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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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Patch 1.1.8f1 is now live and below you can find the new additions and changes included in this patch. As always, reports of any new issues you encounter should go in the bug report section of the forum, so we can look into them. Remember to include as much information as you can and add a save with the issue if you have one. Thank you to everyone for the reports you have shared. We really appreciate the time and effort as it's helpful in narrowing down the different issues.



New Content
Decorations Menu:
  • Access to almost 300 decoration props.
  • 8 Categories:
    • Nature (33 props)
    • Park (35 props)
    • Potted Plants (30 props)
    • Residential Props (84 props)
    • Industrial Props (49 props)
    • Commercial Props (25 props)
    • Debris (29 props)
    • Decals (13 props)


Gameplay Fixes & Improvements
  • Fixed issues with Homeless citizens:
    • Fixed homeless citizens not seeking a way out of homelessness.
    • Fixed homeless citizens having a good household wealth.
    • Fixed newly spawned households still moving in being counted as homeless.
    • Increased the cost of shelter in home finding job to reduce homeless households.
    • Added MovingInHouseholdCount, which is the household looking for property to move into, and added a maximum to stop new households from spawning when many are already looking for homes.
  • Fixed Small Elevated Subway Station showing missing road connection and utilities when placed on a 6 or 8 lane road.
  • Fixed crash to desktop that occurred when overriding a building that has also lost some renters.
  • Fixed road tunnels generating noise and air pollution above them.
  • Fixed buildings on pedestrian street roundabouts showing no pedestrian access notifications.
  • Fixed sick citizen might stuck on pedestrian lanes
  • Fixed missing sewage connection notification when placing the Water Tower on top of the combined pipes.
  • Fixed issue where it was possible to place buildings so that their surface areas would overlap with already created standalone surface areas.
  • Fixed some city service buildings showing “Overlapping items” warning when trying to place them on the roundabout zone grid.
  • Fixed areas attached to buildings allowing placement on water.
  • Improved Passage Park coverage to be more consistent no matter what direction the park faces.
  • Improved dog behavior so citizens don't take their dogs to work or school unless they are already out of their homes.
  • Adjusted Subway station 01, 02 and 03 Construction Cost, Upkeep Cost, and XP rewards.
  • Removed Noise Pollution from Solar Power Station Additional Transformer Station upgrade.

UI Fixes & Improvements
  • Fixed bottom status bar not being accessible with a controller when in Map Tile Purchase mode.
  • Fixed “assign vehicle” selection skipping values on the slider.
  • Fixed “Show Unlock Popups” option only being available in the interface options menu with developer mode enabled.
  • Fixed the UI disappearing when selecting the "Place Multiple" Tool Mode in the Vegetation tab with a controller.
  • Fixed parallel offset setting not working correctly when building roads with a controller.
  • Fixed building showing wages section in the upkeep even though the building does not have workers.
  • Fixed change in money and population count current trend is not updating correctly.
  • Fixed some building upgrades missing their bonuses in the building's Selected Info Panel.
  • Fixed building attractiveness tooltip showing incorrect percentages if the building has lost all of its attractiveness for example in case of fire.
  • Fixed Train, Tram, and Subway tutorials marking the step for 'placing tracks' as completed before taking any action.
  • Fixed the top of the tutorial welcome window being cut off in some languages if the text scale is set to 140%.
  • Fixed some cut-off tutorial prompt panels.
  • Fixed police and fire safety tutorials missing from the advisor panel.
  • Fixed out-of-focus icons during tutorials.
  • Fixed happiness tooltip overlapping with Citizen's information inside their Selected Info Panel when using a controller.
  • Fixed missing tooltips in options panel while using a controller.
  • Fixed Chirper posts not getting updated accurately.
  • Fixed overflowing residence names in Lifepath panel.
  • Fixed overflowing text with long keybindings.
  • Fixed keybinding description being difficult to read with long keybindings.
  • Fixed eight-lane divided road thumbnail.
  • Fixed some building upgrades missing pollution-type icons.
  • Fixed text being unreadable in some panels with the blue interface color theme.
  • Fixed missing space in passenger and cargo count in route or line detail Selected Info Panel.
  • Fixed issue where selecting objects from the Chirper panel does not work if the game was loaded while already having something selected.
  • Fixed inconsistency with how Residential, Commercial, Industrial and Office are highlighted in Infoviews.
  • Improved Selected Info Panel of stops and stations to show to directly show whether transport lines are active or disabled.
  • Improved oil icon color for better visibility.
  • Changed Infoview panel pie charts to horizontal bar charts for a more compact UI allowing better visibility for the map legend.
  • Added mouse bindings for camera movement actions (both back and forward). They are unset by default.
  • Added Shift, Alt, and Ctrl keys that were missing from the description of binding action for Mouse.
  • Added support for the mouse wheel to scroll through asset panel pages.
  • Moved Small Water Tower’s UI position to before the regular Water Tower.

Audio Fixes
  • Adjusted Marquee zone tool audio and map tiles tool audio.
  • Fixed Space Rocket sound playing after a rocket disappears from the map when the rocket is being followed.
  • Fixed some buildings missing fire sound effects.
  • Fixed Building pipes and electricity nets missing snapping sound effects.
  • Fixed North American Ambulance missing engine sound.

Misc Fixes & Improvements
  • Fixed holes from the previous city remain on the terrain after starting a new game (Until something with terrain holes is spawned).
  • Fixed right indicator on the back of NA_Ambulance01.
  • Fixed direction indicators of trams flashing out of sync.
  • Fixed missing basketball basket from the basketball court in the Film Actor Mansion Signature building.
  • Fixed Small Bus Station illumination after upgrading it with the Extra Platforms and Taxi Stop.
  • Fixed some building upgrades missing fire visual effects.
  • Fixed electricity wires rendering on top of the smoke.
  • Fixed Forest Forwarder vehicle lights glow.
  • Fixed Forest Harvester vehicle light source placement.
  • Changed some industry chimneys' smoke to water vapor.
  • Several translation fixes.
  • Updated game credits.

Modding Changes
  • Added SettingsUIBindingMimicAttribute which allows mods to sync their bindings with built-in bindings.
  • Added invert option to SettingsUIHideByConditionAttribute and SettingsUIDisableByConditionAttribute to invert condition.

Paradox Mods
  • PDX SDK to 1.22.0
  • Mods UI to 1.7.0
  • New features
    • Time range selector for Most popular mods, defaulting to the past 30 days.
  • General
    • Spotlight image in Featured is now clickable.
    • Added dependency names to modal when subscribing to a mod with dependencies.
    • Improved the sorting text in Library.
    • Warn when a mod that have other mods depending on it is being removed.
    • Most Popular mods in Featured is now showing the past 7 days most popular mods.
  • Bug fixes
    • Fixed scrolling during sync in edge case where multiple progress bars were shown.
    • Improved visibility of error message in input fields.
    • Fixed alignment of Activate playset button in playset listing.
    • Fixed profile image from moving when following and unfollowing.
    • Fixed mods in playset details showing the wrong enabled state after subscribing.

Known issues & tips
  • Homelessness may take a while to clear up if the city has many homeless households. Building new residential buildings can speed up the process.
  • Empty buildings are currently not visible despite their effect on demand. However, they can still get occupied by residents or companies.
 
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Thank you for this long-awaited update.

I don't quite understand what this one means:
  • Increased the cost of shelter in home finding job to reduce homeless households.
 
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Thank you for this long-awaited update.

I don't quite understand what this one means:
  • Increased the cost of shelter in home finding job to reduce homeless households.
It means that the AI is less likely to use a temporary shelter (higher cost -> less likely) and would rather try to find a new home or move out of the city.
 
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My sims do not want to use passage park. If I plave pavement path - they use the path. If I replave it with passage park - they avoid it and use longer way with sidewalk
 
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  • Fixed issues with Homeless citizens:
    • Fixed homeless citizens having a good household wealth.
    • Increased the cost of shelter in home finding job to reduce homeless households.
    • Added MovingInHouseholdCount, which is the household looking for property to move into, and added a maximum to stop new households from spawning when many are already looking for homes.
I don't understand those three lines.

It is my understanding that cims can become homeless due to two facts, a) being unable to pay rent anymore and b) due to the home being destroyed.
In the case of b) however they are assumed of still being "wealthy", aren't they?

The second line I don't understand at all, which may be due to me being unable to translate it correctly (ok, has been answered in a previous post)

The third line concerns me as it seems to refer to something which has to be called and checked periodically. Here the question is how frequenctly that check will be performed and how the thresholds are set - and if they are checked against available homes.
To make the last part more clear:
Say MovingInHouseholdCount = 1000, meaning that when the number of homeless hits 1000 no new households will be spawned anymore.
Let's further assume that there are exactly 1000 homeless people and say 200 new households which would like to spawn. Furthermore, there are 3000 places available to be picked by either of the two groups.
Does that mean that no new households will spawn?
Will the homeless pick one of the available places to live?
When will the "new households" start spawning again?

In addition, what if the number of homeless people is 999? Will there be 1 new household being allowed to spawn or all 200?
 
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Increased the cost of shelter in home finding job to reduce homeless households.
Sorry, I'm not understanding this. Could it use a rewrite?
 
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In this Art center I have 95 homeless according to Developers info. I had 47 before update. I've build few high rises right there. And route highlighter shows that at least one Sim is moving in to a house previously being homeless in the center. But homeless count does not decrease. I have waited until this exact citizen entered his new home.
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I don't understand those three lines.

It is my understanding that cims can become homeless due to two facts, a) being unable to pay rent anymore and b) due to the home being destroyed.
In the case of b) however they are assumed of still being "wealthy", aren't they?

The second line I don't understand at all, which may be due to me being unable to translate it correctly (ok, has been answered in a previous post)

The third line concerns me as it seems to refer to something which has to be called and checked periodically. Here the question is how frequenctly that check will be performed and how the thresholds are set - and if they are checked against available homes.
To make the last part more clear:
Say MovingInHouseholdCount = 1000, meaning that when the number of homeless hits 1000 no new households will be spawned anymore.
Let's further assume that there are exactly 1000 homeless people and say 200 new households which would like to spawn. Furthermore, there are 3000 places available to be picked by either of the two groups.
Does that mean that no new households will spawn?
Will the homeless pick one of the available places to live?
When will the "new households" start spawning again?

In addition, what if the number of homeless people is 999? Will there be 1 new household being allowed to spawn or all 200?
Households means a family group that wants to occupy a house. Residential buildings will spawn, but if there are already that maximum number of homeless present the AI will not allow new residents to come in from the outside until the homeless people are either in a dwelling or pathed to leave the city. It should make it more likely the people in your parks will actually move into your empty residential units.
 
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Households means a family group that wants to occupy a house. Residential buildings will spawn, but if there are already that maximum number of homeless present the AI will not allow new residents to come in from the outside until the homeless people are either in a dwelling or pathed to leave the city. It should make it more likely the people in your parks will actually move into your empty residential units.
Yeah, I get that.

However, there are three values to be taken into consideration:
a) number of homeless people in the city
b) number of new households to spawn
c) number of available (in terms of costs, reachability etc) homes

Blocking b) because the number of a) has met a threshold doesn't make any sense when c) suffices the needs.

And the question still is when, and how often that threshold value will be checked against, with the follow-on question of when b) will be activated again.
 
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Thank you for this long-awaited update.

I don't quite understand what this one means:
  • Increased the cost of shelter in home finding job to reduce homeless households.
Citizens make decisions based on different factors that have a cost. Cost here isn't monetary but a value that impacts how likely citizens are to make a choice. Pathfinding works in a similar way where travel time has a cost that's considered along with other factors. In this case, the cost increase results in homeless households being less likely to end up in a shelter, so a park or abandoned building. Effectively, more homeless households will want to leave your city instead of staying to try and recover their situation.

Checked my park before and after the update. Homeless count even increased )
We expect it can take a while for homelessness to clear up. As we also resolved some situations where citizens may be stuck, it's not entirely unexpected that you could see more homeless people in the parks immediately following the patch. Please let the simulation run for a while and zone some high density residential so the homeless people have a better chance of finding a home. :)


And a general note as I'm seeing some bugs being reported here. Please make sure to report them in the dedicated subforum, so they get processed. They'll get lost in the comments here.
 
I hadn't. But to double it was enough couple of minuted of time.
Just to proof for those, who disagree. I open up a save and see 47 homeless at 15:04. Once unpaused, it is 51 after 1 in-hame minute. And I have 95 at 15:26
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Yeah, I get that.

However, there are three values to be taken into consideration:
a) number of homeless people in the city
b) number of new households to spawn
c) number of available (in terms of costs, reachability etc) homes

Blocking b) because the number of a) has met a threshold doesn't make any sense when c) suffices the needs.

And the question still is when, and how often that threshold value will be checked against, with the follow-on question of when b) will be activated again.
Let me see if I can elaborate a bit here to make things more clear. The reason we added the limit to MovingInHouseholdCount is because it could get so high it took a long long time for homeless households in your city to get a place to live. It does not stop the growth of your city, it's there to enable you to alleviate homelessness in your city.

It's in the patch notes because it's a change and it may be relevant to modders, but just playing the game you aren't going to experience this limit affecting your city's growth or ability to have new households move in.