OpenRCT2 v0.4.29 has now been released. This is a very tiny change with not a lot to talk about, but it does come with a few updates to appreciate:
- New feature - Wall dragging tool. Gone are the days of having to place every single wall tile individually. You can now click and drag to build several of them in a line with one motion.
- The new rides window can now be resized.
- Quite a lot of bug fixes.
New Wall Dragging Tool
Do you remember the new footpath dragging tool from the previous update? The same functionalist has now been added to walls too.

The days of needing to place every single wall piece down individually and accidentally misclicking and building on the wrong tile are now over. In mere seconds, you can now build giant walls consisting of several pieces. Just choose the wall you want, click a tile and drag that click across and you will build the wall in a line. This even works if the walls need to climb slopes, and also if you start building the walls above ground level.
This is a huge upgrade for scenery builders. You can now build giant walled structures in a fraction of the time it would've taken you otherwise.
The "New Ride" Window Can Now Be Resized
A small and very simple feature, but the "new ride" window can be resized like most of the other windows in the game. You can make it almost as large as the screen.

Full blog post down below:
Quote From Michael Steenbeck (Gymnasiast) And we’re back, a bit sooner than expected. You see, we missed a little bit when mopping up the mess Mr. Creosote made and it accidentally made its way into the release. The nastiness in question is that OpenRCT2 gets utterly confused when it’s started for the first time and has to autodetect RCT2. It required users to manually edit their config.ini file, which is tedious to do, not easy to figure out on your own, and defnitely not something you want to do when you’re just getting into OpenRCT2. We got so many bug reports about it, in fact, that we decided to release early. There may or may not be a release this December, depending on the pace of the development in the coming weeks and how much time we have: those Sinterklaas and Christmas treats are not going to eat themselves, after all.
Despite the shorter development time and smaller changelog, there are some real bangers in here, from the new wall line dragging tool to fixes for some problems that affected large groups of players, like not being able to edit terrain with the footpath bridge tool open and paths in track designs getting messed up. Here is the full changelog:
- Feature: [#25459] Wall line dragging tool.
- Improved: [#25028] Stalls now support colour presets, just like regular rides.
- Improved: [#25426] Building the track designs index is now quicker.
- Improved: [#25490] The ‘New Ride’ window can now be resized.
- Fix: [#6228] The saved queue line path connections are not preserved when placing track designs (original bug).
- Fix: [#14365] Track designs with scenery below the lowest track piece do not preview correctly.
- Fix: [#25451] Dropdown item tooltips stay open if the mouse is moved over an empty space.
- Fix: [#25454] Opening the land tool while building a path bridge or tunnel closes the Footpaths window.
- Fix: [#25461] Path connections in raised track designs are sometimes broken when placed.
- Fix: [#25467] Paths are not connected together correctly in track design previews.
- Fix: [#25476] When both RCT2 and RCT1 are present, autodetection fails.
- Fix: [#25480] The mini track design preview and price are misaligned in Enlarged UI mode.
- Fix: [#25488] Crash in headless mode.
- Fix: [#25494] The Go-Karts steep to flat track does not draw correctly in the flat side tunnel.
- Fix: [#25518] The virtual floor does not draw correctly if expanded on the positive x and y axes.
- Fix: [#25519] Crackling audio when sampling frequencies do not match.
- Fix: [objects#401] Round tunnels on down slopes glitch.
- Fix: [objects#404] Wooden Wild Mine cars incorrectly allow setting a third remap colour.
- Fix: [objects#408] Australian fountain sets have confusing naming.
- Fix: [objects#409] LIM Launched Coaster trains incorrectly have a 10% intensity modifier set (original bug).
- Fix: [objects#410] Large scenery from the Wacky Worlds Africa theming have incorrect previews when using specific versions of the RCT2 base game.
- Fix: [objects#415] Penguin bobsleigh trains show incorrect sprites on the 12° down slope (original bug).
Our great friend, Deurklink, has again helped on making a video with the notable changes for this release:
Download
We would like to thank everyone who contributed with code, testing, translations, bug reports and everything else. We would also like to thank our sponsors:
- Digital Ocean, for hosting the multiplayer master server and our infrastructure
- Backtrace, for handling our automated crash reports
- JetBrains, for providing us with development software
- Github, for handling our development and issue tracker
- SignPath, for providing a free certificate to sign our builds
If you're interested in contributing to OpenRCT2, feel free to join us on Discord.
You can also sponsor OpenRCT2 team members:
- https://github.com/sponsors/IntelOrca
- https://github.com/sponsors/janisozaur
- https://github.com/sponsors/broxzier
- https://github.com/sponsors/Gymnasiast
- https://buymeacoffee.com/zehmatt
On behalf of the OpenRCT2 team: happy building!
Gymnasiast
What do you think of this OpenRCT2 update? Let us know your thoughts in the comments below.
Comments
This is a huge update for the game. Walls were such a pain to deal with back in the day... and I suppose for the past 100 years as well that the game has been out. Bravo to the team on OpenRCT2 for the patch.