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co_avanya

Community Manager at Colossal Order
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QA
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Colossal Order Dev
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Jan 4, 2021
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  • Colossal Order Staff
Hi everyone. We have a new patch for you today with a bunch of fixes highlighted below and some back-end changes to enable the upload (and download) of the upcoming Region Packs. While the asset editing features are not fully complete yet, we’ve found a workaround to make these uploads possible. The Paradox team is putting in extra effort to bring each pack from the amazing creators around the world to you. They’re working diligently, preparing each pack one at a time. Check out the roadmap here! We’re excited to see their creations and we hope you are too.

Now let’s talk bug fixes. This patch includes several fixes related to tourism and addresses the lack of hotels appearing in commercial zones. While hotels won’t replace existing commercial buildings, you will see them appear in newly zoned commercial areas or if you bulldoze existing commercial buildings.

If you were among the players who kept seeing homeless tents all over your city parks despite doing everything you could to resolve homelessness, you’ll be glad to know that tents will now clear out once the homeless people have left your parks. If your city is still struggling with a sizeable homeless population or you see citizens who appear to be stuck, don’t hesitate to make a bug report listing any mods that have been used and attach the save for us to look at.
https://forum.paradoxplaza.com/forum/forums/cities-skylines-2-bug-reports.1162/

Last but not least, this patch includes adjustments and fixes to pollution. While we don’t expect you to see massive changes in your city, it’s worth noting that road-based noise pollution from highways has increased. If you have residential areas near highways, you may want to add sound barriers to reduce the noise pollution.

If you use mods, keep in mind that they may need to be updated for the patch to work correctly, so please be patient with the modders. If you encounter any new issues in the unmodded game, we’d really appreciate a bug report so we can dig into it. And with that out of the way, let’s get to the actual patch notes:


Gameplay Fixes & Improvements
  • Fixed homeless citizens waiting endlessly for public transport at the International Airport.
  • Fixed homeless tents not disappearing from the Park when the Homeless Citizens stop inhabiting the Park.
  • Tourism fixes:
    • Fixed hotels not spawning in Commercial Zones, despite high City attractiveness.
    • Fixed City Statistics panel displaying 0 for the used/available Hotel Rooms while Hotels are present in the City.
    • Fixed tourists idling inside buildings indefinitely.
    • Fixes to Seasonal Weather Effect values. Comfortable temperatures have a positive effect, while very hot or cold temperatures have a negative effect.
  • Increased preference for straight paths for vehicle pathfinding to reduce Buses and Trams taking unnecessary detours on their routes between stops.
  • Adjusted fire spreading probability from 0.05 to 0.3 to ease the fire spreading to nearby buildings.
  • Adjusted air pollution. Overall, more air pollution is generated, it spreads slightly more, and dissipates slower.
  • Fixed issues related to road-based noise pollution and balanced road-based noise pollution to account for the changes. This results in similar noise pollution from non-highway roads with highways producing slightly more noise pollution.
  • Fixed Pollution emitted by vehicles being visible only above roundabouts and the edges of the map.
  • Fixed transport stop icons within stations sometimes disappear when highlighting one of them.
  • Fixed cars parking in Motorcycle Parking Lot.
  • Fixed Subway Stations' workplaces and garbage accumulation values to match the design with other stations.
  • Fixed issues with company and city service worker calculations and unified the calculations.
  • Fixed Disaster Response Units unable to reach the destination when sub-buildings are burned down.
  • Fixed a bug in worker and workspace-related data leading to inconsistencies in numbers found in population infoview, workspace infoview, chirps, and statistic graphs.
  • Fixed crash to desktop when pressing cancel action while holding apply action over net segments in bulldozer tool.
  • Fixed crash to desktop related to mixed residential buildings.

UI Fixes & Improvements
  • Updated infomode background to be darker for better readability.
  • Updated leisure type icons.
  • Updated resource icons to remove excess empty space.
  • Improved Ore icon to be more visible.
  • Improved RCIO zoning infoviews to clearly show empty buildings.
  • Changed European Theme icon to more readable and distinguishable from North America.
  • Fixed issue causing the road length tooltip to quickly change position and display different length values when building a straight road.
  • Fixed road length tooltips can disappear off-screen. If the middle of the road segment is off-screen, the tooltip will now be shown at the mouse position next to the cost tooltip.
  • Fixed citizens' destinations showing the prefab names instead of the city names when "moving away" or "going to school" in the Outside Connection.
  • Fixed text of a city name can get truncated if it's long enough and if it doesn't contain spaces.
  • Fixed the text "share of the city's monthly income spent on loan interest" disappearing if the spent income is higher than 100%.
  • Fixed controller hints in multiple places.
  • Fixed City Attractiveness in Info View can exceed range 0-100.
  • Fixed Selected Info Panel title bar not growing with text scale.
  • Fixed info menu tooltips opening behind the menu.
  • Fixed leisure type for ChirpX from 'meals' to 'city indoors'.
  • Fixed Tree tooltips display incorrect cost.
  • Fixed 'Hide UI' option does not hide a mouse cursor.
  • Fixed Evacuation Bus uses the transportation service icon in Selected Info Panels.
  • Fixed Temperature value can be shown as negative 0.
  • Random traffic personal cars show at least one passenger.
  • Fixed Emergency Battery Station upgrade Diesel Generator not showing power generation (MW) value in the build menu tooltip.
  • Fixed grid mode being available when building bridges.
  • Fixed the value of residential suitability in residential info view is changing rapidly.
  • Fixed the Citizens tutorial popup sometimes rendering outside or at the edge of the screen.
  • Fixed some tutorial tasks appearing minimized and cannot be expanded while using a Controller.
  • Fixed tutorial for services selection displaying out of the screen with bigger text scaling.
  • Fixed Milestone pop-up card can be obscured by a tutorial balloon if the mentioned card pops up when the tutorial is displayed on the screen.
  • Fixed issue with chirps in the chirps panel being cut off.
  • Several text and translation fixes.

Audio Fixes
  • Fixed several missing sound effects.
  • Fixed the sound effect of Terraforming does not stop after closing the Landscaping menu while terraforming.
  • Fixed an unrelated whoosh sound that can be heard during the loading screen when a game is started or loaded.
  • Fixed active gameplay sounds can be heard in the background of the main menu.
  • Fixed Office, Commercial, and Industrial Signature Buildings playing audio were not rented by a company.
  • Fixed Residential Signature Buildings playing sounds when they are not functional.
  • Fixed destroyed building upgrades keep playing their sound effects.
  • Fixed deactivated building’s upgrades playing sounds.
  • Fixed Overground Parking's Car Wash upgrade not playing sounds.
  • Fixed Subways' Station Services upgrade sounds.
  • Fixed missing sound effects indicating an issue when attempting to build an upgrade directly adjacent to the main building while it is "On fire.”
  • Fixed Vehicle sounds persist at a large height in Photo Mode, vehicles get inaudible in Photo Mode after moving horizontally.
  • Fixed crashed vehicles having idle engine audio.
  • Fixed missing night ambience sounds.
  • Fixed forest fire audio loop does not stop despite trees being burned down.
  • Fixed multiple radio ads playing without their corresponding companies present in the city.
  • Fixed radio emergency broadcast triggers and adjusted their delays.
  • Fixed missing host talk segments on the Smooth Beat radio channel.
  • Fixed missing radio event "Celebrity Interview" with Rock Musician Mansion.
  • Fixed Tourism-related radio events not triggering despite meeting the criteria.
  • Fixed the “Free public transport” Radio Event not playing when transportation fee is set to 0.

Misc Fixes & Improvements
  • Update to Unity 2022.3.44f1.
  • Improved snapping for intersection placement to be stronger.
  • Added support for snapping to existing net geometry when placing objects with built-in networks. This affects pre-built intersections, transport stations, depots with tracks, and utility buildings with power line or water pipe connection points.
  • Added options to invert mouse/gamepad stick X and Y axis.
  • Added options to change camera rotation, zoom, and moving and scrolling sensitivity.
  • Added Fast Move Camera action for keyboard (Shift+WASD).
  • Added currently selected height to a Level landscaping tool.
  • Improved view when using the terrain tool to show tunnels and pipelines.
  • Improved the bulldozer for use with a controller.
  • Fixed bug in bulldoze tool that can cause crash when trying to bulldoze roads when it's not allowed.
  • Fixed landscaping brush sizes not changing until the camera is moved when using a controller.
  • Fixed the radio ads setting resetting every time the game is relaunched.
  • Fixed selected radio network and station isn't saved between game sessions.
  • Fixed tutorial behavior when reloading a map and continuing tasks.
  • Fixed tutorial task 'Connecting Turbines' is not completed if Wind Turbine was placed as already connected to the Road.
  • Fixed construction crane being visible after the building is destroyed.
  • Fixed potential pathfinding issues or crashes after modifying areas with navigation (Specialized Industry and Landfill).
  • Fixed a crash of the UI system when placing objects supporting the brush tool in the editor.
  • Fixed some overlapping issues with elevated net pillars attached underneath roads.
  • Fixed a bug where players could turn off the 'Unlock Map Tiles' option when loading a save that had been made with the option on.
  • Fixed keyboard inputs not working after entering Steam overlay.
  • Fixed unnecessary pedestrian access notifications when Small High School and Medium Parking Lot are placed next to each other.
  • Added keyboard shortcuts for all toolbar buttons.
  • Added keyboard shortcut hints to button tooltips and the option "Show shortcut hints" to settings which allows to disable them.
  • Added keyboard shortcuts for all buttons in the Selected Info Panel like relocate building and activate building.

Modding Changes
  • Added support for custom climates for maps.
  • Fixed game freeze when putting 10 integers in object's X or Z position in Editor mode.

Paradox Mods & SDK
  • PDX SDK 1.24.0
    • Fixed language code used for Traditional Chinese when retrieving legal documents by type.
    • Remove deprecated ISO 639-1 language code "bh."
  • Mods UI Version 1.7.2
    • General: Mod sync failed modal now allows retrying the sync without going to the mod list.

Known Issues & Tips
  • Existing cities will need to zone commercial or bulldoze existing commercial buildings for hotels to appear in the city. Keep in mind that tourists will need leisure and attractions to visit, so make sure your city has these. Good public transport both to/from and within the city can help increase the number of tourists.
  • You may experience more noise pollution coming from Highways following the balance changes to pollution and may want to add sound barriers to areas near residential zones.
 
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still no fix for trucks or vans not spawning from industry??
While I don't have an ETA for a fix, we have been digging into the cargo-related bug reports. So it's on our radar and we'll let you know when there's an update.

No news on the part 2 of the detailers patch with the line tool?
Not yet but with the hotel and tourism fixes out, it moves up in priority.
 
@co_avanya When you say about pathfinding preferring more straighter routes, is that only for Mass Transit or for all traffic in general? I really hope it is the latter since the traffic AI can use all the support you can throw at it, and it in my opinion should be the next priority, after the asset editor.
This fix is only for buses and trams.
 
Performance has now tanked since the update.... 4FPS. Thanks PDX! :)
If you're using mods, please allow modders a chance to update their mods. Removing mods may help but saves that have used mods in the past may still require them or not work correctly without them.

If you're not using mods, please make a bug report so we can look into what's happening.
 
Thanks for the patch. CS2 is getting bigger and bigger but can you please solve the problem about land dirt after deleting industrial areas? Can we clean the land by trees? And the most important thing is to have active stadiums.. Thanks
Pollution disappears with time. Currently, there aren't any ways you can speed up the process, but that sounds like something that could be interesting to explore in the future.

A question to @co_avanya or the devs:

There ARE already at least 2 injectors for assets available as mods since shortly after cs release. Since the editor was subject from the beginning of development: what exactly is the problem that makes it so difficult to release the official version?
Serialization and Virtual Texturing support for custom assets. Serialization is the process that turns meshes, textures, and asset information into an easily shareable file, similar to the .cok files that are created when saving maps, while Virtual Texturing plays a key role in optimization as it reduces GPU memory usage. Both of these have proven more of a challenge than we expected.
 
So was the homelessness issue about the tents rather than the people?
At the very least some of them were. There were also modded saves that had/have issues clearing homeless people, but we haven't been able to exclude the effect mods have had on those. We're still monitoring the bug reports in case there are some specific cases with homeless people that we haven't caught yet.
 
Would it be possible to put the option to choose passenger trains or freight trains on the train lines, like in CS1?
My train station is full of unnecessary freight trains and it's causing a big impact on the passenger lines.
You can use the Waypoints to control where the different transport lines go to for example make your freight trains take another (but perhaps longer) route to avoid your passenger train stations. Waypoints are placed just like stops, except they can be placed anywhere on the network forcing the line to go past that Waypoint.
 
What are the features? We still don't know anything after a year.

How is it so that the beach pack was put into the game, and for some reason the region packs are not possible?

What is soon?
Serialization and Virtual Texturing for custom assets. More details can be found here: https://www.paradoxinteractive.com/games/cities-skylines-ii/news/an-update-to-the-release-schedule

The Region Packs are created by asset editors from the community. They do not have access to the Unity Editor, the source code, nor are they able to create builds/patches. Therefore, they have not been able to finalize the packs until we added the workaround.

And soon is 18 min ago :)
 
After the update the game runs at 10fps. In most cases it runs at 10fps now. Is there a way to roll back the update and return to version 1.1.8f1?
Are you using mods? If so, please give the modders a chance to update their mods.

If you're experiencing issues without mods (and in a city that has never used mods) then we'd really appreciate a bug report here:
 
If you are having issues
If you use mods or your city has used mods at some point, you may need to wait for the mods to be updated. You can always test if an issue is mod-related by selecting "No Active Playset," restarting the game, and starting a new city.

If you experience issues without mods, please report them on the bug forum. Include as much information as you can about what's happening, what you have tried, etc. Attach the save where the issue is happening, so we can look into it. Bugs reported in this thread are going to get lost, so please put them in the right forum. Thanks!
 
About the missing road upgrade icon, you can switch language and/or reduce the text scaling to 100% as a workaround until the issue can be patched.

Thanks for the info link, disabled a ton of mods but eventually got sick of having to restart the game to figure out which if any cause the issues since the update.

I (We) understand with a game that supports such variable mods that some will need to be updated in line but the whole having to restart the game is going to get tiresome co_avanya over time with the quality of life updates/patches. Is there some other way that the team at CO could possibly look at implementing to rid the need of a full restart every time you add/remove a mod with the upcoming Asset Editor?
I'll pass on the feedback but as far as I know, the restart is there to ensure mods load correctly and will likely always be necessary for code mods. While the original Cities: Skylines didn't force a restart, many mods also required it to load correctly or unload when disabled.
 
A general reminder to everyone that this thread is NOT the place to report issues. They will get lost. Please make sure to report any issues you have in the bug report forum:

Will the team eventually reach 2023 or even Unity 6?

Super random question. lol.
We'll have to see. We always consider if an update to the engine will benefit the game and of course weigh how much work it takes to upgrade/what might potentially break.