Yes. But that's only for me. I cannot say the same for others around me.So you are willing to wait endlessly as long as they entertain you with some monthly updates?
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Yes. But that's only for me. I cannot say the same for others around me.So you are willing to wait endlessly as long as they entertain you with some monthly updates?
So to be clear, the work on the asset editor that was promised to us at launch was paused to work on the DLC that's already a year overdue and just got delayed again? How much substantive work on "serialization and virtualization", which were the primary issues we were told about, has been done? Are you any closer to actually achieving operability, or are we at the same place we were a year ago when you guys were still "working on it"?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.
Except for the office bug (but which seems to be very much related to the rest) those things are all needed for B&P which has been postponed to Q4.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?
I understand your frustration. To be fair, they are not working on "additional" DLC. This DLC was promised almost two years ago, and they are obligated to release it. They are not seeking more money to fill their "coffers". Many people have already paid for it. I would rather them release something that is worth the price than rush it out, or delay it further, to work on the asset editor that in all likelihood was probably not going to be released this year anyway given the significant hurdles they are experiencing with it. It appears they are trying to get the game in stable state before the release of a large DLC and prior to working on the things the community really wants. I want custom assets too, but not at the expense of releasing a lackluster DLC like beach properties. I think the developers put themselves in a bind by selling the expansion pass on release. I have hopes that once they have released this DLC, they will be much freer to work on what the community really wants. They should communicate better though. It is refreshing to hear that they actually have plans to work on animations, water simulation and bikes in the "near" future. However, they should communicate this through a roadmap. Tell us what we should look forward to. Tell us the hurdles you are experiencing with the asset editor so the community can understand where you are coming from so, we can support you.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.
I figured this out using the Skyve log files. Prior to the update this would have been the screen where you would see the Error Locating Central Directory message popups (if you were getting those before) due to some old deleted saves that were still in the hidden save game folder.View attachment 1316909
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.
So that was apparently a lie, it wasn't their priority (I certainly hope it wasn't given how little seems to have been accomplished with the asset editor to date). Not shocking at this point, but still, not great.For those interested, here is an update from Colossal Order and what they are currently dedicating their focus to: Hi everyone! It’s been a while since we shared an update, so we wanted to take this opportunity to talk about what we’re currently working on. While we don’t have a timeline to share at this point, we can share our current priorities. At the very top of our list is support for custom assets for the Editor and finalizing the console version of Cities: Skylines II. Two different teams work on these, so we’re able to make progress simultaneously, but for the sake of clarity, let’s take them one by one.
On the contrary, this is what my highway looked like back when the bug about the commercial trucks had been introduced:If you're waiting to see your highways buzzing again, as CO and Paradox must have on their building, you'll need to just be alittle more patient. That ain't happening here.
It's so crazy that y'all do this every time; why not publish this exceedingly relevant info with the post itself? Instead, you guys bury this stuff in a single thread here on Paradox forums -- why don't your fans on disc/twitter/facebook/insta/etc deserve to be presented with this same information? Once or twice could be a product of amateurism, I s'pose, but a years-long pattern starts to make it look like guile.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.
Hmm... From their September 2024 post the previous time they delayed everything:
So that was apparently a lie, it wasn't their priority (I certainly hope it wasn't given how little seems to have been accomplished with the asset editor to date). Not shocking at this point, but still, not great.
Whatever happened to not doing paid DLC until the base game is complete? As per y'all's statements after the Beechfront disaster, you said there'd be no more paid DLC until EVERYTHING originally promised was done, which includes the asset editor. The asset editor is required before Bridges and Ports, unless y'all lied, again.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.
Thanks for all the feedback and apologies for not having time yesterday to write answers to your questions! I see some already answered so I'll just write a summary that hopefully answers at least some of the concerns raised.
You have the right to feel disappointed for the Editor not being already available. We have no intention to delay its release more than necessary. The asset import feature (where a user imports an asset created in a 3D modeling software to the game) is severely delayed due to various technical issues related to it and given it's mid November now we have zero chance of getting it ready before the Christmas break. When it comes to the map editor we'll see if it can be released before the asset import is ready. Regardless of when the Editor is released it is planned to be supported and improved upon based on the feedback from the creators and modders using it. The delay is most unfortunate but we are doing our best to getting the Editor out as soon as possible.
Gameplay issues are being actively worked on and we've been also looking into some pathfinding errors. Some bugs take longer to fix than others and it would cause added stress to try and keep a specific cadence so at no point have we committed to one. Since we've had weekly patches thus far I found it best to warn that it's not to be expected in the future, with the sole purpose of trying to manage expectations. While the patch cadence is expected to be longer going forward it doesn't mean we have stopped working on bugfixes.
We are also working on the performance not only because it's necessary for the console release but also for PC platforms to allow the creation of huge cities. I'm sensing that most are actually able to play with acceptable performance level if it starts to feel like we should be focusing on the other things more, but we are internally not satisfied with the current situation and will keep working on improving the performance until we are.
I will keep bringing you news every week, hopefully good ones but we must be able to discuss setbacks as well, if more occur. For those wanting to leave the game behind, I fully understand and respect that and I hope you will find your way back again later in time. We're not going anywhere.
I know it is NOT easy to develop such a complex game as CS2, but my honest opinion, as a fan of both the first and the second game, is that the frequency of DLC and updates NEEDS to improve. An update every 2 or 3 months is, in my opinion (but I'm sure many would agree), not sufficient to capture a larger player base, or even maintain the current one, especially when updates could introduce, or even reintroduce some rather game-altering or even game-breaking bugs (such as the 5 employees per office bug). There needs to be a better system to push out hotfixes faster. And also the game needs more features and content in general. This would probably come out in the form of DLC, but they also have to come out more frequently, at least 1 or 2 per year, like we had in CS1.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.
Normally I am quite understanding of the developers. But in this case, it IS a major dissapointment.Whatever happened to not doing paid DLC until the base game is complete? As per y'all's statements after the Beechfront disaster, you said there'd be no more paid DLC until EVERYTHING originally promised was done, which includes the asset editor. The asset editor is required before Bridges and Ports, unless y'all lied, again.
Thank you for this update.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.
A company having been paid for a product can delay it for any reason but is legally forced to offer refunds. Your choice as a customer isn't between "not very good now" and "better later", it's between "I'll wait because I trust this company" and "I want a refund".I understand your frustration. To be fair, they are not working on "additional" DLC. This DLC was promised almost two years ago, and they are obligated to release it. They are not seeking more money to fill their "coffers". Many people have already paid for it. I would rather them release something that is worth the price than rush it out, or delay it further, to work on the asset editor that in all likelihood was probably not going to be released this year anyway given the significant hurdles they are experiencing with it.
but I'm running the game without mods as well and I have the same result.Any solution for this? I've checked the game files on Steam and the problem persist
For me it helped to update the graphic drivers and restart the computer. I hadn't have to do the following, but I considered doing this, if it wouldn't work:but I'm running the game without mods as well and I have the same result.
Just had an interesting possible solution shared with me:
Rename the "cities skylines II" folder in your C:\Users\[user name]\AppData\LocalLow\Colossal Order (to whatever you want) and then start the game. The game will create a new clean CS2 folder and if that works it means that something in your original folder is corrupt and preventing the game from starting. Do NOT delete your original folder though as your saves are stored there and if you want to keep playing you'll need to move them over to the new fresh folder!