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.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
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.Is this the final patch of this year?
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.Does this patch actually fix exports?
The Post Office sends out post vans to collect mail from mailboxes, used by private citizens to send mail, and directly from companies and city services.
I'm sorta in agreement with this. But for me, it's not that it shouldn't be in the game, but it's that it happening too often. Which is annoying to me.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.
It is actually correct, look at guelph ontario for instance, population of 135000 and over 60 elementary schools, Missisauga has over 130 schools for a population of 800k it is absolutely realistic.Please fix the school, it's not correct that elementary school are ever full. a city with 300.000 citizen has more than 50 elementary schhol all full and never empty
What does this mean? When i log in game, it will remove let's say 40% of warehouses.Adjusted storage companies spawning, storage companies will spawn less than storage capacity demand to increase goods export.
According to that thread, they (CO devs) already responded that they need more time to investigate the issue. If the bugfix is not in this patch, then it means they are still investigating, along with many other confirmed bugs in their backlogs.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).
I was hoping for the same thing. Even though it may not have been the focus for the update. It would have been nice to play my city with the graphics turned up a little bit more WITHOUT the stuttering and lagging. Any performance or optimization fixes would have been appreciatedSo there are no performance changes?
Maybe they flip-flop? Like, this is the gameplay patch, the next patch will include performance fixes, then the next next patch is the gameplay patch, and so on.I was hoping for the same thing. Even though it may not have been the focus for the update. It would have been nice to play my city with the graphics turned up a little bit more WITHOUT the stuttering and lagging. Any performance or optimization fixes would have been appreciated
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:
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Cities: Skylines 2 - Bug Reports
forum.paradoxplaza.com
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
- 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
Fixed: Prefabs not unlocking correctly
two questions regarding these fixes:Increased all emergency vehicle siren sound distances
That's definitely a fix I was hoping for.Also fixed, nearly all signature industries have a business where before land value made it unprofitable. Still waiting on dairy but hopeful