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Cities: Skylines Official

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Jul 31, 2023
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CSII-PatchNotes-STEAM-1920x300.png


Hello Mayors!

The Patch Notes for version 1.3.3f1 cover a boatload of fixes, including (but not limited to) a lot of Cargo fixes, balancing, and how you interact and view the game. It also includes the new free content, which features three new Piers, two new Quays, and two new Bridges, providing you with numerous new ways to transport and move people, cars, and trains around your city.

We have also shared a Developer Diary about the taste of what Bridges & Ports has to offer, which you can read here.

Known issues:

  • While the issue causing commercial buildings to store more resources than their storage capacity has been fixed, commercial buildings that already have more resources stored will not have their storage adjusted. The storage will be reduced as their resources are consumed until they are below their maximum capacity. Once below that threshold, they will respect that limit when purchasing new resources.
  • Office company workers can drop to the minimum amount because too few resources are produced by the companies are consumed.

New Free Content:

  • 3 New Piers
    • Narrow Wooden Leisure Pier
    • Medium Wooden Leisure Pier
    • Wide Wooden Leisure Pier
  • 2 New Quays
    • 2 quays with driving lanes.
    • 2 pedestrian quays.
  • 2 New Bridges
    • Double Train Track Truss Arch Bridge [Train]
    • Four-Lane Double Train Track Double-Decked Extradosed Bridge [Highways]

Gameplay Fixes & Improvements:

  • Fixed Crash to Desktop when creating sharp curves in Cinematic Camera.
  • Fixed a rare Crash to Desktop when creating a new save file or overwriting an existing one.
  • Fixed Crash to Desktop caused by placing overlapping roads. This changes how roads and pre-made intersections can be placed.
  • Fixed high number of taxis & visitors arriving at small parks.
  • Fixed citizens not paying for their goods while shopping.
  • Fixed Residential, Office, and Industrial taxes not showing any income after the player restores taxes to 10%, after playing for several hours with taxes set at 0%.
  • Fixed Commercial buildings can store more than what is allowed. Existing buildings adjust their storage amount over time to match the limit.
  • Fixed Commercial buildings that sell Lodging, Recreation, or Entertainment no longer gain the office efficiency bonus from Airport and Office Signature Buildings.
  • Fixed Commercial Infoview incorrectly showing a mixed building as occupied when there is no company.
  • Fixed the unending industrial demand when lowering the industrial tax rate.
  • Many cargo-related fixes:
    • Fixed deactivated Cargo Harbor still being used.
    • Fixed Cargo Ships overlapping when arriving at a deactivated Cargo Harbor.
    • Fixed the dot in the 'Route' panel to properly reflect the percentage of cargo storage at every stop.
    • Fixed amount of cargo not being displayed in the Cargo Train Route Selected Info Panel for stations that use building upgrades.
    • Fixed missing/duplicate resources for cargo transportation vehicles. Each of these can now carry all raw materials, processed goods, and all types of mail. They do not carry immaterial goods or garbage.
    • Fixed resource types for InternationalAirport01.
    • Fixed amount of coal transported from the cargo terminals being lower than the amount subtracted from the building’s storage when the resource is sold.
    • Fixed an issue where trucks with trailers sometimes did not subtract the correct amount of resources from the target storage when loading cargo.
    • Fixed commercial truck not importing from cargo stations.
    • Fixed Outside Connection cargo stops always having the same amount of cargo.
    • Fixed Outside Connection resource storage having a huge negative resource balance in some old saves.
    • Fixed Specialized Industry buildings receiving regular deliveries of nothing from an Outside Connection.
    • Fixed extractor companies spawning with output resources in their storage. This will only apply to newly placed extractors..
    • Improved the Storage section of the Selected Info Panel of cargo transportation buildings to display all resources that can be stored, the current amount stored, and colored highlights to indicate surplus/balanced/deficit status for the specific storage building.
    • Lowered Cargo Harbor warehouse upgrade and Cargo Train Terminal warehouse upgrade's storage size to 7500t to better match the visuals.
    • Companies avoid buying big amounts that exceed the max amount of vehicle delivery capacity.
  • Fixed industrial Efficiency bonus from Signature Buildings being summed incorrectly.
  • Fixed Signature Industrial Buildings descriptions and Selected Info Panels having the same incorrect Industrial Efficiency bonus value
  • Fixed a bug causing citizens to be unable to exit burning buildings (causing them to be more likely to die in the fire and causing long-term performance overhead due to pathfinding spam)
  • Fixed camera transition when switching to/from map view.
  • Fixed Noise Pollution not spreading from networks in Easy mode.
  • Adjusted some Easy Mode gameplay values:
    • Electricity, water, and garbage consumption.
    • Unemployment benefits, pension, and family allowance.
  • Adjusted Easy Mode water and sewage import/export costs to match the proportional changes of the electricity import/export costs.
  • Various adjustments and fixes to tutorials
  • Various fixes for achievements.

UI/controller fixes:

  • Fixed missing selected object when the player selects an item from any Upgrades panel and switches to another build menu.
  • Fixed the positive "Free workplaces" and the negative "Availability of Jobs" residential demand factors sometimes appearing at the same time.
  • Fixed bug causing visual issues with Info Views when selecting city service category while another panel was active (eg. notifications, chirper, economy, etc.)
  • Fixed issue where quickly toggling panels off and on while it was transitioning out could lead to them rendering fully transparent (interactive but not visible).
  • Fixed issue where quickly loading a save while in Photo Mode could result the game to get stuck with Photo Mode not properly deactivated, and cause standard tools to stop not working.
  • Fixed Subsidies graph in the Statistics panel always showing 0.
  • Fixed Tile Upkeep not being included in Expenses part of the Statistics panel.
  • Fixed loan interest category incorrectly being visible in the Statistics panel when playing with Unlimited Money.
  • Fixed inconsistency between Economy panel and Statistics panel values for Service Upkeeps and Service Trade.
  • Fixed Production statistics in the Economy panel being carried over to a new game.
  • Fixed the "Lack of Labor" and "Lack of High-Skill Labor" notifications appearing when the building has collapsed.
  • Fixed built-in sub-buildings and extensions incorrectly showing up in the Selected Info Panel upgrades section.
  • Fixed citizens appearing without an avatar in Chirper/Citizen Lifepath.
  • Fixed issue making it impossible to remove citizens from the "Followed Citizens" list via the Selected Info Panel, if the maximum number of followed citizens is reached.
  • Fixed issue with storage and cargo Selected Info Panel sections with uneven items did not render correctly.
  • Fixed long names not fitting the storage and cargo Selected Info Panel if the UI was scaled or a non-English language was selected.
  • Multiple text and translation fixes.
  • Multiple controller fixes.
  • Multiple Info View fixes:
    • Colors/arrows are limited to the gameplay area.
    • Noise, wind, air pollution, and telecom coverage are also shown on the water surface (in addition to the terrain surface).
    • Wind and water flow Info Views are mutually exclusive, as both have arrows on water (Affects electricity Info View).
  • Added a warning for saves and maps that are missing a required DLC.
  • Added hotkey to confirmation and game mode selection.
  • Added a green circle highlight when connecting electricity cables, power lines, and pipes at different elevations.
  • Added new tooltip for buildings in air pollution, ground pollution, and garbage management Info Views when the City Policy "Advanced Pollution Management" is enabled to show the policy’s effect.
  • Added Edge Scrolling sensitivity slider to Gameplay settings.
Art/graphics:
  • Several fixes for Virtual Texturing (affects glitched road decals, some black buildings in the distance).
  • Fixed power lines appearing like thick beige lines over water.
  • Fixed color variations not working if the first building level doesn't have them, but subsequent levels do.
  • Fixed the University Library upgrade of University having the "No pedestrian access" notifications when placed on the uneven terrain.
  • Fixed extractor vehicles sometimes leaving the extraction area.
  • Fixed themed and shared trees hue/saturation and brightness to randomize less so that there are not too differently colored leaves in the same tree.
  • Fixed loading screen thumbnail/preview override which had an inconsistent halo around the edges of the screen - now it will have a consistent black vignette.
  • Fixed new game panels would not have the backdrop blur applied during transition.
  • Mitigate tree visual look changes when view distance changes.
  • Improved spruce and pine trees to be a bit brighter.
  • Improved Poplar, Hickory, Linden, London Plane, Oak, and Birch autumn color to be brighter and more saturated.
  • Improved Agricultural area textures so that it does not create a repeating pattern when there is snow.
  • Improved water VFX on Fountain Plaza to avoid overlap.
  • Improved zone grid visibility on bright snow.
Misc:
  • Fixed issues with save names that have special characters.
  • Fixed the selected monitor in the display option resetting after restarting the game.
  • Multiple SFX fixes
  • Added optional telemetry consent to settings
  • Updated Coherent to 1.64
  • Update to Unity 2022.3.60f1

Modding Fixes & Improvements:

  • DLC dependencies are now registered for maps and saves uploaded to Paradox Mods.

Paradox Mods Fixes & Improvements:

  • Update PDX SDK to 1.34.0
  • Update Mods UI to 1.11.1
  • When an asset on Paradox Mods is set to have DLC dependencies, it shows a list of dependencies on that mod page.



If you use community-made content in your game, this patch makes many changes to the game, and as with many patches in the past, mods will have to be updated to work with this new version.

  • Do you play without custom community content? If you play without any custom community content, you are good to go at the time of release!
  • Do you play with custom community content? If you use mods, there may be issues if you try to launch the game at the time of release. This is because some mods you rely on may be broken, resulting in the game being altered/glitched/broken.

Here's a quick Patch Day 101;

  • Everyone receives the new patch.
  • Because new features and code changes are introduced into the base game, mod creators may have to implement their code in a new or different way.
  • Many mod creators have been given early access and have been able to work on their mods ahead of time, but these might not be able to update immediately.
  • Please be patient. Everyone has a personal life and might be unable to update a game mod immediately at launch. Do not bug creators to update their mod, they will get to it as soon as they are able.
  • If you want to play the game without mods while you wait for mods to be patched, you can temporarily add --disableModding to the game's Steam launch options to disable all community-made content.
  • However, remember that some save files will not load if some critical mods aren't enabled; in this case, you will need to wait for them to update.
 
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Hey!

Thanks for the patch and the content with this update. I'm looking forward to try it!

As time has been flying by, would you kindly update us with a concrete timeline or informations about several features or priorities for CS2:

- Status of the asset editor and ETA - approaching the 19 months mark, some clarity on your internal goals would be appreciated regarding to when we can expect this essential feature

- Is the current objective still to support asset buildings only when the asset editor drops ? What are the main blockers to include vehicles and net lanes? When can we expect those?

- Bugfixing: any longstanding bug you’re currently working on?

- PDX mods: are there some specific elements you want to improve to bring it out of beta?

- Several highly requested features like bikes and more animations were discussed early after launch. We know you’ve been hard at work on a lot of pressing issues but I was wondering if those were still planned?

- With the first major DLC « soon » out of the way (hopefully), what will you prioritize going forward?

All in all, I hope we can have some answers to some of these questions, thanks in advance!
 
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Is Early access not over yet?

Please give at least some information about the status of the asset editor and what you are going to change/add to the game in the near future before the DLC is released, at least some kind of Road map.
 
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I didn't see anything in the list of fixes/updates that would force me to return to the game. That's a shame
Agree. I was waiting for at least more important fixes, like the terrain cut and tunnels bug that shows previous or broken terrain when you are close to it (for example). I will return by the end of the year when Ports & Piers is release (and maybe the next patch?)
 
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Unable to launch the game with GeForce Now since the update. I never got this kind of bluescreen before. And of course, I don't use any mod.
As always Nvidia has to apply the patch to their systems first. The game will go into maintenance mode soon (GeForce now) and become playable again later today.

The reason (Extremely simplified but gets the point across): To prevent tampering with games and to prevent malware on GeForce Now Nvidia calculates a checksum for the game. At every startup they test if the checksum had changed and prevent startup if it did. Updating changes the checksum.
 
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The patch seems pretty ok. I will try it today for sure as you spent a lot of time on economy. However I can’t read anything on motels and hotels. And I was really hoping that offices would be fixed. Lastly, what are future plans to improve the economy?
 
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"
  • Fixed amount of coal transported from the cargo terminals being lower than the amount subtracted from the building’s storage when the resource is sold.
  • Fixed an issue where trucks with trailers sometimes did not subtract the correct amount of resources from the target storage when loading cargo."
These two lines baffle me the most at the moment.

One would expect the same routines to be called for any transportation/sales operation for cargo terminals. If so, why was it only coal which was affected?
Similarly, why did trailers sometimes cause trouble with the updating of ressources?

Sounds like the code is still a mess.
 
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As always Nvidia has to apply the patch to their systems first. The game will go into maintenance mode soon (GeForce now) and become playable again later today.

The reason (Extremely simplified but gets the point across): To prevent tampering with games and to prevent malware on GeForce Now Nvidia calculates a checksum for the game. At every startup they test if the checksum had changed and prevent startup if it did. Updating changes the checksum.

Nvidia has already applied the patch to their system, the game was into maintenance for about 15 minutes.

The game is now back, so the patch has been applied by Nvidia, and the bluescreen happens.

You can bypass this by manually verifying the files of the game on Steam.
 
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Thanks for the fixes but I can't help but feel underwhelmed after 3 months of waiting. Someone really needs to communicate to the community why the game's development is going at such a glacial pace, in all my years of gaming I've never known anything like it, it's soooo slow.
 
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If that was the patch to accompany the first functional DLC, then they have been in so much trouble.

The major economic problems seem not to be affected by it which would have been a prerequisite for that DLC.
Three months for this?

I am simply lacking the needed fantasy to see this game recovering.
 
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And after this riot of fabulous content there will be dead silence for months and months, have fun and have a good summer...

...Maybe we'll talk at Christmas for new fantastic content, new animations, MODS editor, Bridges & Port DLC, and much much more...
 
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