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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.
Seems very experimental for now but there are assets popping up in the code mods section.
 
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what i like the most is how you integrated the worst rated AAA DLC of all time into the game just to get rid of the negative numbers... can't wait to see how the game feels from now on, keep it up! (please)
 
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so many Controller improvments but
 
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TAA works again.
For those who have a NVIDIA, DLSS by default disable antialissing, and there are no reflexes.

The natural limit of my CPU was 400k cims in low quality by default.
With V1.1.2 I have noticed a general performance improvement: in my city of 401K cims, I have returned to high quality by default, without DLSS, and I have FPS fluidity (30/40).
The simulation speed endures, we will see until when.

Ryzen 9 5900X, 32GB RAM, RTX 4070 TI, SSD M2 1TB.
Without VSYNC, without motion blur, without DoF, without resolution scale, without DLSS.
Resolution 1080p.
 
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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.
 
CO team, I really appreciate your hard work. Thank you. I especially like the changes to Paradox Mods, the panels were crazy-large on PC. Still would like to see a star-based rating system, though.

I only have time to play on the weekends, so looking forward to experiencing these fixes next time I load up.

Keep your chins up and keep up the great work!
 
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The Dlls have been implemented but the performance still needs to be optimized, anyway thanks for the small fixes, let's hope the game improves. Greetings.
 
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TAA works again.
For those who have a NVIDIA, DLSS by default disable antialissing, and there are no reflexes.

The natural limit of my CPU was 400k cims in low quality by default.
With V1.1.2 I have noticed a general performance improvement: in my city of 401K cims, I have returned to high quality by default, without DLSS, and I have FPS fluidity (30/40).
The simulation speed endures, we will see until when.

Ryzen 9 5900X, 32GB RAM, RTX 4070 TI, SSD M2 1TB.
Without VSYNC, without motion blur, without DoF, without resolution scale, without DLSS.
Resolution 1080p.
True! TAA Solved! I have disabled DLSS and it works without problems!
 
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Any update on the bug that causes unemployment to be really high when there are thousands of available jobs? Not sure if it's widespread or just me with this bug, either way I've posted in bug reports just in case.
 
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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



Bug fixes & improvements

  • Citizens are more likely to use taxis from outside connections when moving in the city
Curious, why Taxis? Wouldn't people moving in be using trucks?
 
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