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Dev Diary: Decorations Patch

Hi everyone. We’re back with a development diary as patch 1.1.8, also known as Decorations Patch, is almost ready for you. Yes, it isn’t Detailer’s Patch #2 as this patch is not as big as the last one, but we hope you will still enjoy it. Since we wanted to get the homeless fix out as soon as possible and the decorations menu was ready to ship, we decided to bundle them together, along with a bunch of other bug fixes of course. Today, we’ll go through the new menu, how props work, and what has changed with homelessness. So let’s dive in!

DECORATIONS MENU​

We have been impressed by the creative use of the many props included in the game and when we first started putting Detailer’s Patch together, we knew we wanted to include an official and supported way to access them. For those who aren’t aware, it’s been possible to access and place props through developer mode, but as the name suggests, this isn’t a feature intended for everyday use, and as such can break things. So we’re excited to introduce the new Decorations Menu as part of the Landscaping options bringing you access to many props you can use to decorate your cities.

Detailers 1.1 - 1 Decorations menu.png

Add a personal touch to any empty area of your city using the props in the decorations menu

Landscaping now includes 8 new categories packed full of props, from stones in Nature to benches and fountains in Park to crates and silos in Industrial Props. We looked at all the existing props in the game and selected the ones that both make sense and work when placed in game. As an example, we haven’t included props that only make sense when placed on a building, like chimneys or air condition units, as prop placement on buildings is not supported. In total, you will have access to 298 props to decorate any area of your city that needs a little something extra.

Placing a prop from one of the new categories works a lot like placing trees or buildings. They have a collision area based on the item’s size and shape, and just like trees, they can be placed on top of surface areas to create beautiful plazas or manicured gardens. Once placed, they can be selected, moved using the Relocate button in the Selected Info Panel, or removed using the Bulldozer. And perhaps best of all, props are free to place as they are decoration items that don’t impact the city - well, besides making it look cool of course!

Detailers 1.1 - 2 Decorated area.png

Create plazas, parks, gardens, back alleys, or more using props and surfaces

HOMELESSNESS​

Now, let’s talk about homelessness in the game. When citizens lose their homes, either because they cannot afford them or because they get destroyed, they become homeless. If they can afford it, they will leave the city, and if they cannot, they will find temporary shelter in your city’s parks or abandoned buildings. This is where they tended to get stuck, unable to find new homes or leave the city. Patch 1.1.8 contains a series of fixes to make sure those homeless households have a chance to get back on their feet.

Previously, we had a random check for whether homeless households would look for suitable homes in the city. This has been removed so with patch 1.1.8 homeless will always try to find a suitable home in the city. But that in itself isn’t enough, it requires homes for them to move into, and that those homes are not filled by newly created households instead of the city’s homeless population. To ensure this, homelessness now affects demand in two ways. It causes fewer new households to spawn while increasing the demand for high density residential housing.

Depending on how many homeless households your city has, it may take a while before all of them get back on their feet or find their way out of the city, but you can help the process along by fulfilling the demand for residential zoning and providing public transportation out of the city, such as intercity buses or trains.

That brings us to the end of this development diary. We hope this has given you some idea of what to expect for the next patch, and we will of course release the full patch notes when patch 1.1.8f1 goes live. We’re excited to see what you create using the Decorations Menu, so don’t hesitate to post screenshots (and tag us on social media if you do) showing off your creations!
 
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What about being thankfull that they do their job and still continuing to improve the game?
The answer lies within your words already: "do their job".

No, i am not thankful for them "doing their job". Frankly, that job performance is poor enough and doesn't invite to praising them.
And no, I am even not "thankful" for them "continuing to improve the game" because it is still far away from the advertised level.

They have collected money from more than 1.5 million people meanwhile. Time to come up with the adequate return.
 
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Is there a fix for the editor in this patch where you can't save or edit the climate on custom map? Have created a new map but unable to change the default weather as it won't save in the editor.

My tropical island just off Indonesia doesn't look right when its covered in snow for months
I've given up waiting, slowly re-working maps stuck in limbo by changing all flora to match default climate.
 
I highly doubt it. This is meant for YouTubers who need this for their city painter and keep promoting CS2
I don't see how adding functions to/allowing cims to use props will be a detriment to Youtubers.
Frankly, this comment is making me question who this game is really being made for; Youtubers/influencers who just want to paint, or people who want to play a city-simulator?
 
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This really feels like a step backwards. Just when it seemed CO was eager to rebuild trust with players, we've gone weeks without any news or updates. And now comes a homelessness patch that doesn't really fix the issue as well as a player-created mod - and is, instead, dressed up as a "detailers patch" that doesn't include prop line tool, and which has less functionality than player-created mods.

Furthermore, the dev diary completely ignores any update on asset mod support - something CO knows the community will want to hear about. Even a simple line to say "we're working on it, we hope to have some updates by the end of September".
 
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So the alternative would have been what?
Bringing out the patch with the decoration stuff and then having everybody complain about "why isn't the homeless bug fixed?" ...

The community is now at a point where no matter what the DEVs are doing, there will always be complains. And most of them aren't even constructive or mostly just toxic.

What about being thankfull that they do their job and still continuing to improve the game?
Posting bug reports is constructive. Posting suggestions is constructive. Thanking a company which sold you a badly flawed product isn't constructive. Call this positive if you like, but definitely not constructive. They won't work differently because people are thankful or enraged. They're still improving the game because it's the job they're paid for and because they hope to sell much much more CS II copies if they succeed to reverse the debacle.

After getting what we paid for, we'll be thankful for free improvements (like CS 1 last year, for example). But no reason to be thankful before. So first: better optimization, asset editor, hundreds of bugs to fix, PDXMods out of beta, everything paid by the UE buyers etc. Then we'll maybe be thankful for some goodies.
 
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Ok, fair. Asset Editor / Importing has no estimate time, but at the time it was written back in June, it was implied that in Q3, we will have a patch of some kind. What we can't confirm back then was whether Asset Editor / Importing will be ready by then. Or how large the Q3 patch will be.

@co_avanya Was the original Q3 patch planned to be larger than v1.1.8, but then things happened and v1.1.8 came as a result?
the q3 patch was supposed to be the detailing patch we got right before summer, but the office bug made it so they released it early
 
This is a great start, thanks CO for getting this out to us! However, I must say I'm disappointed with the hit boxes on the props and the non-logical grouping of objects. It feels really clunky and is frustrating to build without mods. I hope you all see this and can correct this course for the future so that the subset of people who want to only play vanilla have that ability; because right now that hasn't been an option for any of the patches to the game.
 
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SWING AND A MISS CO! HORRIBLE PATCH.
Welp guess I'm going to keep the mod fix installed for the next month until they take another swing at fixing it.

Side note, why for the love of god would they make props have collision? What is the rationale behind that other than to frustrate detailers? Why would anyone use this over FindIt, which as CPP notes also has a search function!
 
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So many questions! I'll try to get through as many as I can now.



No update to the Editor in this patch, and our top priority for it right now is to finalize the asset importing pipeline, so we can support custom assets. But we plan to continue to improve the Editor throughout the game's lifetime.


The issue with tourism is a different beast and something we're currently looking into. So no fix yet, but we'll keep you posted.


We have a bunch of wishes for improving visuals, but I'm afraid we don't have a timeline for them yet.


Quick disclaimer: I'm not familiar with the code of Bye Bye Homeless, so this is a better question for the mod's author. From what I understand, the mod checks the homeless population regularly and then removes excess homeless households in the city. If that's all it does, your city should be fine to remove it, but I'd recommend saving as a new file just in case, so you have a back up of the city.


Not everything in the Nature tab can be placed underwater, but boulders can.


Yes, a free intercity bus can help get the homeless people out of the city.


Prop colors are randomized when placing the prop. If you're after a specific color, you can place a bunch and then move the ones with the color you want into place while bulldozing the rest.


This was covered in The Way Forward FAQ:



It's the other way around. The Decorations Menu was ready for release and therefore added to the patch containing the homeless fix, along with the rest of the bug fixes in this patch.


I'm 90% sure she's taking a selfie. xD


In Upcoming patch & content we talked about 2 patches, one before the summer lock and one after. These patches were Economy 2.0 (before the summer lock) and Detailer's Patch #1 (planned for after the summer lock). But as Detailer's Patch #1 was finished before we started our vacation, it was decided to release it right away.


The props all have collision based on their geometry, so you won't be able to overlap them or place them on top of/inside buildings. So it really depends on how you'd like to use them, but I personally find the collision in Cities: Skylines II much more flexible than what we had for props in the original Cities: Skylines.


The higher the density, the more people share the rent. That means effectively a lower rent and less impact on each household when the Land Value is high.


Some of the saves we looked at had high crime due to the high homeless population, so things should at least improve. But we'll monitor the situation and bug reports to make sure there isn't a separate issue with crime that needs investigation.
It's a pity that the Tourism bug is not fixed yet. I can´t imagine a medium sized city without at least some tourism. It's part of the economy of any city these days. It's good news that you are looking at it. I am looking forward seeing a patch that solve the tourism/no lodging bug.
 
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So a thought...
IF the citizens, when stuck are because they don't have enough money or means to either leave the city or move to another house.

This could be fixed by the budget to welfare system (welfare office). In that sense money is given to homeless families to afford a new home IF there is home available or move away from the city when there's no free affordable housing available.
In conjunction, the low rent apartment blocks are a good solution to homeless families to move in using the welfare system.

So, the higher the homeless, the higher is the demand for welfare. The higher affordable housing availability, the higher chances of the homeless staying in city.
Exactly.
So why did they create the welfare office in this game, then? If the idea is just to send the poor out of the city...

It would be more interesting if we could deal with this issue directly, rather than passing it off to a neighboring city, allowing each player to prioritize their actions within the game
 
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I'm not a developer, I'm not a mod programmer, I'm not a content creator, and I'm not interested in creating new assets. I'm just a guy who likes to play a game and wants to make interesting-looking, functional cities.

Is there a way we can have our cims actually interact with the props we place? If I were to offer a suggestion for further development, it would be to add this element to the game. I'd like to make my own custom parks and see my cims out and using them. I'd like to see my cims actually using the pedestrian paths I lay out. I'd like to draw invisible paths on the university campus and put down benches for the students, and watch them walk those paths and sit on those benches.

I am enjoying the game. I would also like a way to interact with my cims and not just with the city at large. Please, CO / PDX - more interaction, and less window-dressing.
 
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Is there a way we can have our cims actually interact with the props we place? If I were to offer a suggestion for further development, it would be to add this element to the game. I'd like to make my own custom parks and see my cims out and using them. I'd like to see my cims actually using the pedestrian paths I lay out. I'd like to draw invisible paths on the university campus and put down benches for the students, and watch them walk those paths and sit on those benches.

I am enjoying the game. I would also like a way to interact with my cims and not just with the city at large. Please, CO / PDX - more interaction, and less window-dressing.
I believe either Anarchy or MoveIt add an option under paths for invisible paths. It won't make them interact with props, but it will at least hopefully get them into the custom areas.
 
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Is there a way we can have our cims actually interact with the props we place? If I were to offer a suggestion for further development, it would be to add this element to the game. I'd like to make my own custom parks and see my cims out and using them. I'd like to see my cims actually using the pedestrian paths I lay out. I'd like to draw invisible paths on the university campus and put down benches for the students, and watch them walk those paths and sit on those benches.
What you are referring to might be the animations that's currently not ready yet ("might" is a big guess). Asset Editor / Content Creator Packs have a highest priority, over anything else right now on the roadmap.
 
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The props all have collision based on their geometry, so you won't be able to overlap them or place them on top of/inside buildings. So it really depends on how you'd like to use them, but I personally find the collision in Cities: Skylines II much more flexible than what we had for props in the original Cities: Skylines.
Please watch CPP's review of this patch to see why props having hit boxes is a monumentally bad decision (in short, you can't pile things like rocks on each other which makes using them unnecessarily inflexible). While you're there take note of his criticism of the poor way the props are organised and the lack of any sort of search function. "A missed opportunity" he called it. Politely.

 
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It's the other way around. The Decorations Menu was ready for release and therefore added to the patch containing the homeless fix, along with the rest of the bug fixes in this patch.
Oh, so you had these fixes ready to go, and held them hostage for the homeless fix...for some reason? So while everyone was bemoaning the lack of the homeless fix you could've given us something to chew on in the meantime and waited...I don't get this strategy at all. Just update the game. Show us progress.

Where is the CEO, what is she doing? Can she shed some light on why we're never getting more information but "Eventually, maybe, and we might tell you ahead of time"? Where is Paradox? Can Paradox explain to us why every question is met with "We have no information at this time, but we're looking into it"?

You cited "The Way Forward" in this reply, too. So you guys do remember it exists. But do you remember it promised more, and more meaningful, communication?

If you're after a specific color, you can place a bunch and then move the ones with the color you want into place while bulldozing the rest.
Move them?

Move them how, exactly?

Did you just say "move them into place" when there's no tools in game to move things into place??? Doesn't that validate my complaint that this implementation of the feature being worse than how mods does it means you still need mods to actually use it properly?


In Upcoming patch & content we talked about 2 patches, one before the summer lock and one after. These patches were Economy 2.0 (before the summer lock) and Detailer's Patch #1 (planned for after the summer lock). But as Detailer's Patch #1 was finished before we started our vacation, it was decided to release it right away.

Hey, speaking of the state of communication...you announced a patch for before you went on break and a patch for after. Then you released both before, and dind't bother to tell us- until now, a month after you got back from break- that you already released the second one? The second one people are waiting for, right now, because you said it'd be after break?

This is the kind of stuff people are talking about when they're upset with this communication standard. You told us to expect a patch before break and a patch after. And now, a month after, while we wait for and wonder where this second big patch is, you finally reveal it was already released. Why would you withold that information, why would you not tell us "This is the second summer patch we promised, so there won't be another major patch before Fall"? That seems like pretty important information! How did that slip by? How did it take an additional 2 months to reveal that the detailer patch WAS the second patch?

I think I can say with complete confidence every single person in the community tracking this game's development expected Detailer Patch 2 to be coming very very soon as the second patch, because you guys told us to expect a second major patch after your break. How did nobody think to clarify this ahead of time? Or even within the past month? I just don't understand it. You guys have to do better than this.

Can you tell us if the CCPs that are due for QUARTER THREE 2024, which ends in LESS THAN A MONTH, are still coming this month, at least?
 
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Move them?

Move them how, exactly?

Did you just say "move them into place" when there's no tools in game to move things into place???
You select the prop and then the move control in its infobox.
 
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