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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. We have a new patch for you today with a bunch of fixes and improvements for the game. Thank you for all the reports and feedback, it's very much appreciated, and thank you for your patience while we've worked on these fixes.

We'll continue to work on both performance improvements and gameplay issues, and if you run into any issues with the game following the patch, please report them on our support forum here:


Gameplay fixes
  • Mail fixes:
    • Fixed: Citizens do not have destinations in their Selected Info Panel when Sending Mail
    • Fixed: Post van not delivering/collecting mail from target building if the path accesses the lot in a specific way.
    • Fixed: Post van failing to collect mail from building if it's also delivering mail to the same building at the same time.
    • Fixed: Post sorting facility is unable to export global mail
  • Storage transfer fixes:
    • Adjusted industrial companies' production efficiency to produce more products to increase good exports.
    • Adjusted storage companies spawning, storage companies will spawn less than storage capacity demand to increase goods export.
    • Fixed vehicle state that isn't exporting showed as exporting state
    • Cargo Stations like harbors, and train terminals will have a low stock amount at 100t, the terminal will import around 30t each time the current amount is below 100t.
    • Cargo Stations like harbors, and train terminals will have an export threshold of 200t, the terminal will export around 30t each time the current amount is above 200t.
    • Storage companies will spawn less than the current producing capacity to increase export (does not affect existing storage companies in the city)
    • Improved pathfinding to include storage & cargo stations as valid import candidate targets
  • Improved moving in pathfinding. This prevents citizens from reserving homes from disconnected buildings (Or moving into the city at all if it's not connected to an outside connection).
  • Increased pathfinding penalty for illegal pedestrian crossing
  • Fixed: Several instances of vehicles getting stuck
  • Fixed: Roads shown as inaccessible in Build menu can be used when the player has low budget
  • Fixed: Hydro power plant output increases with simulation speed
  • Improved water flow update when terraforming
  • Fixed: Progression XP is not awarded for constructing Signature Buildings
  • Fixed: Coal power plant does not import resource from nearby harbor
  • Fixed: Citizens are shopping in industrial zones in factories instead of commercial zones
  • Fixed: multiple issues related to constructing multilevel roads, elevated roads over water or bridges
  • Improved elevated road construction (Not actual bridges) to require more pillars

Graphics fixes
  • Improved terrain smoothing for networks and large buildings
  • Fixed: Forward road arrows on building lots incorrect for left-hand traffic.
  • Fixed: Trees sticking out of the river in the main background image
  • Fixed: Dam (net-part only) facing the wrong way when using left-hand traffic
  • Fixed: Buildings missing road arrows and some other props depending on the selected theme
  • Fixed: International Airport missing bus stops when using the North America theme.

UI fixes
  • Improved Selected Info Panel and Infoview panels to scale with text scale
  • Improved sorting of households:
    • Citizens sorted by age in household/single-family home Selected Info Panel sidebar
    • Households sorted by member count in building Selected Info Panel sidebar
  • Fixed: Pressing "M" while in photo mode removes the UI permanently for that session Still happens, we'll continue to investigate this issue.
  • Fixed: Customer Info view for low customers terrain color inconsistent to the terrain color of other RCIO Info views
  • Fixed: UI forwardRef error which was appearing sporadically when loading a save

Other fixes
  • Fixed: Now They're All Ash Trees, Out For a Spin, The Size of Golf Balls, Groundskeeper, Up and Away achievements, and Four Seasons achievements
  • Fixed: Prefabs not unlocking correctly
  • Fixed: Cinematic camera data is not resetting when loading a save or starting a new one
  • Fixed: Object base mesh not visible if the main object is out of camera viewport
  • Fixed: Forestry Area's Forest Forwarder was not playing the engine sound
  • Increased all emergency vehicle siren sound distances
  • Improved cached progress for Achievements
  • Added 2 new steps to Education tutorial
  • Added missing translations
  • Optimized XP calculations
  • Improved error and crash reporting tools
 
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It's a great work, but if you can solve problems from cars, cause some Cars when I put the "don't turn left" signal, some cars do it anyways making so much traffic
For issues like this, we'll need the save so we can investigate the specific case where it happens. It would be very much appreciated, if you save the city with the camera looking at the intersection having issues and then make a report on the support forum with any details on what you're seeing and what you've tried.

Is this the final patch of this year?
We'll have to see how testing progresses on the next round of fixes and improvements. I recommend following CO Word of the Week for updates on where we are and what you can expect.

Does this patch actually fix exports?
It addresses the bugs we discovered, but as always with simulation fixes, the city may need to run for a while before you see the effects. It's also worth mentioning that transportation costs play a role in if/how companies export, so if the cargo building is far away, it may be cheaper to export by truck or reduce production to the local demand. That said, we of course want to know if you're still experiencing issues with goods exporting or being transported around the city.
 
Police not solving crime was not resolved?
No changes to crime in this patch. If the issue has already been reported on the bug forum, then we'll investigate it as soon as we get a chance.

Is the post sorting facility actually working?
Yes, at least it should be according to our tests. Like always with simulation fixes, it may take a little while for it to take effect in your city, and if you're still having issues, please let us know in the existing report on the bug forum.

I loaded an existing saved game, my city has no mailboxes, then placed more Post offices but Im not seeing any of them send out any post vans to collect from buildings directly. Same with the Sorting Centre? Ran the game in fast forward for 5 minutes.

Does it require a new game for a lot of these changes to work?
Existing saves should also be included in the fix, but it would be super helpful to know if you're not seeing this in a new city either. In any case, it would be great to have a report on this on the bug forum, so we can look into whether there's a specific situation in your city that the fixes don't address.

I don't want to be the guy that just comes in to rain on this parade, but it still bothers me that there is no way of disabling traffic violations at all. I get the design choice of a "pathfinding penalties" system, but I can't be the only one thinking that some pathfinding choices shouldn't be an option regardless of how inconvenient any other route is, especially illegal turns and restricted access lanes.
If you're seeing the traffic behave in ways that seem unintentional, please save the game with the camera looking directly at the problem intersection/vehicles and make a report on the bug forum. This is the best way for us to look into situations that may need adjusting.

What does this mean? When i log in game, it will remove let's say 40% of warehouses.

There is a problem when industry refuses to spawn any further when you have level 5 + high land value. It is this topic : Softlocking industry. https://forum.paradoxplaza.com/foru...ng-itself-out-of-industrial-district.1606564/

Is this fixed, or is it getting abit worse, when the warehouses, few of them will be vacant. (more buildings for rent).
The changes to how many storage buildings spawn only affect newly zoned areas, your existing storage companies will still stick around in your city, but you likely won't see any new ones for a while, since your city has more than what the new balance aims for. As for the problems with high land value, those are currently being looked into, but I'm afraid it's too early for an update.

two questions regarding these fixes:

what are prefabs in game?

And the increase of siren range, is that just an audio adjustment or does the siren make other cars/pedestrians in its AoE do something?
Prefabs are game objects configured and ready for use. Typically they're called "assets" in the community and include things like buildings, trees, roads, etc.

The changes to the sirens are an audio adjustment as the sirens were not playing when they were intended to do so.
 
Just a reminder to everyone that bugs need to be reported on the bug report forum. It's helpful to get an update here, but we can't keep track of your reports in threads like this, so please make sure to report the issues you run into or contribute to existing reports on the same issue. Thank you.