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co_avanya

Community Manager at Colossal Order
Moderator
QA
Community Ambassador
Colossal Order Dev
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Jan 4, 2021
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  • Colossal Order Staff
Hi everyone. As patch 1.1.2f1 is rolling out on Steam and Microsoft Store, let’s have a look at what it includes and what you can expect next.

This patch removes the entitlement from all the Beach Properties assets, so they are now a part of the base game and available to everyone. Saves and custom maps using the assets should work without any extra steps, but as always, don’t hesitate to make a bug report on the forum if you have any issues. Additionally, we have improvements to performance, support for Nvidia DLSS Super Resolution, and a long list of bug fixes for both the game and the Editor. You can find the full list below.

With this patch in your hands, we’ve started working towards the next one. It will take about a month as, along with bug fixes and improvements, this patch will include a large re-work of the Economy to address much of the feedback you have shared with us in the past months. We’ll share more details on what has changed when the patch is ready.

As modding is an important part of any Colossal Order game, one of our top priorities right now is to resolve the remaining issues with the asset import pipeline, so you can start to import and share your custom assets on Paradox Mods. This is proving more difficult than we hoped, so we don’t have an exact timeline at this time at this point, but it will likely take several more months.

Thank you for all the bug reports, feedback, and support. We really appreciate it as it helps us understand and improve your experience with Cities: Skylines II.


Patch Notes 1.1.2f1

Beach Properties assets implemented to the base game

Performance

  • Nvidia DLSS Super Resolution support added
  • Some pathfinding optimizations to reduce slowing simulation
  • UI optimizations
  • Optimizations to reduce frame spikes

Bug fixes & improvements
  • Mod options are sorted alphabetically instead of random
  • Made bus stop and mailbox color in infoview same as icon color
  • Citizens are more likely to use taxis from outside connections when moving in the city
  • Automatically pause and display any pending legal documents when continuing last game from the launcher
  • Fixed crash to desktop occurs after starting a new game on Custom Map from Editor where 'Placeholder Surface' was used
  • Fixed crash to desktop occurs after placing any Truck from “Add Object” menu in developerMode
  • Fixed crash to desktop after loading save with broken path-road connections
  • Fixed crash to desktop after loading map with Landfill's lot created in Editor
  • Fixed Cartography achievement
  • Fixed dispatching problem causing service vehicles to have trouble reaching some targets in certain cases. Affects garbage collecting, post van (for buildings), police patrolling and road maintenance.
  • Fixed patient teleports to ambulance if the parking lot is close to their location
  • Fixed a road tool snapped to an existing road may randomly get into an incorrect position
  • Fixed zone grid alignment broken when bulldozing stops or mailboxes when there are different sized roads connected
  • Fixed duplicated city service upkeep items of building that have upgrade
  • Fixed trains stuck at rail yard when there are multiple spawning trains and arriving trains at the same time.
  • Fixed part of Hydroelectric Power Plant remains on map after bulldozing it
  • Fixed tutorial task list not resetting when selecting “Reset tutorials” from gameplay options.
  • Fixed limit tutorial center card height to prevent overlapping with bottom toolbar
  • Fixed missing color of Destroyed Buildings in the Disaster Control Info View
  • Fixed service coverage displaying all red for a couple of frames when activating infoview for the first time after loading save (In paused mode or soon after loading)
  • Fixed line color changes are not visible while it's hovered with a cursor.
  • Fixed Firewatch Tower incorrectly shows its range when hovering over the building
  • Fixed mouse tool options tooltips did not support handling a larger number of options or smaller resolutions/UI scalings
  • Fixed interface/panel transparency for non default UI styles
  • Fixed issue preventing saving after changing name with controller and virtual keyboard
  • Menu notifications thumbnail image will now retain its aspect ratio and will cover the square space with overflow content cut
  • Various screen resolution fixes
  • Multiple text fixes
  • Controller fixes:
    • All photomode panel properties can be reset
    • Reset property and capture keyframe action added for controller
    • Revamped controller navigation and focus styles for a more intuitive and streamlined UX
    • Disabled Editor inspector items can be focused to fix situations where some fields cannot be viewed or scrolled to with a controller.
    • Fixed draggable value not updating input label in photo mode panel
    • Fixed null reference when trying to reset a property that had no reset callback
    • Fixed controller navigation in Editor preview/thumbnail picker, save map panel, and add component menu. Item pickers no longer select items when focused by default.
    • Fixed preview not updating with various tools when using controller to select asset
    • Fixed controller action hints overlapping main menu sub screens
    • Fixed Editor bottom bar sliders not being usable with controller
    • Fixed item picker footer slider not being usable with controller
    • Fixed controller's slider buttons getting inverted when the slider's start value is higher than the end value
  • Added missing names from QLOC team to the credits

Editor
  • Added wind editing for maps
  • Added Paradox creator profile bindings
  • Display user avatar in Paradox panel
  • Added notification about mod loading status
  • Added support for text field input for numeric fields for mouse brush options
  • Added display tool options for bulldoze tool
  • Added notification if a mod failed to load. If you click on it, it shows details with the ability to open a mod page on Paradox Mods or disable a failed mod.
  • Added 'builtIn' property to setting pages
  • Added missed attributes to options in modding setting tab
  • Added directory picker
  • Added directory picker to modding toolchain dependencies to select installation path
  • Added directory browser bindings to OptionsUISystem
  • Fixed water simulation speed now resets when closing Editor water panel
  • Fixed modding toolchain sections text/icons not readable with scaled text
  • Fixed searching for components or directories not returning all results, small refactors and optimizations
  • Fixed brush options not resetting between Editor and in-game
  • Fixed Editor tool options sometimes not rendering before next UI action
  • Fixed visible loc ID in savegame's map name if the custom map used in the save has been deleted
  • Controller fixes & improvements
    • Editor tool options moved to inspector panel footer and usable with controller
    • Added controller action hints to Editor
    • Restricted controller navigation to Editor panel when active,
    • Several minor improvements to Editor controller navigation
  • Several UI modding improvements
  • Map upload: disable “Submit” button when internet connection lost or user unexpectedly logged out
  • Map upload: disable “Submit” button after successful upload to prevent uploading same map multiple times

Paradox Mods
  • Paradox SDK updated to version 1.19
  • Paradox Mods updated to version 1.4.1
  • New features
    • Addition of Creator profiles and Your profile view
    • Ability to follow creators
    • Pressing Escape can now be used to close Mods UI
    • Addition of Ko-fi, Buy me a coffee, Crowdin as external links
    • PageUp, PageDown, Home and End can be used to scroll in various views
    • Mousebutton 4 and 5 (thumb buttons) can now be used for back and forward navigation
    • Author is now clickable when browsing mods
    • Mod ID is now visible in Mod info and can be copied as well as copy the full link of the mod
    • Arrow left and right can now be used to navigate the gallery on mod details
    • Input text fields will now auto focus
    • Going back from mod details will now scroll down to where you were before
    • Ability to remove a mod from all playsets when in Library
  • General improvements
    • Increased scroll speed
    • Redesigned mod details information box
    • Thumbnail is now visible on mod details
    • Reordered icons when browsing mods
    • Clarified text in Library to also mention how many mods in the active playset
    • Clarified text when on an empty non-active playset
    • Modals have been slightly redesigned
    • Failing to fetch discussion will only show a toast instead of an error modal
    • Updated translations in some places
    • Redesigned spotlight in Featured to be smaller
    • Browse now have 5 mods in a row on PC, up from 4
    • Mod version will now be used instead of numerical version (if it exists)
    • Featured mods can now be subscribed and shows likes
    • Clarified text on featured mods Browse all button
    • Last updated is now showing in mod info
    • Created timestamp is now showing in mod info
  • Bug fixes
    • User removed mods are now properly texted as removed
    • Fixed a couple of crashes in offline mode
    • Fixed search field flickering when switching to and from Browse view
    • Fixed scrolling back in Browse not centering on the previous clicked mod
    • Fixed text in library to not overflow to much in some languages
 
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I'm playing and it seems that TAA works while you move the mouse, if you leave the screen fixed after a while the image quality worsens, even so I prefer it this way to how it was yesterday. Much better performance.
 
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Stuck public transport vehicles at stop will be fixed when?
It's on our radar but I'm afraid we don't have an ETA for a fix at this time. If you haven't already, it would be helpful to have your save where this happens, so we can make sure we'll get all the situations where it can happen. You can add it to one of the existing bug reports, like this one:
 
Would be great if we could somehow reduce the amount of taxis in our city. Half of my roads are filled with taxis and they block traffic everywhere, even at my train stations.
 
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umm, so several months for getting new assets? like, any new assets? as in, I'm stuck with the same elementary school until June-July? I'm not trying to be sassy, just if the answer yes then I can just free up some drive space, reinstall Outcast to finish it and make room for Tsushima.
 
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I was a Cities in Motion player, I have been a fan of the series since 1 year before CS 1 came out, I pre-purchased the first game a month before its release. I kept buying DLCs of CS 1 as a way to support and thank a development of more than 7 years that kept adding free content. I repeated all this with CS 2 following its development from the day it was announced and enjoying every dev log update. Pre-purchasing the ultimate version. At first I had a hard time believing the way the studio was going, inside me I wanted to trust. In March seeing the lack of updates I started to feel very disappointed and sad to see a game, whose base I thought was very good, fail. The announcement a few days ago made me recover a bit of hope that the studio would return to the studio I knew, but something was needed, something more than just words, I needed actions. This action makes me recover the illusion in this development team and the game, I trust that everything continues like this from now on.

Grateful to see that we are returning to the right path, being sincere with the user and providing quality content.

Thanks to all the team for so many years of fun with your creations.

I don't know much English, but I wanted to leave here my words of thanks.
 
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You were supposed to release this in three weeks! :mad::mad::mad::mad: take it back and give it to us in May, now!


Citizens are more likely to use taxis from outside connections when moving in the city
Ok but this is description of a bug or a fix? Cuz long queues of taxis whenever I create a medium sized residential zones are definitely something I'd like to avoid, especially when a) I have public transport to external connections, and b) private cars can hold more than one citizen, taxis can't.
 
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Good to see you guys are back on track. It was a very wise decision to postpone the console version of the game, so all the attention can go to the bug fixing, optimisation improvements and mod/asset editor.
 
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Does this update mean that you will not add updates to the beach features after they have become free?
My bro, our problem with this DLC is not that it is bad, on the contrary, it is very inspiring for the upcoming ideas. It only requires attention to increasing the content, such as markets for beach supplies, adding factories, whether they are a signature building, an industrial area, or hotels, or adding borders to the beaches and introducing services, as was the case in CS 1, the Park areas and the Campus areas. and others.
Please do not neglect updates to this content
 
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