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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. 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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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:
 
Great stuff.

Don't give up please, it started as a disaster but it can end as the best city builder on the market.
We have no intentions of giving up. We might not be where we had planned to be with the game, but we'll keep working on it until we get there.

Will we see FSR support as well for people without NVIDIA GPUs?
Yes, we're working on it, but unfortunately, it didn't make this patch.

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.
We're starting to see some experimental new asset mods on Paradox Mods, but for official support, I'm afraid that we expect it will be months before the Editor supports asset creation.

Thank you.

Would it be possible to release the asset editor without the import pipeline, or is that a big dependency? (I'm not a creator so don't know the process.)
Part of the import pipeline is also the saving process. Until we have the file format and saving process nailed down, I'm afraid there isn't much asset creation to be done. Or at least editing assets is not much fun until you can save and use what you created.
 
Great number of fixes/improvements. Any idea when TAA will get fixed? Got broken in the previous update, effectively rendering the game unplayable for me
We're seeing reports that the issues with TAA have been resolved in this patch. If you're still having issues with it, please let us know.
 
When is the next patch due? The one to fix the tax bugs, the land value issues and the perfomance?
I appreciate that this patch has only just come out and on the surface looks fruitful, but its mostly tweaks again or third party implementations (dlss)
The core still has major issues.
We expect it to be ready in about a month, but we don't have a specific date yet as we need to finish testing first.

And just a reminder to everyone, if you're experiencing new (or old) bugs or issues, please make a report on the support forum. Reports in this thread are sadly gonna get lost, so the dedicated forum is the place to go. :)
 
Are you working on the cut/fill and tunnel rendering not showing properly?

I have stopped making them on my cities because cut/fill shadows look really fake (two direction of shadows on game) and very dark. But they are really nice option and a realistic one that can have lots of city design potential.
It's on our radar but as a visual issue, I'm afraid it isn't our highest priority at the moment.
 
Huge patch, but after seven days I'm still trying to figure out what has been changed. I don't see a single difference.

What I still see are the same huge problems existing for about 7 months now.
- performance is not good. My 125k city is taking 8GB of memory and this in rapidly increasing with the city size
- a large part of the city is suffering from mail accumulation due to mail not picked up from cargo harbors/stations
- garbage is not being picked up at farms
- dogs everywhere (including schools, public transportation and parking garages)
- high density residential never going beyond level 2
- industrial buildings keep getting abandoned due to having all vehicles permanently in maintenance
- dairy house and oil refinery never getting a company inside

If everyone is seeing these issues, then why are the developers not? The only possible answer is that they do see the issues, but are not solving them. Big question is: why? It really starts to feel like they intend to keep the bugs for some mysterious reason.
Improvements to performance are a continuous effort. This patch had some improvements, so did the patch before it, and the one before that. Unfortunately, there isn't a quick and easy fix or a switch we can flip, but instead, a series of improvements we can make which take time. We'll continue this throughout the game's lifetime, also after we hit our targets for performance.

I'll check up on the bugs you mention to make sure we have reports on all of them, but off the top of my head, at least some of those are either to be addressed in the economy rework or waiting for that to finish before we can dig into them. We're working our way through all the bug reports we have received but I'm afraid that some are higher priority, which means others don't get fixed as quickly as we'd like. I understand that's frustrating, but we'll get to them once the higher priority issues are resolved.
 
So now everyone has the Beach Properties, but the Ultimate Edition players who actually paid for it got nothing, not even the promised radio station. Anyone still understanding this? To me it sounds like "giving a penalty to your best customers".
The 3 additional Creator Packs and 3 additional Radio Stations we added to the Ultimate Edition as compensation for Beach Properties are scheduled for Q4 2024, more info to come as we get closer to their release.
 
Does that also mean that the next DLCs will have proper content unlike the barebones Beach Properties DLC?
The next DLC from us is Bridges & Ports, which is an expansion, so larger scope and more content than an asset pack.