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CO Word of the Week #4

In the last Word of the Week, I touched upon the frequency of the expected fixes for Cities: Skylines II. For the last few weeks, we’ve been focusing on performance improvements and bug fixes at a rapid pace. As we’re continuing to work on the improvements we’ll adjust the pace of the updates slightly so we won’t see a new patch every week going forward but will have a bit longer cadence between them. We have made it through the quicker fixes and we’re now digging into the ones that require a bit more work. The next patch is not yet scheduled as it has performance improvements pending that we absolutely want to include in it.

The priorities for the team at Colossal Order are the following:

1. Performance improvements
Specifically, we are working on the level of detail models for the assets. This includes both adding missing LODs and improving the existing ones to improve the GPU performance. It might take more than one patch to address all of them, but we’ll roll out the first fixes as soon as possible. Following the asset and LOD fixes, we’ll work on improvements to CPU performance. This means focusing on the CPU stutters and simulation performance to improve simulation speed and smooth experience while scaling up the size of your cities.​
2. Bug fixing
We continue to go through your bug reports and have logged around 100 reproducible issues that have been moved to the team to look into. There are another 100 reports that we are still investigating that require more information and a bunch of duplicates, some of which add valuable information so we’ll go through all of them. We are also checking suggestions for improvement or new features, but these requests are currently at a lower priority.​
While the forum is the best place to report issues, our community team also keeps an eye on discussions outside of the forum so we can gather relevant information for the development team. Fixing gameplay bugs and issues is a high priority for us, and these can be anything from bigger overhauls of systems that are not functioning as intended to the smallest of annoyances.​
3. Editor/Modding support
The modding Beta group is testing the map editor and we’ll improve it based on their feedback before releasing it. Especially the placement of water on the map is under review since it’s currently too complicated. The UI will also receive a bit more love as it’s really difficult to find the available assets that can be placed on the map. I’ll keep you updated on the progress of the Editor and code modding and their release schedule, but the performance and bugs need to be sorted out first.​


Where we are right now
Talking about sorting, let’s talk about the Mail Service. This is a good example of a bigger overhaul caused by a few critical bugs resulting in the entire system behaving undesirably. We identified that the mail sent to the residents of the city, whether it be a citizen, a company, or a city service, is not delivered as it should. One culprit is the Post Sorting Facility as the mail is sorted in an erratic way, which makes me wonder what they are actually doing there if it’s not to sort the mail. The other issue is the Post Office vans that only seem to be collecting the mail instead of ever delivering it. Let’s see if we can get the light-fingered mail personnel under control! All jokes aside, now that these bugs have been identified and are being fixed we’ll have to test the entire system to see if it requires a rebalance. Therefore fixing the bugs takes time as we need possibly multiple QA rounds to make sure it’s working as it is supposed to.

Another issue we’re investigating on the gameplay side is the pathfinding regarding the Citizens’ ability to reserve housing even with no connection to the city. It kind of makes sense that one makes a rental agreement before moving in, so personally I wasn’t too worried about the fact that a house is assigned to a citizen when it’s being built. However, the problem appears with the companies as the citizen that has a rental agreement may also accept a job even if they have never made it to the city to begin with. So a Citizen stuck at the border of the city with no access to their house or their workplace is basically reserving those until the Citizen is deemed a lost cause and deleted from existence. We’ll look to improve this behaviour in a way that is more understandable and there’s a clear cut between the citizens that have made it to the city and those that have not.

We’re also looking at reports about export and distribution of goods in the city. Like mail, these require a deep dive to determine what is working as it should and what is not. I don’t have any details to share yet as we’re still digging into the different reports, but I wanted to let you know we haven’t missed the concerns you have raised. More on those next time!

Once the PC version is where we want it to be, we will be focusing on the console release and DLC content. We are committed to bringing the marketed DLC content to you, but it will not be landing in the originally promoted schedule. The first Asset Pack, Beach Properties, has been worked on by our artists’ and our outsourcing partner, but we’ll only implement them after the asset fix and performance work are completed to our satisfaction. I apologize for the delay, but we must not rush new content out before the base is ready for it. This also stands for the Content Creator Packs and Radio stations. Stay tuned for more information on these later!

Last Thursday we released the last weekly hotfix and it included a bunch of fixes, all of which can be found in the patch notes, but I want to highlight a few of them. The patch included a fix for the stuck “Garbage Piling Up” notifications, which didn’t clear properly after the previous fixes to the garbage collection. Now citizens will finally recognize that their bins are empty. We also took another step towards solving the issue where texture resolution drops significantly so you should see it pop up less often, though the work is still ongoing as some cases still remain. Lastly, but definitely not least, we resolved an issue that caused saves to load to a black screen when playing offline, bringing up some bad memories for some of our players. Like its predecessor, Cities: Skylines II can be played offline, so thank you for bringing this issue to light.

That’s it for this week, I’ll keep you posted!

Sincerely,
Mariina
 
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PLEASE have also a look on the level of detail. You mentioned that your team is working on it but i read "to improve performance" so it doenst sound as an improvement for the graphics. Especially at night you see a complete dak city when you zoom a little :(

You already created a bug for this (https://forum.paradoxplaza.com/forum/threads/missing-lights-when-zooming.1611089/) - just monitor the bugs status. At some point a QA will grab and review it, that's how it's done at least on my bug reports.
The will likely care about the looks whenever performance is fine enough, also it was told they anyway review the LOD system which includes shaders.
 
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You already created a bug for this (https://forum.paradoxplaza.com/forum/threads/missing-lights-when-zooming.1611089/) - just monitor the bugs status. At some point a QA will grab and review it, that's how it's done at least on my bug reports.
The will likely care about the looks whenever performance is fine enough, also it was told they anyway review the LOD system which includes shaders.

Where do they talk about the review? Is it for improving the details of further performance improvement at all costs?
 
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A big problem is, CO has not delivered what was promised. Not in gameplay and not in graphics.
I see a big discrepancy between CO and the majority of buyers in their perception of the quality of the game.
The performance problems are on top of that!
what was not delivered as promised in your opinion?
 
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Where do they talk about the review? Is it for improving the details of further performance improvement at all costs?
Literally every official post they made the past 2,5 weeks says ‘performance is first priority above all else’

So I wouldn’t expect much when it come to this because there are hundreds of other more important problems first. (As addressed in this WoW4 post)
 
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Glad to hear that performance improvements aren't just about graphics any more — I've never had any problems there on my 3060 (though I'm only maxing the settings I care about, that includes 4k resolution) but slowdown gets severe enough to make the game unfun well before I would consider a city otherwise "complete".

Biggest bug remaining for me in terms of how annoying it is is the hydroelectric plants not working. They're really cool, I want them to work!
 
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Thank you for the report and hard work!

I have a question: will be shadow bug get fixed?

When using the day night cycle all the shadows flicker in a very jarring way and that forces you to disable the cycle which is a shame


Please consider fixing it or allowing more render distance and resolution for shadows in the options.

Best wishes for all
 
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I just want a tree to look like a tree. While following a car in the game it use to look like a tree in the distance then after a recent patch it started to look like a green turd on a stick. I dont even want to talk about the hedges on the yards now, they look like green newspaper put together with a glue stick. The game for me was beautiful in 4k until this past week. I had some framerate issues at first but now frame rates are going up a lot but quality is going down a lot.
 
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Does Cims also live in outside connections only to come work and then drive home to the outside connection? Or is is just Cims that live in the city that can work in the city?
Yes, cims can commute from offmap to work at jobs in your city. If you check the people in vehicles arriving from off-map, some will have no residence building listed and will say “Going to work” instead of “Moving in”. These are cims who just work in your city and live elsewhere.
 
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Glad to hear that performance improvements aren't just about graphics any more — I've never had any problems there on my 3060 (though I'm only maxing the settings I care about, that includes 4k resolution) but slowdown gets severe enough to make the game unfun well before I would consider a city otherwise "complete".

Biggest bug remaining for me in terms of how annoying it is is the hydroelectric plants not working. They're really cool, I want them to work!
Yeah the cpu load is what concerns me the most. Been seeing people with great processors not being able to run 300k+ pops very well and only utilizing half of the map. Hopefully that can be fixed without lowering the amount of people walking around doing stuff because it already feels kind of scaled down in big cities
 
I asked this last week, but would really appreciate some clarification; for the Region Packs, have those assets not already been imported into the game? From the trailer it looks like those assets are already importable into the game. I realize there's a difference between dev imports and the coming asset import tool, but my question is this; if the asset packs are far enough along and already importable into the game, can we PLEASE have that release prior to PDX mods or the editor so that we can at least have some variety in buildings?

If the answer is no, why are you showing the assets in-game in the trailers already if that's not the case? In that context it would feel very deceptive and may have contributed to folks thinking that the mod tools were further along than they actually are...
The Region Packs are more in line with a huge collection of custom assets which will be released on Paradox Mods. As they're not a DLC they need the asset import feature in the Editor to bring them into the game. So they require both the Editor and Paradox Mods before we can bring them to you.

As for me, I prefer a smaller but more frequent pathces, so that every time the gameplay is better, as for now, I do not really enjoy the game, saddly.
The fixes we're working on take longer, which means it takes us longer to have a good amount of fixes for a patch. As patches also take time to create, test, and deploy, we collect a series of meaningful changes before releasing one. We will continue to do this, they will just be spaced out more than they were previously.

Does Cims also live in outside connections only to come work and then drive home to the outside connection? Or is is just Cims that live in the city that can work in the city?
Citizens can also "live" in outside connections and work in your city. This typically happens if your city doesn't have enough employees or not enough people with the right level of education.
 
I asked this last week, but would really appreciate some clarification; for the Region Packs, have those assets not already been imported into the game? From the trailer it looks like those assets are already importable into the game. I realize there's a difference between dev imports and the coming asset import tool, but my question is this; if the asset packs are far enough along and already importable into the game, can we PLEASE have that release prior to PDX mods or the editor so that we can at least have some variety in buildings?
The Region Pack assets are not in the game yet. The creators are waiting to get the asset import feature in the Editor so they can finalise their assets. The Region Packs are planned to be released with the modding tools so the creators themselves can prop the buildings as they please and they are freely selectable by the players from the Paradox Mods.
 
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I'm glad to see a lot of communication and responsiveness from CO. But I also can't help but wonder how much better the game might've been received with even just a month's delay. But then again the Devs are probably more aware of that than any of us...
 
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The Region Packs are more in line with a huge collection of custom assets which will be released on Paradox Mods. As they're not a DLC they need the asset import feature in the Editor to bring them into the game. So they require both the Editor and Paradox Mods before we can bring them to you.
I understand that, but if they need the asset import feature in the Editor to bring them into the game, why are they in the game in the trailers you released?
 
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It would be nice to have an infoview about the emptyness of buildings. Because in CS 1 if a building was there it was used by someone. Or there was a message saying not.

However in CS 2 we received several different kind of zoning and the possibility of buildings being empty even though existing. (For example no company moves into a unique building)

But there is no way to track this. All I can see is demand for houses or no demand. But it doesn't say much.

So I would like to have an infoview about the buildings.

For example I have xx medium density buildings which contain yy nr of apartments and out of which zz are empty.

Same for all different kind of zones. I don' want to zone new buildings if I have a ton of unused apartments in my city. But rn I can only track it by clicking on the buildings one by one and check how many ppl live there.
 
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PLEASE have also a look on the level of detail. You mentioned that your team is working on it but i read "to improve performance" so it doenst sound as an improvement for the graphics. Especially at night you see a complete dak city when you zoom a little :(
Thanks for the report. This is most likely a virtual texturing issue you are still facing. We'll be improving this further since it looks like not all cases have been resolved. Thank you for your patience!
 
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what was not delivered as promised in your opinion?
A lot of.
Traffic AI does not work as described in the developer diaries, import/export does not work as described in the developer diaries, post office does not work as described in the developer diaries, public cargo and transport does not work as described in the developer diaries, the tax system has almost none Effects on company settlements/exclusions as described in the developer diaries, etc.
Read again what was promised to us in detail and how it is now implemented in the game!

Have you read anything about CO so far regarding the lack of animations in the game? (Fire department, stadium, parks) Not me!
Looks the weather nice? Not for me and not for 2023 standards.
 
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Any update on the Traffic AI issues?

Most of these I've seen bug reports on, so they have some background information. Are you able to clarify if any of these issues are being looked at for the next patch or not presently? Thanks for the weekly word of the week and keeping us posted.

Examples;
- Jaywalking over removed road crossings (this is not a good game mechanic, at least provide players an option to disable/ban it)
- Cims not utilizing ped overhead bridges/tunnels built over roads as an alternative because their 'length' calculation is longer than just using the removed road crossing,
- Traffic light behaviour where traffic turning across intersection blocks opposite straight flow, as well as left turns/right turns being blocked by ped crossing traffic (default CS1 TMPE mod behaviour with smart left turns works so much better and it works out of the box)
- Stop signs apply a 4 way stop sign at intserections instead of 2 stop and 2 with right of way. Theres no value in applying stop signs other than to make it a bottleneck.
- Odd vehicle behaviours like vehicles stopping briefly on a straight road like their at a junction
- Vehicles blocked from occupeid parked vehicles
- Bus lanes being used by regular vehicles
- Ped lanes being used by regular vehicles.
- Theres many others, mainly with lane changing issues and u-turns

Oh any lastly, what estimated time frame are we looking at for the next patch? 2 weeks, 4 weeks? Or longer?
 
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Not having a “move it” tool for fine adjustments of things is killing me. Or even an “undo it” so im not constantly having to rebuild stuff I accidentally delete. Same for not having tree anarchy. Or paintable surfaces to add realism. The game is decent but i lm disappointed in the overall amount of things that can be done. Plain square parking lots being anothe one of the major downsides, there is tons of realism that could have been ported over from cs1 that just was not done. And to top it off there are just tons of bugs and performance issues.
 
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I'm glad to see a lot of communication and responsiveness from CO. But I also can't help but wonder how much better the game might've been received with even just a month's delay. But then again the Devs are probably more aware of that than any of us...
I for one believe that CO new it was buggy and needed the community to help figure out all of the issues, They are a small team if you recall. They started building this game on tools that were still being created and not even released yet. So now that those tools are relaeased they essentially have to rebuild a lot of custom code they did at the time where they had to fill in the gaps. I for one think the community should recieve something from CO for all the work "we" are actually doing for them. It would be nice to get a thank you DLC from them. I know they are giving us some packs with different themes etc.. However just a show of some kind of thanks would be great for all of the headaches we have to sit though over and over week after week.

My 4k looked great before the latest round of patches. Allbeit I had 20-30 fps , but then we get hit with a ptach that improved frame rate further but made trees in the distance now look like green turds on a stick. This is not "optimization" this is cutting corners for quick fixes.
 
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