch

 
 
Planet Coaster has just received a large amount of additional content through the game's free Winter update as well as a large number of performance optimisations.  
 
On the performance side, this update offers the game's memory usage as well as optimisations to the path rendering system, which alongside a huge list of general performance improvements which give the game improved load times and higher average framerates.  
On the content side, the game now has three new scenarios, a new arctic themed sandbox location, 140 new scenery pieces, seven new shops and eleven new coaster blueprints.  

 

 

This new update will download automatically on Steam, giving Planet Coaster owners immediate access to both new content and additional in-game performance. 

Planet Coaster is quickly becoming the most popular theme park builder on PC, bringing the genre to the modern age with advanced graphics, a large amount of content and an active community of creators which is continually adding additional content to the game through the Steam Workshop.

At the time of writing Planet Coaster is one of the top 25 games on Steam when it comes to concurrent players, showcasing exactly how much demand there is for a modern take on the classic theme park tycoon genre. 

 

You can join the discussion on Planet Coaster's free Winter update on the OC3D Forums

 

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Most Recent Comments

16-12-2016, 09:53:44

SuB
The actual changelog, for those interested.

Update notes



New Management Features
Ride prestige rating visible for rides and coasters on their information panel
Prestige reflects the overall appeal and value of a ride to guests

Reputation status visible for rides and coasters.
As rides get older, their reputation can diminish and affect their prestige rating

Ride reputation decay added to medium, hard and harder challenge mode maps, as well as new career mode levels in Festive King Coaster's Crackers
Added guest thoughts for ride reputation decay
Added notifications for ride reputation decay
Date opened field in the ride information panel displays Ride Reputation on scenario or challenge parks that support ride reputation decay
Reputation is in 1 of 5 states: 'new', 'deteriorating', 'old', 'reviving' and 'classic'. The state is determined by the time since the ride was first opened.
Park Management
Staff Lists - Added an "All staff" view
Staff Lists - Added ability to change salary, increase training level, assign roster, view workload and fire
Attraction Lists - Add the ability to change ticket price, and change the ride status (open, close, testing)
Shop/Facility Lists - Add a column which shows whether or not the shop is synced, and add the ability to change the shop status (open, close)

Sensibly colour the Open/Test/Close and profit/loss columns, making it easier to see what is happening at a glance.
Add workload indicator to staff information panel

New rides/coasters
Rides
Collider – Retro, SciFi ride that has 20 swinging gondolas on what is essentially a horizontal Ferris wheel that rises to an angle of 87 degrees.
Bumpin Derby - Traditional bumper car ride

Track Ride
Sleigh Ride - Winter themed track ride

Transport Ride
Iron Horse - New Steam Locomotive

New scenarios
Add 3 new scenarios to the game under "Festive King Coaster's Crackers"
Festive Funland - Set in our festive-themed park, spruce up your winter wonderland with seasonal scenery and draw in the merry crowds!
Cavenerous Coasters - Set in a dark grotto and with no terrain sculpting and a loan to start you off, bring success to your park
Back from the Brink - This abandoned parked is in a real mess; negative cash, huge loans and a ludicrous layout. Turn it around!

New location
Arctic now available in Sandbox and Challenge mode

New scenery
New Festive theme
Gingerbread wallset
Icing decorations
140 new scenery pieces
Christmas Trees
Baubles
Candies and Sweets
Snowmen
Gifts and Presents

7 x new shops and signs
Gulpee Soda
Pipshot Juice
Pipshot Smoothie
Pipshot Water
Pizza Pen
Cosmic Cow Icecream
Missy Good Dougnuts

Camera
Fix for 'Dynamic' Camera losing the coaster track and widgets when banking underground
Ride Camera UI now remembers the settings you last used
Make the camera slightly better on the terrain skirt
Hide guest beards when in Ride Camera
Improved "Kick Flip - Default Camera 2nd Ride Cam" to be more cinematic
Stop you being able to tunnel underneath the terrain

Coasters
Added 11 new coaster blueprints
Screamer - The American Arrow
Lycanthrope - Werewolf
The Hunt - Pioneer
Frenzy - Rage
Trail Blazer - Aethon
Impulse - Invincible
Red Steel - Iron Fury
Harbinger - Malice Unchained
Rebel - Mine Train
Whirlwind - Spiral
Twister - Enigma

Duck moments no longer add to nausea
Rolling rapids additional cars disappear if the first one falls off the track
Don't explode trains that are stopping at station.
Angle indicator added to the slope and curve track construction widget
Length indicator added to the track construction widget
Improvements to supports by adding dog-legs and sloping supports
Supports not previewing when moving an elevated ride over its prior position
Pioneer car's rear wheels now align to the track
Improvements to the Invincible support set
Fix high-speed coasters creating gaps in their heatmaps
Fix Invincible coaster cable lift holding trains at set speeds even downhill
Coaster train resets if it stalls near or at the station after a reverse launch.
Use a scrolling UV on the chain lift to match the speed of change
Dive Drop Holding Section does not seem to generate very high levels of fear during the pause
Fixed a LOD pop on the Magic Katz wheels
Changed wording for G force labels in testing tab to suggest acceleration instead of force
Wooden Coaster now has a Auto tunnel size slider
'Launched - Hydraulic' coaster - Added ability to tunnel both spline 2 and the reverse launch.
Added stairs to catwalks
Improvements to the Hyper coaster when longer than 30m
Fixed heat map problem with multiple trains. Trains now only start testing when they leave the station. Second and subsequent trains were starting prematurely which added incorrect values in the heat map
Fixed issue where multiple train flying coaster trains default to the down position when loading a park
Fixed Lift hill EFN boosts being applied across a whole coaster/ log flume, not per lift hill.
Flourishes play less often for guests who were only just excited, playing more often when guest gets more excited
Fixed for issue where coaster track supports will appear and go through the station when placing the Entrance and Exit
Lift hills now less nauseating
Added a drop shadow to the heat map labels to make it more visible against a white background
Fix issue where changing number of cars/trains on a coaster causes station and adjoining track to be unhighlighted.
Increased maximum downward slope value for the 'Invincible' coaster cable lift to -80°
Reduced the size of the Magic Katz head so the forward facing ride cam is no longer obscured
Decrease max fear boost for ducks to 2.
Flat ride Insanity art improvements, added a ladder. Better harnesses, and slight textural tweaks.
Increased default station length of 'powered track rides' from 12m to 16m to make placement of exit and entrance gates easier
Rolling River and Choppers Creak have increased max slope decline angle and set a downhill speed value
Choppers Creek (Log flume) mid sections of the drop now have 2-20m range in 1m increments, making it much easier to align the splash section to the floor.
Fixed hybrid coaster supports behaving incorrectly when near vertical and banking.

Rides
Fix issue when placing a Hyperspin ride where the queue has no queue time but guests don't get on ride
Fix issue where a new queue tries to go back onto the ride when building the entrance near the control booth
Fix bug where changing a ride's entrance may invalidate entrance's original location

Guests
Reduced clipping when guests walk into toilets
Fix seams found where necks connect to body
Adding "lamb chop" facial hair to male guests
Fixed Guest cash spent stats not taking into account refunds
Increasing the number of guests who visit gift shops
Made the different gift items have different popularity - Balloons > Hats > Momentos
Added 2 new hats to the avatar and hat shops - Elf and Reindeer
Fixed issue when changing from open state to testing with guests seated on a flat ride they will remain on the ride while in test mode

Staff
Added Festive King Coaster as an available entertainer
Staff placement - Multiple staff members of the same type can be placed at the same time.
Staff info popup shows the tasks counts of the previous month rather than the current month.

UI
HUD now shows date-of-month by default and time-of-day on mouseover, rather than vice versa.
Prebuilt coaster blueprints now show the correct cost in the browser
Using F5/F9 to load the quicksave/quickload menu now returns the player straight to gameplay rather than to the parent settings menu.
Don't disable the path cursor on invalid path, just leave the path cursor as is
Coaster trigger panel is now dynamic and can be longer
Fix a bug where the help popup wouldn't update when switching between selecting a transport or tracked ride.
"Ride X has not been tested" notification no longer appears if it's an unfinished coaster.
"Coaster x is incomplete", for when the player isn't editing an incomplete coaster and a certain amount of time has elapsed.
Added a "Delete Path" button to the path system (similar to you holding the DEL key)
Ability for you to Sync Prices in your shops
The left hand UIs (help, notification list, challenges, objectives) and the park management ui will now close the other when one opens
Added a "Recently Used" sub-category to show recently used
Add notification for when player has completed a single objective in a difficulty tier
Adding a tooltip for the UI scaling.
Fix for multi select ceases to function after deleting selected items
Fixed issue where Controls Menu resets to the top when mousing over Edit icon
Fixed coaster objectives not completing if the required value has been rounded up
Bottom browsers now have (rebindable) keyboard shortcuts - 1,2,3,4,5,6,7,8,9, 0 and i (Park Management → Multi Selection)
Added a "Go to Steam Workshop" button in "My Blueprints"
Can now rename stations of Transport Rides
Added some new Statistics to the Park Management → Misc Statistics
Fixed statistics for Queue Time reported incorrect data

Localisation and Text
Removed an apostrophe from the Loading Screen tip "You can change the ticket price of a ride on its Finance tab"
German - Fix word-wrapping on Help UI with long words

Scenery improvements
Planet Coaster sign 14 now has colour option
The Fairytale Fountain thumbnail now matches the model
Fix texture issue on Classic Brick Pillar 1m tall
Fix texture issue on Modern Wall 1m Slope
Added colour option to Panel Curved Wall 2m and 4m
Clockwork tower scenery object missing geometry/backface cull
Added 2 new flower shrubs with colour options
Fixed icons for Wooden Doors/Windows
Fixed incorrect thumbnail for Rough Brick 4m Station Surround 2
Fixed waterplanes under the environments so its not visible when you dig in the expanded areas
Fixed Vendors feet can be seen coming through the base of the shop

Audio
Mix pass on the entire game to achieve that rides / coasters up close are louder but are more quiet further away. This is intended to help with creating audio theme-ing a little away from louder areas.
All in all over 800 bugs, mix tweaks and optimizations have been made to the audio of Planet Coaster since release.
Added audio to new particle effects, new rides, menu's and blueprints.
New music tracks: Planet Epoch, Planets Collide, The Joy in Us All, SleighRide
Audio code has been optimized, is more responsive and runs faster.
Added audio option to play soundtrack only when the game is paused.
Fixed previously broken triggered sound effects.
Increased music streaming buffers to combat music cutting out, this might increase latency.
*.flac files are now supported by the custom-user music. Current list of file-types supported is : .mp3 .ogg .wav .wma .aac .m4a .flac
Custom user music is louder on coasters.
Guests on coasters now respect EIN values and will scream when frightened and laugh when excited. Thanks to forum community for bringing this to our attention!
Guests on coaster individual animations have audio now.
Bespoke Harness sounds for Coasters.
Coasters can be heard much further throughout the park.
Coaster crashes more audible.
Guests on coasters will fatigue over time and scream a little less. More dynamic rides will keep them louder, rides that are constantly at a high speed will tire their vocal chords. This is not a game-play changing feature, just restricted to audio.
More variation between different coaster manufacturers and secondary systems such as brakes and chain lifts.
Intro movie now respects audio settings.
Individual guests on rides can now be heard on the closest ride.
Triggered soundeffects and park speakers need to be pointed for maximum effect as they are loudest from the front. This helps with sound-effects on indoor rides being less audible through walls.
Triggered soundeffects will be louder depending on how loud the game is, in practice this should helps when using them on coasters.
When quitting the game, audio now gracefully fades out instead of being cut.
A little festive surprise in the main menu theme (no worries, we'll change that back before summer ; )
When activating the Steam overlay, the game audio is muffled to help audibility when watching tutorials.
When a steam train goes up or down a hill, the steam-whistle blows. This feature can be used to "script" where a train is audible in the park.
Vendors cash machines now make a sound when accepting an order. Like their voice it subtly changes depending on their mood.
When selecting guests, staff or mascot, they are "contacted" and will communicate back their current mood in an emote.
When rides break down, the unique ride start/stop sound can be heard breaking down also.
Game volume has been raised slightly.

Stability
Fix crash when unsubscribing from multiple Workshop items quickly
Fix memory leak in heatmap data cache.

Optimisations
Optimisation coaster music system to use less memory
Improvements in the path rendering system on big parks
Cleanup of structure of existing art assets for memory savings
Setup coaster supports to use the streaming system
Improved loding logic on coaster supports
Performance improvement when you're moving a new path piece around lots of existing queue paths
More optimisation to the park management screen to reduce delay when opening it
Optimised memory usage.
Ensured better sharing of common assets.
Improved granularity of large asset packs to separate infrequently used resources.
Revised connectivity of asset packs to reduce memory usage in high asset usage situations.

Improved performance.
Reviewed model LOD’s to ensure optimal rendering of low LOD assets.

Improved load times for parks and blueprints.
Reviewed connectivity of asset packs to ensure packs better represent the objects that use them.
Speed up loading times by caching database queries

Tutorials
New "advanced simulation" tutorialQuote

16-12-2016, 11:35:05

Dark NighT
Looks great, not checked the update yet, and i doubt it will improve much for me, i put down far to many effin tree's, but it looks awesome.Quote
Reply
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