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- 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

Unfortunately, the Asset Editor related work has had to be pushed to the background while we have been focusing on other priorities. After the Bridges & Port related work, we will have the team tackle the remaining issues, and the asset editor for buildings will be released as soon as it’s ready.

- 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?

The plan is currently to support building assets (and props) and expand the supported asset types in the future. Once we have established basic support for assets in the Editor, more complex asset types, such as vehicles and networks, can be worked on.

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

We’re currently working on:
  • Fixing the issue with too few resources produced by offices being consumed, causing office company worker counts to drop to the minimum amount.
  • Updating the production panel to provide a better understanding of the production and consumption of resources in the city.
  • Rebalancing resource consumption to ensure all companies work as intended.
  • Improving the water simulation and updating the maps to ensure they have water outside the playable area.

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

The reason we still call PDX mods beta is because the asset editor is missing, is not really any features related to PDX mods, its just to set expectations on modding in general.

- 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?

More animations and updates to citizens are in the works but we do not have an ETA for when they’re ready for release. Similarly, bicycles are planned but on hold until Bridges & Ports is done.

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

Bicycles, Asset Editor, and more bug fixes.
 
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.
View attachment 1316922
It would likely cost them A LOT but if I was CO I’d look at hiring ex Maxis staff that worked on SimCity or even try hire Ocean Quigley as a consultant to help improve the simulation aspects of the game.

SimCity 2013 did many things right and although CS2 had taken some from it, it could do with borrowing a bit more.
 
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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.
View attachment 1316922
I like CPP though. He said what need to be said but is constructive in his critics, rather then uselessly mean and toxic.

Sim speed seam a tad better, new stuff on infoview is welcome.

Can't get quays to look good, but then...
 
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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.
  1. Go into your GRAPHICS settings
  2. Click "SHOW ADVANCED" on the upper right
  3. Scroll down to the ILLUMINATION settings
  4. Tick the checkbox "Fullscreen effect" and maybe adjust the "Ray Steps" setting to something lower than 128 (like 96) for performance reasons
  5. Check result ingame
For me this removed most of the noise.
 
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Unfortunately, the Asset Editor related work has had to be pushed to the background while we have been focusing on other priorities. After the Bridges & Port related work, we will have the team tackle the remaining issues, and the asset editor for buildings will be released as soon as it’s ready.



The plan is currently to support building assets (and props) and expand the supported asset types in the future. Once we have established basic support for assets in the Editor, more complex asset types, such as vehicles and networks, can be worked on.



We’re currently working on:
  • Fixing the issue with too few resources produced by offices being consumed, causing office company worker counts to drop to the minimum amount.
  • Updating the production panel to provide a better understanding of the production and consumption of resources in the city.
  • Rebalancing resource consumption to ensure all companies work as intended.
  • Improving the water simulation and updating the maps to ensure they have water outside the playable area.



The reason we still call PDX mods beta is because the asset editor is missing, is not really any features related to PDX mods, its just to set expectations on modding in general.



More animations and updates to citizens are in the works but we do not have an ETA for when they’re ready for release. Similarly, bicycles are planned but on hold until Bridges & Ports is done.



Bicycles, Asset Editor, and more bug fixes.

@Cities: Skylines Official

It might sound ungrateful.... But with taking back the priority of the asset editor and pushing B&P including another delay.... Please... Finally.... Take us on the road.

Talk about the plans, the current status of the DLC. What difficulties are you facing? Please have finally an honest communication... It can't be that hard. Really. That's the only thing that frustrating me. I can deal with delays, I can deal with bugs, I can deal with an broken simulation. I can forgive those things.... But talk about what's happening. It's unbelievable how bad the communication is. Especially after you failed once again with your own expectations...

Please...
 
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I just get a blue screen with what looks like the horizon on top and what looks like water on the bottom and never get to the menu to load the game. Everything is up to date with Windows 11 and the game. Tried rebuilding the game files through XBox app but still nothing.
 
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Unfortunately, the Asset Editor related work has had to be pushed to the background while we have been focusing on other priorities. After the Bridges & Port related work, we will have the team tackle the remaining issues, and the asset editor for buildings will be released as soon as it’s ready.
More animations and updates to citizens are in the works but we do not have an ETA for when they’re ready for release. Similarly, bicycles are planned but on hold until Bridges & Ports is done.

Forgive me if I'm misinterpreting this, but does this essentially guarantee that the ETA for the Asset Editor, any new animations for citizens, and bicycles will be after Q4 2025?

We’re currently working on:
  • Fixing the issue with too few resources produced by offices being consumed, causing office company worker counts to drop to the minimum amount.
  • Updating the production panel to provide a better understanding of the production and consumption of resources in the city.
  • Rebalancing resource consumption to ensure all companies work as intended.
  • Improving the water simulation and updating the maps to ensure they have water outside the playable area.

It's great to receive confirmation that these are being actively worked on. Thank you for this. While I understand not providing any timelines for these fixes, are you at least able to indicate whether it's likely these will be fixed before the summer break, or only after?

Also, are any other economy/simulation changes planned, or is it pretty much all-go on the DLC at this stage?
 
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I
Unfortunately, the Asset Editor related work has had to be pushed to the background while we have been focusing on other priorities. After the Bridges & Port related work, we will have the team tackle the remaining issues, and the asset editor for buildings will be released as soon as it’s ready.



The plan is currently to support building assets (and props) and expand the supported asset types in the future. Once we have established basic support for assets in the Editor, more complex asset types, such as vehicles and networks, can be worked on.



We’re currently working on:
  • Fixing the issue with too few resources produced by offices being consumed, causing office company worker counts to drop to the minimum amount.
  • Updating the production panel to provide a better understanding of the production and consumption of resources in the city.
  • Rebalancing resource consumption to ensure all companies work as intended.
  • Improving the water simulation and updating the maps to ensure they have water outside the playable area.



The reason we still call PDX mods beta is because the asset editor is missing, is not really any features related to PDX mods, its just to set expectations on modding in general.



More animations and updates to citizens are in the works but we do not have an ETA for when they’re ready for release. Similarly, bicycles are planned but on hold until Bridges & Ports is done.



Bicycles, Asset Editor, and more bug fixes.
Thank you for the bug fixes update. This pretty much answers all my questions about the future of this game.
 
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@Cities: Skylines Official - maybe it would be beneficial to provide this information not just as an answer in some forum post but in form of some rough roadmap. No dates but the steps to go from now - what's in progress and what's planned as a scope.

If I may provide some example from elsewhere:

1749645979131.png


It must not be that detailed with votes, just a description and status would be sufficient I think.

Also the Unity release notes read like a basic side note - maybe you could make use of this page to show which engine fixes are included that relate to C:S2:
 
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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.
    • 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.
WOO! Let's go!
 
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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!
It's almost two years since the game was released, and some features are still in beta. Will we ever get a full game with all the promises it made?
 
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We’re currently working on:
  • Fixing the issue with too few resources produced by offices being consumed, causing office company worker counts to drop to the minimum amount.
  • Updating the production panel to provide a better understanding of the production and consumption of resources in the city.
  • Rebalancing resource consumption to ensure all companies work as intended.
  • Improving the water simulation and updating the maps to ensure they have water outside the playable area.
Can you also add that media and finance offices don't display their stock? This would be an amazing update if everthing works as intended. I really hope this will be hotfixed. Game is still unplayable for me after several hours of testing. Also the international airport doesn't import any cargo.
 
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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?)
Or commercial signs not floating 100 feet in the air.... CO basically provided forensic evidence that they did absolutely nothing the entire year. But hey, 19 months delayed, need you to just remain patient
 
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Please open up Steam refunds. I want my money back.
 
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Unfortunately, the Asset Editor related work has had to be pushed to the background while we have been focusing on other priorities. After the Bridges & Port related work, we will have the team tackle the remaining issues, and the asset editor for buildings will be released as soon as it’s ready.



The plan is currently to support building assets (and props) and expand the supported asset types in the future. Once we have established basic support for assets in the Editor, more complex asset types, such as vehicles and networks, can be worked on.



We’re currently working on:
  • Fixing the issue with too few resources produced by offices being consumed, causing office company worker counts to drop to the minimum amount.
  • Updating the production panel to provide a better understanding of the production and consumption of resources in the city.
  • Rebalancing resource consumption to ensure all companies work as intended.
  • Improving the water simulation and updating the maps to ensure they have water outside the playable area.



The reason we still call PDX mods beta is because the asset editor is missing, is not really any features related to PDX mods, its just to set expectations on modding in general.



More animations and updates to citizens are in the works but we do not have an ETA for when they’re ready for release. Similarly, bicycles are planned but on hold until Bridges & Ports is done.



Bicycles, Asset Editor, and more bug fixes.
This is unacceptable. I'm uninstalling this game, deleting my PDX account, moving on with my life, and never giving PDX or CO another dime of my money. This is a complete and total violation of trust. You have abandoned work on the Asset Editor becuase it doesn't make you or Paradox any money to deliver this, so you're pivoting to DLC work instead. This is shameful.
 
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