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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 small patch for you today with bug fixes and improvements. If your favorite map was updated with a custom climate and you had issues with it as a result - or if you’re a map maker itching to add a custom climate to your maps - you’ll be happy to know that this patch includes a fix for the FPS issue that affected custom climates.

It also provides a fix for the disappearing tool modes when using text scaling and certain languages and a bunch of other UI improvements. Unfortunately, we were not able to include a fix for the “Not enough customers” notification that can appear even though hotels are fully booked, but we’re working on a fix for this. Once it passes testing and we have a suitable patch, we’ll include this fix.

As always, if you have any issues with the game, please make a bug report on the forum linked below. Include as much information as you can about the issue and attach both saves and logs when applicable - that really helps us get to the bottom of issues.
https://forum.paradoxplaza.com/forum/forums/cities-skylines-2-bug-reports.1162/


Gameplay Fixes & Improvements
  • Optimized citizens job-seeking calculations.
  • Adjusted garbage accumulation values lower for some buildings: Post Sorting Facility, Coal Power Plant, Emergency Battery Station, Gas Power Plant, Geothermal Power Plant, Nuclear Power Plant, Solar Power Plant, Emergency Shelter, Large Emergency Shelter, Health Research Institute, International Airport, Space Center, Advanced Water Pumping Station, and Wastewater Treatment Plant.
  • Increased student amounts for College and University buildings.
  • Added "University Interest" effect to the Radio Telescope Research City Service Building.
  • Fixed crash to desktop when bulldozing a zoneable street with missing prefab.
  • Fixed crash to desktop when splitting road segments with missing prefab.
  • Fixed an issue where citizens can go shopping in office zone buildings.
  • Fixed "No pedestrian access" error despite Overground Parking Building being connected to the sidewalk.

UI Fixes & Improvements
  • Improved Post Facility buildings infoview color to be more distinguished from mail accumulation color.
  • Swapped action for focus and unfollow citizen in lifepath panel, to make it harder to accidentally unfollow a citizen.
  • Added the ability to load a selected map with a double click.
  • Added “Topography” section to Tool Modes and moved contour lines to it.
  • Fixed an issue where the load game screen could get stuck in 3 save slots mode if the player has downloaded exactly 4 custom saves/maps from Paradox mods.
  • Fixed overflowing when Tool Modes label was too large, causing several modes to disappear.
  • Fixed demand bar showing inaccurate width compared to demand percentage.
  • Fixed cinematic camera save/load panel could render out of bounds when UI scaling was enabled.
  • Fixed signature building infoview not showing marker icons and colorizing wrong building types.
  • Fixes to healthcare infoview road color.
  • Fixes to controller hints and controller actions.
  • Fixed toggling the infoview menu with L3+Y or mouse clicking the infoview button should also close any infoview that was active.
  • Minor optimizations to tooltip performance.
  • Several audio fixes.
  • Many fixes for input actions.

Modding Changes
  • Added safety measures so maps revert to default climate when a custom climate is missing. Fixes FPS drop and visual issues on affected shared maps.
  • Fixed custom climate not being shared with custom maps.
  • Fixed starting tile selection in the Editor not responding to anything.

Known Issues & Tips
  • Hotels may complain about “Not enough customers” despite having all rooms occupied due to slow consumption of the “Lodging” resource. We are aware of the issue and working on a fix.
 
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And still no fix for this bug? https://forum.paradoxplaza.com/foru...g-through-the-sidewalks-to-a-patient.1704036/
Many players are experiencing this bug and it should be easy fix. Just don't allow heli using a peds routes.
Thank you for the bug report, it's much appreciated.

I am more interested in the homeless problem. Is that fixed?
We have identified a few remaining issues with homelessness that are currently being worked on, but unfortunately, they didn't make it for patch 1.1.12f1. Assuming they pass the testing phase, they should be included in the next regular patch though.

@co_avanya Will there be news on content creator packs today?
Releases are handled by Paradox, so I'm afraid you'll have to wait for news from @Cities: Skylines Official for this info.
 
Don't forget about residential being broken. I've stopped playing my 250K city because it has zero demand and people are moving out in the thousands despite it being a utopia for them lol
Residential demand being negatively affected by homelessness is one of the issues we're currently testing a fix for.

Is it perhaps possible to let us know what other bugs you are working on? This is so little information in comparison to the buggy game we have right now, not to speak of the lack of 'deep simulation'. Are there also plans to incorporate a more loose zoning system like manor lords?
I don't have a list of bugs we're currently working on that I can share as we don't want to promise fixes that may not be ready for the next patch. I can share that we follow the discussions in the community to make sure we prioritize the issues that affect most players or cause the most headaches, but of course available resources also come into play here.

As for the zoning system, it's unlikely to see a massive overhaul that completely changes how it works. Such a change would very likely break existing cities, something we try to avoid as much as we possibly can.

Every little bit of corrective action is appreciated, small patch indeed but thanks. I keep seeing that there's no mention about fixing the zone breaking problem, does anybody else think it is important? When a player has a nicely developed block and suddenly it is destroyed by adding a needed street nearby, it is very bad gameplay. On rare occasions the zoning reverts to the way it was by simply bulldozing the new street, but then what if one still needs to add network? In any case, it isn't always possible to save those buildings, even using by the Move It mod.
I assume we're talking about the zoning grid being slightly off and not creating perfect blocks. This is an issue we're aware of, but unfortunately, one that's rather complicated to solve. Because the road tools allow so much freedom in where and how you build your roads, they can end up with very tiny offsets that affect the grid. So the road that looks to be 100 meters long may in fact be 100.01 meters and that little .01 is enough to offset the grid on one road compared to another.

I can't promise anything here as a fix may not be feasible and we currently have issues that would be a better use of our resources to fix.

I am glad to say I had massive performance gains
That's wonderful to hear! :D
 
Seeing as I've been tagged a bunch in here, I wanted to give a heads up: I'm away from the forum for a while (personal reasons), so please ping @Cities: Skylines Official in the meantime if you have any important questions or issues pop up.