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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

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
Thank you all for your continuing hard work!
 
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The thing is, AA was good until the previous update where they decided to wreck it.

If you are on a RTX card just activate DLSS in "maximum quality" mode and you'll be more than covered:

1714081578666.png



EDIT: TAA is also working just fine again!
 
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"Several more months" means "we have no idea how to solve this pipeline problem", nothing more. If they did, they wouldn't need several more months. So the asset editor may be released anytime between next month and next year. Don't hold your breath. ;)

Well, I don't know, my friend, I can't be so optimistic after all the events that have happened... I just think that it wouldn't make sense to say something like that that would knock you down, when maybe at any moment you could solve the problem...

Of course and obviously I wouldn't mind at all if suddenly in 15 days they said "ok, we've solved everything, here are the MOD assets", but I don't think it will happen, that is at least not after having publicly said that it takes several months more...
 
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Well, I don't know, my friend, I can't be so optimistic after all the events that have happened... I just think that it wouldn't make sense to say something like that that would knock you down, when maybe at any moment you could solve the problem...

Of course and obviously I wouldn't mind at all if suddenly in 15 days they said "ok, we've solved everything, here are the MOD assets", but I don't think it will happen, that is at least not after having publicly said that it takes several months more...
Oh my post isn't optimistic. ;) They're obviously stuck so predicting it will be released in Q3 and specifically in september, that's optimistic. They have no idea how to fix this editor. They couldn't since last october so they can only hope someone will have a sudden eureka moment or one of the new senior developers they're hiring comes with a solution. Which, like I said could be at any moment, including next year (you replied to the "next month" part but ignored my very pessimistic view). They may even be unable to fix it ever, in which case CS II will be useless to me.
 
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Can you elaborate on what you mean by this? Does this mean that my streets will now have EVEN MORE taxis? Or does it mean that if someone arrives to the city by train, by boat, or by air that they will take a taxi from that point of entry to their home?

I recognize the need for conciseness but the way this is worded is ambiguous.
Yes, this exactly. There was a post in the CS2 reddit showing hundreds of taxis!
 

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Can you elaborate on what you mean by this? Does this mean that my streets will now have EVEN MORE taxis? Or does it mean that if someone arrives to the city by train, by boat, or by air that they will take a taxi from that point of entry to their home?

I recognize the need for conciseness but the way this is worded is ambiguous.
Screenshot (29).png

I believe it's that there are more taxis coming from outside the city, or at least that's what it is in my city. The picture I've attached isn't even the most taxis I've had since the update, but here they still account for probably about 50% of the cars on the road. Super annoying and creates traffic hell. Really unnecessary change on CO's behalf. It was bad enough before the patch, even worse now.
 
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Nice cannot install mods in GFN because it needs to restart the game. However, if I restart the game, the session is terminated, and if I try to reopen the game, the mods are not installed. Why can't mods be managed by the Paradox Launcher? It doesn't make sense for this launcher to exist if you can't even manage mods through it and EVEN WITHOUT THE MODS INSTALLED THE GAME DISABLE ACHIEVEMENTS DUE 'MODS ENABLED' HOW? This is Ridiculous.
 
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AND NOW THE ENTIRE HUD IS DISAPPEARING WHEN CREATING A NEW GAME, THANKS PARADOX FOR RUINING ENTIRE GAME. RESTARTED MULTIPLE TIMES AND AFTER STARTING NEW MAP THE HUD DISAPPEAR.
 
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Very little in the way of bug fixes since your last patch.

Were moving at a snails pace still, at this rate were still years away before the game is a simulation.

I truely hope this concept of fixing the game before refocusing on DLC again, isnt only for one more patch, cause there's a long road ahead for getting this game out of early access.
 
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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. :)
 
Booted up my standard saved game from 2023, let the simulation run for 30 minutes.

No changes. Its still buggy as hell.

  • Mail does not get collected from large parts of the city
  • Post offices and distribution centres dont work
  • Bus lanes and exclusive bus roads are still a standard road for every vehicle to use
  • Huge amounts of taxis everywhere
  • CIMS walking on highways everywhere
  • Huge amounts of pedestrian traffic walking one side of the map to the other as the most efficient way to get to their destination
  • Pedestrians Jaywalking constantly, especially crossing at places where there are removed crosswalks
  • Stacker carpark still leaves floating cars in the air when relocating the building
  • Public transport vehicles get stuck
  • Economic simulation is still busted

Thats only the bugs I found after 30 minutes of observation. All of these bugs are either reported by someone else or Ive submitted bug reports back in 2023 for them.

I genuinely dont see the game being ready to play for many years to come at this rate of progress over the last 7 months.

Im more concerned the bug fixing focus will only last a few more patches before Paradox/Colossal Order refocus on Console/Paid DLC again. I really dont think they grasp how much bug fixing is needed still to get this game out of early access.
 
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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.
 
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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.
 
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.
You want assets? Go download them from the Mod page, Jesus Christ people have to complain about literally everything.
 
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Booted up my standard saved game from 2023, let the simulation run for 30 minutes.

No changes. Its still buggy as hell.

  • Mail does not get collected from large parts of the city
  • Post offices and distribution centres dont work
  • Bus lanes and exclusive bus roads are still a standard road for every vehicle to use
  • Huge amounts of taxis everywhere
  • CIMS walking on highways everywhere
  • Huge amounts of pedestrian traffic walking one side of the map to the other as the most efficient way to get to their destination
  • Pedestrians Jaywalking constantly, especially crossing at places where there are removed crosswalks
  • Stacker carpark still leaves floating cars in the air when relocating the building
  • Public transport vehicles get stuck
  • Economic simulation is still busted

Thats only the bugs I found after 30 minutes of observation. All of these bugs are either reported by someone else or Ive submitted bug reports back in 2023 for them.

I genuinely dont see the game being ready to play for many years to come at this rate of progress over the last 7 months.

Im more concerned the bug fixing focus will only last a few more patches before Paradox/Colossal Order refocus on Console/Paid DLC again. I really dont think they grasp how much bug fixing is needed still to get this game out of early access.
Fyi:
  • Huge amounts of pedestrian traffic walking one side of the map to the other as the most efficient way to get to their destination
  • Pedestrians Jaywalking constantly, especially crossing at places where there are removed crosswalks
These two bullet points are intended behaviour and no bugs afaik
 
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