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Nice that they fixed the unmanageable hords to small parks, but I'm disappointed that there wasn't any fix for 5/5 and lodding profitability.

Hopefully the profit base mod will get updated but I doubt it.
 
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lots of text, little substance...it's immediately noticeable that you haven't read a single line of the important problems reported by users, we can say that the editor is practically dead
 
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Why don't you add the same version of these bridges with metro tracks?
It just doesn't make sense....
Why not make an upgrade mechanism and add the network you want? Like if it's a highway, something like Road Builder mod, it would have so many possibilities.
 
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View attachment 1316857

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.
Honestly, Im thrilled about these fixes. :cool: Especially about the Commercial trucks finally importing from harbours again. Can't wait to see my Highways buzzing again!
 
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Omg…3 months efforts for no fixing game breaking offices 5/5 bug…Then soon the DEV team will start enjoy their summer holidays… Maybe still no fix after next 3 months. Bummer.
 
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Honestly, I'm so fed up with this. The game is full of game-breaking bugs and every patch is a letdown either not adressing any of those or straight up introducing new bugs.

Really we have just waited 3 months for 2 bridges and 3 quays with 0 meaningful fixes for any of the game breaking bugs and no communication/roadmap. I can't see any of these fixes mentioned:
  • 5/5 office issues
  • still random homelessness problems
  • completely messed up workforce system since the March update
  • even worse demand system since the March update
  • asset editor ETA
  • ridiculous loading times (BTW my game with mods loading for the 40th minute right now and counting)
  • countless DLC & creator pack bugs
  • deathwaves, useless deathcare
  • empty signature buildings with negative effects
  • mail service issues
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.
And this is just complete bulls... This should've been the first thing that your PDX mods solves. Why did you create PDX Mods at all? If it's anything, it's worse than Steam Workshop. Slower, less reliable, useless without Skyve, solves nothing.
 
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1749638521369.png

After updating the game, it won't launch. It just sits in this window, doing nothing. I've tried with and without mods. I've updated both Windows 11 and the drivers.
 
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City Planner Plays has a good overview of the new stuff in action

He also list all the simulation issues and missing gameplay systems and seems a bit frustrated that it is still a city painter, but not a simulator. He has been a lot more vocal about these things lately.


The same basic engine issues like broken global illumination (the default settings) is also still not fixed resulting in lots of artefacts and visual noise if you use day and night cycle.

This is 4K max settings with everything on high.
trees.png
 
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Have a look at the "review"-videos of City Planner Plays and Overcharged Egg. They tell you what we all think.
Most important: take note of their comments.

Also, without any (ship) assets / mods, the Piers are only useble to connect two parts of land, acting as a pedestrian bridge.
 
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