- Guests who ride to the top of a lift are offered every run that actually starts up there, with no hidden distance limit on which ones count. A summit's worth of riders could end up with nowhere to go and quietly give up on the day.
- A lift whose top station has no run beginning inside it now stops and says so. A trail you can't drop into reads "No way in" and names the hub to drag its start inside of.
- Guests who already gave up get a second chance. Fix the layout and they pick themselves back up where they're standing, instead of staying lost until closing.
- Broken lifts and trails wear a warning symbol out in the world, so a problem is something you notice rather than something you go looking for. A buried lift keeps its icon, too. It used to disappear at the exact moment you wanted to click it.
- Staff go to whichever job is genuinely fastest to reach, counting the walk, the ride up, and the wait in line. Grooming jobs are measured from the shed, wherever the driver happens to be standing.
- Fixed staff restarting the same snow-clearing job over and over. Automatic snow clearing is switched off for now while the digging behind it gets sorted out. Buildings still get dug out before they're buried.
- Snowblowers deposit snow reliably again, including off-camera and right after loading a save.
- The snow quality overlay agrees with the rest of the game now. Groomed runs had been flipping to packed in big square patches as the morning crowd spread out.
- Guests complain about the sign, not about their own ambition. "Harder than expected" now means the run is tougher than its posted rating, so re-rating it or grooming it will settle them. A run marked expert can't be harder than expected, which is the kind of thing a guest would still say.
- Marketing campaigns end when they're meant to. One could get stuck running forever and block every new campaign for the rest of the save, through reloads. Stuck saves sort themselves out on load.
- Sandbox keeps applicants on the board. Hiring no longer drains a discipline dry and leaves you waiting on the calendar to fill a role.
- Buildings count as neighbors edge to edge, so a big lodge on a slope earns its adjacency and theme bonuses instead of being charged for its own footprint.
- Trails that cross each other reliably make a junction you can transfer at. Long, straight runs could pass right through one another without one.
- Short lifts have summit navigation. Anything under about 30 meters had none at all.
- Buildings with a wide roof get their doorways dug out properly.
- Turned off ray tracing work that nothing in the game reads. It was building structures and compiling shaders at launch for output nobody sees, which is where a lot of the GPU crash reports were landing.
- News and updates
- Ski-E-O! Ski Resort Tycoon
- Nobody lives at the top of the lift anymore
Source: Steam Community (opens in a new tab)
