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Cities: Skylines Official

Second Lieutenant
Paradox Staff
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Jul 31, 2023
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CSII-PatchNotes-1920x300-2.png


Hi everyone,

Today, we have Hotfix 1.2.3.f1 going live with a host of fixes to gameplay, UI, and modding, including minor fixes for Urban Promenades and Modern Architecture.

Let’s dive into the patch notes below!

Known issues:
  • Due to the changes to the death probability, cities with many seniors may experience an increase in unemployment as all seniors have been made younger to maintain the population and avoid a huge increase in the death rate. As some of them reenter the workforce (some will be early to mid-range seniors and stay retired), unemployment may rise depending on the job situation in the city.
  • The amount of seniors in the city is expected to drop very low, but as the population ages and the new death probability calculations take effect, it will stabilize at a more reasonable level than previously.

Modern Architecture Fixes & Improvements:
  • Minor fixes and balancing updates to vehicle capacities, upkeeps, and workplaces.
  • Added service vehicle parking spots.

Urban Promenades Fixes & Improvements:
  • Minor fixes and balancing updates to vehicle capacities, upkeeps, and workplaces.
  • Added service vehicle parking spots.

Gameplay Fixes & Improvements:
  • Performance optimization for job finding.
  • Improved the death probability curve to ensure citizens die at appropriate ages.
    • Existing senior citizens have made younger to ages spanning from early adulthood to mid-range seniors.
    • Citizen age is now limited to 120 game days.
    • Removed already dead citizens who haven’t been assigned a hearse yet.
  • Fixed crash to desktop caused by a missing zone type after a building levels up.
  • Fixed the Hydroelectric Power Plant’s electricity production depending on simulation speed by adding a constant flow speed.
  • Fixed police stations not sending vehicles to crime scenes if there are no parked police cars but there is a parked police helicopter.
  • Fixed situations where placing a train station over existing tracks caused connection issues.
  • Fixed parked service vehicle props floating in the air or dropping under the vehicle when the building was placed on uneven terrain.
  • Fixed issue causing elevation when placing a road next to a parking lot.
  • Fixed propping issue with IndustrialManufacturing04_L1_6x6 (and L2)


UI Fixes & Improvements:
  • Updated Terraforming, Vegetation, ParksandRecreation and Landscaping icons.
  • Improved the default game input option page to show a warning if there is a binding conflict.
  • Fixed issue with road tutorial UI highlights.
  • Fixed Photo Mode tutorial not triggering in certain cases. The tutorial will now trigger after pressing the Photo Mode button if it has not yet been seen by the player.
  • Fixed an issue where save files may display incorrect Population and Expansion Points data if the Player hovers over completely new save files while playing on an already developed city.
  • Multiple SFX fixes.
  • Multiple controller fixes.


Modding Fixes & Improvements:
  • Fixed connection loss causing PDX Mods to crash.
  • Fixed custom climate curves loading issue.
  • Fixed an issue where Region Pack buildings start to disappear if the internet connection is lost.
  • Fixed "B" shortcut on the keyboard not opening the bulldozer in the Editor.
  • Improved the Mod Publisher
    • A new mod is only published if the Mod ID is 0 in the publish configuration.
    • Fixed incorrect resolving option being shown when a keybinding has a conflict and a user is trying to set the same key to a binding.
    • Added the ability for mods to show warning sign on options (using SettingsUIWarningAttribute), option tab (using SettingsUITabWarningAttribute), or option page (using SettingsUIPageWarningAttribute).

Paradox Mods Fixes & Improvements:
  • Updated PDX SDK to 1.30
 
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Heya, thanks for the hotfix!

Could anyone from CO/PDX update us on the asset editor? Last status update was in september and we've currently no idea where it's at 14 months after release. It would be appreciated to know if it's supposed to come anytime soon or if it's still facing deep issues that will keep delaying its release for a long time. Whatever is the answer, I think proactive communication would be prefered rather than let the community in the dark for so long about a critical feature.
 
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@co_avanya @co_martsu Thank you for this little update! I think it will address several things that need attention.

I have a small request: in the info-view for schools, it isn't easy to differentiate which schools are elementary/high school/college/university. When there is a large number in your city and you want to check for coverage in a district or area, making the symbols that designate "school" show which level would be helpful. Alternatively, if we could have an info-view for each level so we could see only elementary schools, we could identify an area with a lack of coverage.

The creator @kendallroth has a mod called City Stats and he added a letter to the school symbols and it is an elegant and simple solution to the situation I describe. Please see the attached pic of his symbols if you are unfamiliar with the mod.

city stats pic.jpg
 
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Why haven't the developers implemented the disabling of the active playlist when the game is launched on new versions yet? You don't warn players when there will be updates so that I can do it myself in advance. I have to launch the game twice when an update is released. Thank you for an incredible user experience
  • Due to the changes to the death probability, cities with many seniors may experience an increase in unemployment as all seniors have been made younger to maintain the population and avoid a huge increase in the death rate. As some of them reenter the workforce (some will be early to mid-range seniors and stay retired), unemployment may rise depending on the job situation in the city.
I watched a video from City Planner Plays, and it showed 5% of the population as pensioners. So is this a more realistic figure for a European/American city than 10-15%? Or is the retirement age in the game not 65? Would you rather correct the unrealistic number of children?
The situation in my city in almost 10 years.
1737539813137.png


  • Fixed connection loss causing PDX Mods to crash.
  • Fixed an issue where Region Pack buildings start to disappear if the internet connection is lost.
Why do PDX Mods need a permanent connection to the network? Don't tell me just so you can track bugs and report them. The tracking process should work fine without the Internet.
 
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Why haven't the developers implemented the disabling of the active playlist when the game is launched on new versions yet? You don't warn players when there will be updates so that I can do it myself in advance. I have to launch the game twice when an update is released. Thank you for an incredible user experience

I watched a video from City Planner Plays, and it showed 5% of the population as pensioners. So is this a more realistic figure for a European/American city than 10-15%? Or is the retirement age in the game not 65? Would you rather correct the unrealistic number of children?
The situation in my city in almost 10 years.
View attachment 1245984


Why do PDX Mods need a permanent connection to the network? Don't tell me just so you can track bugs and report them. The tracking process should work fine without the Internet.
Why are you sounding so self entitled! Pull back a bit and be less combative. You come across as a real joy of a person to be around *sarcasm*
 
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EDIT: Collosal Order told me on Twitter\X to create a new bug report on this.

So if you all want this glowing tree thing fixed: give it an upvote here please: https://forum.paradoxplaza.com/foru...-specific-times-of-day.1726839/#post-30135822

Thanks for the update.

Please please please, finally fix the global illumination setting. It has been a year and you still get sparking trees depending on the time of day. This issue has been submitted countless times by lots of players and is an issue on every savegame, on every map and on every game session when you have day/night cycle turned on.

I can't believe such a gigantic, easy to see issue has persisted for more than a year. It can only be fixed by turning of global illumination. Just remove the option altogether if you don't plan on fixing it.

I keep hoping they finally fixed this with every update, but it never seems the happen...

scree.png
 
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View attachment 1245307



Gameplay Fixes & Improvements:
  • Performance optimization for job finding.
  • Improved the death probability curve to ensure citizens die at appropriate ages.
    • Existing senior citizens have made younger to ages spanning from early adulthood to mid-range seniors.
    • Citizen age is now limited to 120 game days.
I wonder what the performance optimizations mean?
From "just terrible" to "very bad"?
From "snail pace" to "lightspeed"?

And what does the max age mean?
Will former students suddenly drop dead shortly after having got their first job?
 
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Why are you sounding so self entitled! Pull back a bit and be less combative. You come across as a real joy of a person to be around *sarcasm*
I consider PDX Mods to be a terrible platform. Which has already been involved in a situation with a breach of personal information security on personal computers. And for some reason, it always needs the Internet. And if there is a network failure, it crashes the game. So what does PDX Mods do that makes the game crash?

The rest shouldn't sound aggressive. English is not my native language, I use a translation dictionary for some words, so maybe I'm not conveying the emotional context of the words correctly.
 
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Yay, deathwave!
I'm importing city services right now and hope, these 9k bodies will be picked up faster.
Let's see what happens once this clears up and population has rebalanced. Currently there's no notable performance boost. Running for approx. one in-game day right now.

1737543741436.png
 
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just for info: CTD after patch, even with disabled mods. Crash is early, seconds after the logos, before loading any maps or saves. My shift starts now, I will analyse tonight.
 
@co_avanya @co_martsu Thank you for this little update! I think it will address several things that need attention.

I have a small request: in the info-view for schools, it isn't easy to differentiate which schools are elementary/high school/college/university. When there is a large number in your city and you want to check for coverage in a district or area, making the symbols that designate "school" show which level would be helpful. Alternatively, if we could have an info-view for each level so we could see only elementary schools, we could identify an area with a lack of coverage.

The creator @kendallroth has a mod called City Stats and he added a letter to the school symbols and it is an elegant and simple solution to the situation I describe. Please see the attached pic of his symbols if you are unfamiliar with the mod.

View attachment 1245982


Thread 'Add Unique Icons to Info Views'
https://forum.paradoxplaza.com/forum/threads/add-unique-icons-to-info-views.1697930/

Edit-8:30am

I couldn't agree more. I made the suggestion above a while back and there are even mods breaking up the housing options available to us. I truly hoped that it would be implemented this patch because the remaining region packs are coming soon (I hope).

Please give the suggestion an up-vote.
 
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