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CO Word of the Week #3

Last week I promised to give you an update on where we are with the modding of Cities: Skylines II. The Editor is in the works and we shared an updated version of it with the closed Modding Beta group for a feedback round just last Friday. The Editor currently includes only maps and support for code modding and we’re looking forward to getting those ready for an initial release. I’m calling it an initial release as we will be adding to the modding tools throughout the game's lifetime, just like we did with Cities: Skylines.

We do not have the asset import feature available yet, so the creators are currently unable to import their own assets into the game. After we have the import feature in place we’ll be running it through the Modding Beta group. When the asset part of the Editor is ready, we’ll have the Paradox Mods nicely populated with the Region pack assets that the asset creators have been working on. The assets are looking amazing, and I’m sure you’ll have a lot of fun choosing the ones most fitting to your cities! If you haven’t already, check out the Region Pack teaser here:


Our goal is to release the Editor as soon as possible, and we will keep you updated on the progress. We expect it will take a couple of months to get the Editor in a shape where we can release it, but we don’t have a concrete timeline yet as we don’t want to make promises we can’t keep. Once the Editor is out we will continue to work on it with your feedback and suggestions to help us prioritize the most wanted features and improvements. We’re very much looking forward to seeing your creations and mods too!

As an update on console, the game will have all the intended Editor features in place when the console versions are released, so you’ll be able to catch up to the PC players in no time. The Editor on console will be on par with the PC version in all but two features: code modding and asset importing as these are not possible within the console restrictions. However, you will be able to download user-created assets from Paradox Mods and create custom maps! The performance improvements we are currently working on also benefit the console version, and we’re actively working on the console versions so they will be ready for you in the first half of 2024.

In the last three weeks, we’ve had a very quick pace with the patches. There is one more of those landing soon, but after that, we’ll be focusing on bigger fixes that take longer to work on. The team is now focusing on LODs and improving GPU performances, and while geometric LODs are largely automated, there are a ton of tweaks and adjustments required. We are expecting a relevant performance boost with these asset fixes. The workload is significant and unfortunately, there is no silver bullet to improve the performance at once, instead, it requires several tasks completed before we are happy with it. This results in less frequent updates so we won’t have weekly patches going forward. Please check the future Word of the Weeks for more information, as I plan to keep writing one every week until further notice.

Before I go, here’s a link to last week’s patch notes if you want to check what it brought! Thanks to everyone who reported an issue and gave feedback. Your effort is most appreciated!

Sincerely,
Mariina
 
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I think you should clarify the difference between importing assets and using assets from Paradox Mods, as to me when you said that console couldn't import assets it sounds like no assets at all.

Good luck on the team for all the work that is left, it's a bit later than expected but I do trust that you'll deliver what we want and more :)

Also, would be great to have some words about using props as it's a big missing feature for most people that want to do at least a bit of detailing, maybe you can put the dev menu in a more accessible way for those of us.
I also have the same question regarding the difference between "importing assets" vs "using assets from Paradox Mods" as I only play on teh console with my grand sons.
 
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But perhaps you could hire more skilled people to handle the unity engine. In the current state of the game there appear to be some fundamental misapplications in the graphics area.

A consultancy may be more helpful. They can inspect the code and performance, find problems, and give advice on how to address them, rather than actually writing all the codes which would require lengthy inductions with new hires. Though I am not sure if such a unity game-dev consultancy exists.
 
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I also have the same question regarding the difference between "importing assets" vs "using assets from Paradox Mods" as I only play on teh console with my grand sons.
“Importing assets” means turning a 3D model into an actual thing in the game. For instance, a modder can use a modelling program like Blender to make a train station, but they need to import it into the game and use the in-game editor to add features like where the train tracks should go and how pedestrians walk into the building.

Consoles won’t be able to do this part of the mod creation process because nobody makes asset models on consoles. But you’ll be able to download and play with all the asset mods created by others.
 
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The perception is that CO is prioritizing console releases to maximize profits, resulting in a strong emphasis on performance improvements. However, they seem to be overlooking the importance of quality of life enhancements and bug fixes. It's concerning that there might be upcoming DLC announcements aimed at addressing issues present in the base game. The focus appears to be on a map editor, while we have serious bugs and improvements that require attention. Is the entire priority solely centered around commercial interests? Players deserve weekly patches for bug fixes and quality of life improvements; after all, we paid for a complete game, not an early access version.
I sure hope they are prioritizing console releases as that is the only way I can afford to play the game with my grand sons!
 
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You could have and should have said "months after release" during the pre-release marketing for the asset editor. You gave the impression that modding and asset editors were going to come "soon" after release and allowed the expectation to be days or maybe weeks. Sold a bunch of copies based on this expectation. Of course you can always point to "soon" as being nebulous and how you didn't actually provide any concrete expectations, but this feels deceptive. Not something that will hold up in a court or anything, but this feels like you are taking advantage of your audience. You are tricking your audience and if someone wants to say its your fault for having those expectations, I understand. It doesn't change the fact that you have now created a reputation as a studio that will trick its audience to sell a product.

I don't know about others, but I will remember that and know what to expect from a Colossal Order product in the future. Its on you to regain the trust now and good luck with that.
 
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“Importing assets” means turning a 3D model into an actual thing in the game. For instance, a modder can use a modelling program like Blender to make a train station, but they need to import it into the game and use the in-game editor to add features like where the train tracks should go and how pedestrians walk into the building.

Consoles won’t be able to do this part of the mod creation process because nobody makes asset models on consoles. But you’ll be able to download and play with all the asset mods created by others.
Thx for the explanation!
 
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One can't help but wonder if CO was in such dire need of funds that they had to release an incomplete game under the guise of being a complete product to finance the next few months of development for their clearly overburdened team. If the CEO was genuinely concerned about overworking the team, why didn't they postpone the game's release to allow the team to work at a more manageable pace?
This or hire more people. In 2015, one month after CS1's release, Mariina told in interview it was already profitable, having sold 1 million copies. So 8 years and 11 millions copies later (+ DLCs), wasn't there enough money to beef up the current 30 people team with half a dozen coders?
 
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I'm quite sure I haven't shared a schedule as we did not have one at release, so I'm guessing this might have been a community manager from the Cities: Skylines team (There's only me on the CO side of things, but I know it's hard to keep track of us community managers ;) ). I'm sorry for the confusion, I can absolutely understand it's frustrating to hear we are looking at months when you had the impression it would be days after release. I'll look into how we can improve communication so all us community managers are on the same page and you aren't given incorrect information in the future.
Thank you so much for the reply, I really appreciate the transparency.

I'm just a bit confused, when you're talking about the editor releasing in a few months, are you talking about the full version with all of the features? Will we get a version of the editor with code mods and custom maps earlier than the full release?
 
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I sure hope they are prioritizing console releases as that is the only way I can afford to play the game with my grand sons!
In the current state of the game you and your grand sons are not missing out on much, believe me. It would have been better to release a full version of the game alongside consoles next year, but instead those of you on consoles will apparently be getting the same version in early access as PC players :)
 
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Honestly with the very disappointing news wrt editor delay of months, not a month or two months, but months, and the myriad of gaming bugs that are not going to be addressed while the very much needed performance bugs are addressed, I feel like I've been scammed.

I purchased the pre order in good faith that I would get a finished article, instead what I was sold is a early access game.

Did I expect launch bugs? Absolutely, this isn't my first game, but this is way beyond launch bugs. Notwithstanding the ridiculous state of the rendering bugs, the huge number of simulation bugs making the game virtually unplayable even at a steady 10fps which in itself is laughable in 2021, make this nothing more than a early access sandbox, and even then it's only good if you boot the developer mode which is fine for painters but no fun for people that wanted to actually play the game before spending the rest of their lives detailing.

Thanks for the transparency wrt patches and dev plans since launch? Sure but I would have preferred full transparency that the game is unplayable before I pre-ordered, or at the very least before the actual launch date so I could have taken advantage of the meagerly 2 hour Steam refund policy, because trust me, had you mentioned the true state of the game I wouldn't have even peeked under the hood for a minute, I would have refunded instantly.

But because I trusted the company I purchased the pre-order from in good faith, I took my time on launch day, stopping for coffee and to stand up and stretch like everyone should do when sitting at a computer, going to the toilet, spending time with my family instead of bolting the door because I'm playing a game, etc. And the time I spent in the game was mostly exploring how the new tools work, and consequently two hours gone loooooooooong before I started to actually play and realize the emperor ain't wearing no clothes here, they are in fact a sun worshiper and it don't look good.

So yeah I feel scammed, and won't ever trust CO again. If this mess ever gets sorted out to where DLCs will be announced for the game in the future, I'll probably be purchasing months after the DLCs release so I can avoid ever having this feeling with CO again, that's if I ever do open my wallet in the vicinity of CO again.

I'm not the guy that shits all over a game in Steam reviews because I was stupid enough to pre-order, so I'll just leave this here instead, and if it offends anyone looking at you mods, tough.
 
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I have defended the game quite a bit as I have not had any issues performance wise, or any of the crazy bugs. But this is disappointing. You are telling us, that it is going to be another "couple of months" before we can even make our own maps? This is frustrating, as none of the maps currently available are spectacular. I expect you are going to see a massive drop off in concurrent players over the next "couple months". People paid 50$ Plus dollars for this game... People work hard for their money, and now you are telling us, that not only that there will be NO mods, NO assets, but we can't even privately create our own maps....to at least keep the game fresh? This is a massive failure from CO. Might as well not even give us a "word of the week" if it's going to be just announcing further delays to systems that should of by all rights, been available from the get-go. Especially for a 50$ not early access game. I personally can live without the mods and assets for now....but the maps currently available SUCK. I do not enjoy any of them. Very disappointing. Not Cool.
You are whining about spending $50 when I cannot even play the game on console as I have in the past--I would have to spend $1500-$2000 to buy a gaming PC to allow me to do what you already have been doing for 3 weeks--give me a break!
 
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I don't really understand the argument of "they're not releasing mod functionality right now because something might break when the game updates". Isn't that how it worked for CS1 for 8 years now? Everyone who played CS1 is well aware of the risks that come from using mods, which didn't stop millions of people who subscribed to the most popular ones. Also, the updates are not so frequent that the game will be breaking every day, and it seems that they will be even less frequent for the next few months.
CO could at least release a testing beta version (with all the disclaimers that it can break your saves/game) for anyone who wanted to create/use mods. Or enable the steam workshop temporarily and disable it later when the official tool is published. Please consider this, I really love this game, but it's gonna be hard to pick it up again after a few 'months', let alone invest in DLC.
 
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I don't really understand the argument of "they're not releasing mod functionality right now because something might break when the game updates". Isn't that how it worked for CS1 for 8 years now? Everyone who played CS1 is well aware of the risks that come from using mods, which didn't stop millions of people who subscribed to the most popular ones. Also, the updates are not so frequent that the game will be breaking every day, and it seems that they will be even less frequent for the next few months.
CO could at least release a testing beta version (with all the disclaimers that it can break your saves/game) for anyone who wanted to create/use mods. Or enable the steam workshop temporarily and disable it later when the official tool is published. Please consider this, I really love this game, but it's gonna be hard to pick it up again after a few 'months', let alone invest in DLC.

I doubt even an open beta would be possible given how crude the editor is. I don’t think they even have Paradox Mods atm.
 
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Up to this point I've been enjoying the game and looking past a lot of its faults for two main reasons:
1. I trust CO to fix and improve their games.
2. Modding was right around the corner.

I need to stress in the clearest of terms that this delay to the editor is a monumental breach of player trust. You simply cannot promise one of the most popular features of the game to be coming soon and then suddenly drop that it's months away. I have a very hard time believing that this editor release timeframe wasn't anticipated weeks ago, yet the messaging remained the same.

This is extremely disappointing to me. The content in the base game is pretty underwhelming and some buildings leave a LOT to be desired (truly don't know what reference you were looking at for N. American low-density residential, but I've never seen houses like that anywhere near me). A big part of why I was looking forward to this game was the opportunity to build custom maps, buildings, and props. Depending on the week, I'm often more excited about content creation than I am about playing the actual game. I could have completely written off all of the bugs and performance issues if the editor promise had been kept, but now I am squarely on team disappointed. I am really glad I decided to try the game on Game Pass first, as I will not be buying it on Steam until it's actually the game it was promised to be.
 
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Will region packs be accessible in Geforce Now?
They’ve already said no mods on GFN, and the region packs will be released as mods rather than DLC, so no they will not be accessible on GFN.

It’s a huge shame as GFN could have been great for playing while away from home for people that don’t have a bleeding-edge gaming laptop, but as soon as mods come out it won’t be possible to play the same modded save locally and on GFN.
 
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Erm. "Months" for the editor to release?

Was the PC release a test-balloon?

I am honestly disappointed with the behaviour of this developer and also extremely disappointed about the state the game is in. It is pretty much a mess - in all means.

Sorry to say that - but next time have your things ready at release day, and dont use the PC faction for beta testing the game - especially not for a full price.
 
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Once again, I'm glad I didn't buy this game. It's not even finished. It needs like 3 more years and a bigger team (which you lied about in your response on Facebook regarding performance optimization). Good luck, but I'm not supporting anything financially with this product going forward. You have a lot to do to earn back my trust. This was a low blow to your community who have supported all your bull DLC for Skylines 1. All we expected was a decent, working sequel with decent performance. This is a pre-Alpha fake sim. Good luck with that.
 
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