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Free update with new landscaping tools coming out today! Let's first see how it looks:

canal2.jpg

Check out that canal!

HiresScreenshot 7.jpg

Flood walls can be placed freely. Here they are next to a highway.

Last week we went over the new features and today we should look into what else this patch brings along. Not only did we work on the water structures and landscaping tools but also tried to fix as many bugs as we could as well as work on improvements. Similar work will continue during the spring, so please don't give into despair even if the most annoying bug for you hasn't been looked into yet.

We have gotten a lot of requests about the road elevation being too steep. Therefore the roads, paths, tunnels and tracks now have a new button in the Option panel where you can select snapping and straight or curve type. The button has 3 states and can be used to cycle through 3 preset heights for the elevation step when using page up and page down. This will give a little bit more precision to laying those roads. Placing of the dams should also get slightly easier with the terrain topography visible in the build view.

The theme editor got some bugs fixes, like the water normal for a theme not getting saved and the grass colour offset values not getting updated. There's also improved error handling for mods that break and disable other mods. We really hope this will make it easier for players to find broken mods after an update. On top of that we fixed a ton of localization bugs and other smaller issues. Read the full patch notes at the end of the post.

I want to thank all the community members for providing us invaluable feedback and rooting us to continue developing Cities: Skylines forward :)

We have a couple of days off because of Easter and later next week I will be rather busy representing at some local events. Therefore I'll skip the word next week and get back to you in April. In the meanwhile remember to Praise the Chirper to win tickets to visit us here in Tampere.

Happy Easter and I really hope you enjoy the update!

Cheers,
Mariina


1.4.0-f3
  • Landscaping tools - Tools to edit terrain heights (Shift, Level, Smooth, Slopes), 3 brush sizes and 3 strengths are available in the option bar.
  • Paths - Paths were moved from Decorations to Landscaping Paths
  • Trees - Trees were moved from the Props Decorations group to Landscaping Trees
  • Rocks - Added rocks objects
  • Water Structures - contains Floodwalls, Quays and Canals
  • Decoration service renamed to Parks&Plazas
  • Parks - The Standard parks
  • Plazas - The Plazas style parks
  • Others parks - The parks which don't belong in the 2 categories above
  • Tourism & Leisure - After Dark DLC only, contains all the park assets from After Dark
  • Winter Parks - Snowfall DLC only, contains all the park assets from Snowfall and only shows if you are in a Winter map
  • New categories for Unique Buildings
  • The Environment panel of the Map editor now contains several terrain props such as ruined/abandoned buildings and rocks.
  • The roads, paths, tunnels and tracks now have a new button in the Option panel where you can select snapping and straight or curve type. The button has 3 states and can be used to cycle through 3 preset heights for the elevation step when using page up and page down.
  • New steam achievements implemented
  • Default maps updated with new environment props
  • Dam placement shows terrain topography
  • Blurry cliff textures improved
  • Fixed: Expansion 2: Text: SPA/FRE/RUS : In-Game: Line color will overlap the Line Name in the Public Transport - Lines detail window.
  • Fixed: PDX Accounts creation lacks countries (Montenegro added).
  • Fixed: Suggestion: Expansion 2: UI: The Lines Detail panel could be easier to access.
  • Fixed: Suggestion: Expansion 2: UI: The total number of transport lines could be added in the Lines Detail panel.
  • Fixed: Asset Editor: You can have two rows of Roads buttons at the same time
  • Fixed: Main Menu: Tools: Mouse wheel scroll does not work in the "map theme" selection screen. (Fixed also in theme selections.)
  • Fixed: Expansion 1: Design: The Prisoners and Cyclists statistics are displayed in the City Statistic even if the After Dark expansion has not been purchased.
  • Fixed: Expansion 2: Public Transport Lines can only be sorted in one direction
  • Fixed: Expansion: Design: Vehicles coming out of Cargo Hubs have incorrect path causing looping and traffic issues.
  • Fixed: Theme Editor: Changing the water normal for a theme does not get saved
  • Fixed: Faulty transition when connecting bicycle path to pavement path
  • Fixed: Expansion 2: Theme Editor: Grass color offset values doesn't get updated on the map immediately
  • Fixed: Expansion 2: It is difficult to understand the impact of Heating on the budget
  • Fixed: Expansion 2: Pathfinding: Sometimes, snow plows and road maintenance vehicles do not complete their work shift and disappear.
  • Fixed: Expansion 2: "Unsubscribe all" and "disable all" are missing a letter in 1600x900 resolution
  • Fixed: Keybinding strings under the Theme Editor tab are unlocalized
  • Fixed: Strings regarding themes in New Game and Load Game menus are unlocalized
  • Fixed: Text in Asset Editor tab of the Keymapping menu is cut-off in several languages
  • Fixed: Several entries in Keymapping \ Asset Editor are unlocalized
  • Fixed: Expansion 2: Snowfall map names in the New Game menu are unlocalized in Korean
  • Fixed: Expansion 2: Water & Sewage tooltip in Budget menu does not mention Heating.
  • Fixed: "Last updated" text overlaps button in several languages in the Content Manager
  • Fixed: The "Included in x styles" text does not get updated when switching language settings
  • Fixed: LOC: POL: The "Households" text in a district's Info Panel is overlapping with the Population graph.
  • Fixed: LOC: ALL: Map Editor: Import and Export Heightmap not localized.
  • Fixed: Expansion 2: Some of the new Snowfall props aren't localised in the Asset Editor
  • Fixed: Expansion 1: "2x3_Nightclub01" has wrong sort of names
  • Fixed: German language - 'Reset Configuration' button is inconsistent (big letters) with other buttons
  • Fixed: Gameplay option "dynamic weather" is translated wrong to German
  • Fixed: LOC: FRE/POR/RUS/POL/GER: Text: The warning message when changing resolutions is cut-off.
  • Fixed: Several non-winter maps in the New Games panel are not localised in any language except English
  • Modding: Added few serializers for some data types to go into CRPs (DepotAI.SpawnPoint, PropInfo.Effect, BuildingInfo.SubInfo, PropInfo.ParkingSpace, PropInfo.SpecialPlace)
  • Modding: Improved error handling for mods causing exceptions during the ILoading interface callbacks and consequently disabling other mods
  • Modding: Added profiling ability for custom content loading (using the --enabled-dev-ui toggle, Show loading profile and Show custom content)
 
CO have given everyone a fantastic free patch with loads of goodies and STILL some "fans" ain't happy! REALLY? Cities Skylines has come a long way in its 1st year and the game just keeps on getting better and better. Each new patch/DLC introduces a new basic kit of parts to the mix that promote further creativity amongst the modders in the community who produce an array of fantastic assets/tools that raise the game to the next level. Meanwhile the naysayers continue to stare into their half empty glass and dream of the old days and SimCity4. The golden days...
 
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The Mods I wanted to see in it is Road Namer,Not so Unique Buildings,Improved Assets Icons,Advanced/Extended Toolbar,Unlock all. Isolated Failures should also before Assets then wouldn't get Cities.exe Error. But looks good.
 
So, I'm a bit late to the party, but my thoughts:

Thank you CO! This showed a very VERY big gesture in the way of adding terraforming. Not because terraforming was hard, but because it wasn't in your original design plan. And when you did implement it, you integrated it into that plan rather than throwing up you hands and mindlessly giving players what they asked for. Players very frequently have amazing ideas you never think of as a designer, but they aren't designers by and large either. 'Keep an open mind, but don't let your brain fall out' basically. I look forward to this kind of flexability from both sides; player and developer.

I am very much looking forward to future DLC if this general trend continues!

My only criticism is that there's no shout-outs to the modders who maintained these features (terrain topography, terraforming mod, and fine road heights) for so long before you implemented them. Just a simple 'good job modders bob and joe' or 'we were inspired by mods x and y' when you integrate a feature would make me feel much better about the addition. It costs you nothing, but might mean the world to a modder who spent hundreds of hours upkeeping the functionality before you decided to add it.
 
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So, I'm a bit late to the party, but my thoughts:

Thank you CO! This showed a very VERY big gesture in the way of adding terraforming. Not because terraforming was hard, but because it wasn't in your original design plan. And when you did implement it, you integrated it into that plan rather than throwing up you hands and mindlessly giving players what they asked for. Players very frequently have amazing ideas you never think of as a designer, but they aren't designers by and large either. 'Keep an open mind, but don't let your brain fall out' basically. I look forward to this kind of flexability from both sides; player and developer.

I am very much looking forward to future DLC if this general trend continues!

My only criticism is that there's no shout-outs to the modders who maintained these features (terrain topography, terraforming mod, and fine road heights) for so long before you implemented them. Just a simple 'good job modders bob and joe' or 'we were inspired by mods x and y' when you integrate a feature would make me feel much better about the addition. It costs you nothing, but might mean the world to a modder who spent hundreds of hours upkeeping the functionality before you decided to add it.

Thank you for the feedback! I really appreciate you understood our struggle with adding the landscaping tools in game, thank you :)

In the post I wanted to thank all modders as we appreciate all of them equally. There's almost 80 000 items in the Workshop after all. Don't get me wrong, that is amazing, but there's a lot of mods we might not be aware of. We also want to implement features in our own way and make sure it fits the technology and design so simply taking a mod and integrating it to a game is not something we do. So many times we get requests for a feature and the argument is that a mod already does this, however we have to keep our eye in the vision we have and the whole point of making the game moddable is that we get to see these amazing things from the modders that we for one reason or another will not implement in the game. I really believe supporting the modding community is part of our job because it will be all of us together that develop this game further.

So even if I don't point out any specific authors or mods it in no regard means we would appreciate the modders any less and I really hope all of them know how much we at Colossal value them. Just like we value the players and the entire community being so passionate about the game :)
 
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This looks great guys thank you so much! Just when I was starting to get bored and frustrated! Oh PLEASE add new bridge styles next!! PLEASE! I know I am not alone here! The mods have added some beautiful bridges, but not all of us want to use mods. I'm a mod-free guy myself, but I'm getting so frustrated with the lack of choices in bridge styles...
 
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Thank you for the feedback! I really appreciate you understood our struggle with adding the landscaping tools in game, thank you :)

In the post I wanted to thank all modders as we appreciate all of them equally. There's almost 80 000 items in the Workshop after all. Don't get me wrong, that is amazing, but there's a lot of mods we might not be aware of. We also want to implement features in our own way and make sure it fits the technology and design so simply taking a mod and integrating it to a game is not something we do. So many times we get requests for a feature and the argument is that a mod already does this, however we have to keep our eye in the vision we have and the whole point of making the game moddable is that we get to see these amazing things from the modders that we for one reason or another will not implement in the game. I really believe supporting the modding community is part of our job because it will be all of us together that develop this game further.

So even if I don't point out any specific authors or mods it in no regard means we would appreciate the modders any less and I really hope all of them know how much we at Colossal value them. Just like we value the players and the entire community being so passionate about the game :)
A great new patch. Lots of fantastic new features. Do you have any plans to incorporate the precision engineering mod into the base game? It is a "must" for all the OCD players! Also- what are the plans with regards to canals? Do you envisage introducing a canal lock system and water vehicles- industrial barges/pleasure craft/water taxis in the future that would make use of the currently sterile waterways? Also canal-side building assets- tourism?
 
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Great update thank you CO !
I'd like to see the possibilty to use quays as pedestrian pathes to avoid building a path along the quays. And just just connect pedestrian quays to the regular pedestrians network.

Some textures variety to canal walls, seawalls and quays would be handsome.
 
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This is the best update so far, @CO. It is so easy to lay down canals and quays, and they look great. Thank you! :)

I only have a few wishes regarding the newly added tools:
1. Please include the fine road height mod in all it's glory. As it is now it's still a bit restricted, when roads/track only can go from 0m > 6m > 12m > 24m. What about 9m, 15m etc? The same for tunnels, as of now it goes straight from 0m > -12m.
2. Please let the cims be able to use the quays as pedestrian paths.
3. Please add a concrete/pavement/promenade brush/tool so we can fill the gaps of grass between quays and roads.
4. Please add more variations in textures of quays and canal walls

Once again, thank you, and keep up the good work!
 
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I gotta say this new update is "SA-WEEEEEEET!

Granted, I only fidgeted just about an hours worth of time with the new items in an already existing city, but they seem very robust. Well, except for the terrain tool. Those are driving me freaking bonkers. /facepalm

And I like the direction the canals leave us for future updates. I am sure that boats and little recreational water craft will be added sooner or later in a future update. Remember, you need to learn to crawl before you can walk and then eventually run. Start small, grow big... :D

I really need to ask : What is the real point of a quay? :confused:
 
I really like the game, even before the update :)
One question: In big cities with traffic jams it's often not possible for ambulances and firefighters to reach their destinations on time. Could this be changed in a future update so that they can drive through intersections even on red traffic lights?
 
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I really like the Game but can't play it at moment so can't try out what has been added in new Patch and can't figure out why and not taking Comouter back to February again that would solve problem but again Error will show up again because I don't have a Mod or Program out side of Game to find which ones don't work besides Incompatible Items that I don't have and Best Buy has just been made for Game.
 
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Thanks for the update, I had a copy of snowfall gifted to me on steam. This game is fun again with the exception of the user agent limits not being increased, but that is another topic all together. I have a 2006 server as a gamer and play this game and it runs beautifully still.
 
That's cool, but can You make something with UI/Fonts? It's so blurry on 1920x1200px ... when I set the ratio to 16:9 and 1920x1080 (black strips top and under) everything is crisp ... but when I exit the game and enter it again it will start in fullscreen - stretched vertically, so I need again to go to settings and switch to other res and again to 1080p ...
Other then that - I'm quite happy about this update ... even bought After Dark on discount :)
 
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