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I don't know why, but after the update the simulation speeds are even slower than before, especially on levels 2 and 3.
Is that still the case for anyone else?
I did a test: loaded a city with 530k pop. Left it running for 2 hours for anything new to have some effect, but: the cars were barely moving on the roads. I don't know for sure if it is worse, but there was no obvious difference to me since I last played that map (maybe a month or more ago). I had stopped playing it because of the speed issue. Will check back after the next update, in about 1 month I guess?
 
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Anyone seeing an increase in crashes to desktop post patch?

Simulation speed is clearly faster, much more smooth now and transport is loading and unloading faster than before as well.
 
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Hi everyone! Patch 1.0.19f1 is ready for you. As always, please note that simulation fixes are expected to take a little while to properly take effect, so the game will need to run for a while. Similarly, fixes to buildings may need the buildings to be rebuilt.

If you experience any new issues or still have trouble with something that's been fixed, we'd appreciate a bug report on the forum with the save and Player.log (found here: C:\Users\%username%\AppData\LocalLow\Colossal Order\Cities Skylines II) attached. It helps us pinpoint the cause and we greatly appreciate you taking the time to report issues you come across.


Gameplay
  • Fixed crash to desktop when selecting "moving in" household
  • Fixed crash to desktop when modifying road with pedestrian path connected in specific way
  • Fixed crash to desktop after modifying roads with citizen group at specific stat
  • Fixed velocity map not loaded properly when starting the game Paused
  • Fixed ResourceAvailabilitySystem causing some wrong data when loading the game
  • Fix for some industrial material taxes may randomly start charging money in the opposite way than it is set.
  • Fixed warehouses not levelling up
  • Fixed a potential error during saving process related to XP
  • Fixed an issue where building Extra Incinerator Furnace upgrade to Incinerator Plant would cause the Incinerator Plant to produce less electricity.
  • Fixed coverage of the City Services buildings exclusive for the pedestrians is not affecting part of the one-way roads
  • Fixed Maintenance vehicles getting stuck.
  • Fixed train & ship vehicle Selected Info Panel not labeled with correct destination name
  • Fixed building relocation incorrectly changing refund amount for bulldozing
  • Fixed objects with stacked parts (cranes, pillars) missing collision in some cases
  • More fixes for forgotten dogs
  • Fixed some photo/cinematic camera properties missing localization
  • Fixed One of Everything achievement requiring medieval castle
  • Fixed Wide Variety achievement
  • Statistics fixes & improvements:
    • Fixed bug in statistics panel whereby chart data was not updating properly when manipulating the time scale slider
    • Fixed bug where Water fees were shown incorrectly in Budget tab of Economy panel.
    • Fixed garbage and public transport fees not being recorded in statistics
    • Fixed age statistic not being displayed correctly.
    • Fixed District Selected Info Panel showing incorrect amount of residents
    • Fixed incorrect amounts being shown for taxation estimates in Economy Panel
    • Fixed bug whereby changing the timescale caused some data to display incorrectly
    • Fixed incorrect money amount in 1st sample
    • Fixed mismatched position of samples in chart
    • Fixed incorrect progress amount in under-construction section
    • Statistics panel menu items remember their expanded state based on selected stats upon re-opening the statistics panel.
    • Changed Income and (hidden) TaxableIncome statistic type from Point to Daily (shows the cumulative amount for the past day)
    • Hide Households in Selected Info Panel and Household sidebar until they move in.
    • Added an extra data point outside the visible range, and used it to interpolate the position of the first point in the chart, thus avoiding gaps and visual stutters (fixes half of the chart being used only)
    • Make datapoints clamp to chart area(avoid line extending outside chart)
    • Deleted Budget group since it is not needed, and moved Income and Expense groups directly in Finances category
    • Hid money statistic from panel when playing with Unlimited Money option
    • Reorganized statistics menu
  • Land value improvements
    • Land value will be affected by ground pollution. The ground pollution will first slowly reduce the land value increasing, and when the pollution gets worse it will start to decrease the land value.
    • Land value won't decrease to 0 even with heavily polluted land.
    • Land value will increase according to the industrial company's profitability value.
  • Improved parking space searching
  • Adjust the teens & children spawn rates to balance the lack of teens in education
  • Adjust the enter probability to allow more teens to enter high school
  • Cargo station pathfinding update to reduce traffic jams when accessing the buildings.
  • Forced no word wrap on tutorial page label to fix layout breaking in some tutorials on 2560x1440 resolution
  • Increased A Little Bit of TLC achievement increment step from 1 to 1000, and fixed achievement progress buffer only updating an achievement if the progress hits exactly a multiple of the increment step
  • Added more user-friendly message when account linking functions fail due to a network error
  • Added new translations (missing text, text fixes, translations).
  • Added support for overriding "switch user" action hint for platforms that do not support switching users (ie. Steam, Epic) with added support for Steam overlay

Performance
  • Added SchoolSeekerCooldown to avoid too many pathfinding queries when the city doesn't have enough schools
  • Improved shadow culling optimization
  • Faster and more stable simulation speed in very large cities
  • Minor optimization and leak fix for pathfinding
  • Optimization: Reordered some rendering-related systems to reduce waiting in the main thread
  • Optimization: Eliminated unnecessary main thread waiting in ModificationEndBarrier

Graphics
  • Added snow on impostors (trees)
  • Changed outline color and fill color of districts for better visibility.
  • Changed the color of Mailbox- and Bus Stop markers. Changed the bus stop, Busline and Routetool icon colors to correspond new marker colors. Adjusted the district area colors for better visibility in bright snow
  • Tweaked road/rail shadows to be less aggressive
  • Fixed bus shelter icon color and default bus line color to be consistent with other bus line icons
  • Fixed visibility distance calculation bug (Mostly affecting power cable shadows with certain camera angles)
  • Fixed the texture of the Nuclear Power Plant's concrete floor can extend beyond the building into a conical shape
  • Fixed terraforming, propping, and pedestrian access for multiple assets.
  • Fixed floating props on Technical University

Please wait a couple of minutes for the patch to land on your computer!
Thanks for all your hard work - I will be down loading the patch tomorrow. Looking through the list I could see no mention of the export by rail cargo being fixed - is this still being worked on as you confirmed on the bug page that it is a confirmed bug? I do hope its here or in the next patch as without exports it burns my soul :) Thanksagain, you guys are appreciated by many of us here.
 
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So can I assume that this doesn't fix the issue of not being able to build most networks over a seaway? That being an issue due to too many pillars being placed after a "fix" was added in a previous patch.
  • Improved parking space searching
Thankyou sooooo much!
I know this isn't great but: Have you tried underground tunnels for trains? For roads (with a little trial and error to get the angles sometimes) some of the bridges can span a seaway, especially "golden gate". I note that there are (for some reason) no railway bridges, or "add rails" to road bridges, so I hope that or other the other is provided as free content.
 
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Kudos to the devs for putting out a good patch. The gameplay seems better now, and the land value dynamics are better reflected in the gameplay, especially with industrial zones.

However, overall CPU optimisation still leaves much to be deserved. But I have no doubt the devs are looking into this.

I am also looking forward to the other assets/features that are part of the Ultimate package that I and others have bought. Thanks!
 
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I did a test: loaded a city with 530k pop. Left it running for 2 hours for anything new to have some effect, but: the cars were barely moving on the roads. I don't know for sure if it is worse, but there was no obvious difference to me since I last played that map (maybe a month or more ago). I had stopped playing it because of the speed issue. Will check back after the next update, in about 1 month I guess?

Next patch is a solid 9 weeks away. Plan on it arriving around March 27th.

Overall this is a good patch, especially the boost the simulation speed. It’s not huge but it is noticeable.

I am noticing some new issues with cim models losing visual fidelity within close proximity. And some new building issues as well. Will be making a bug report soon.

Let the countdown begin!
 
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The patch made a good impression yesterday.
Better performance and the traffic flow also seemed smoother.

Unfortunately, a few control issues with the controller didn't make it into the patch. I think I'm the only one who plays it with a controller *laughs


 
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Hi everyone! Patch 1.0.19f1 is ready for you. As always, please note that simulation fixes are expected to take a little while to properly take effect, so the game will need to run for a while. Similarly, fixes to buildings may need the buildings to be rebuilt.

If you experience any new issues or still have trouble with something that's been fixed, we'd appreciate a bug report on the forum with the save and Player.log (found here: C:\Users\%username%\AppData\LocalLow\Colossal Order\Cities Skylines II) attached. It helps us pinpoint the cause and we greatly appreciate you taking the time to report issues you come across.


Gameplay
  • Fixed crash to desktop when selecting "moving in" household
  • Fixed crash to desktop when modifying road with pedestrian path connected in specific way
  • Fixed crash to desktop after modifying roads with citizen group at specific stat
  • Fixed velocity map not loaded properly when starting the game Paused
  • Fixed ResourceAvailabilitySystem causing some wrong data when loading the game
  • Fix for some industrial material taxes may randomly start charging money in the opposite way than it is set.
  • Fixed warehouses not levelling up
  • Fixed a potential error during saving process related to XP
  • Fixed an issue where building Extra Incinerator Furnace upgrade to Incinerator Plant would cause the Incinerator Plant to produce less electricity.
  • Fixed coverage of the City Services buildings exclusive for the pedestrians is not affecting part of the one-way roads
  • Fixed Maintenance vehicles getting stuck.
  • Fixed train & ship vehicle Selected Info Panel not labeled with correct destination name
  • Fixed building relocation incorrectly changing refund amount for bulldozing
  • Fixed objects with stacked parts (cranes, pillars) missing collision in some cases
  • More fixes for forgotten dogs
  • Fixed some photo/cinematic camera properties missing localization
  • Fixed One of Everything achievement requiring medieval castle
  • Fixed Wide Variety achievement
  • Statistics fixes & improvements:
    • Fixed bug in statistics panel whereby chart data was not updating properly when manipulating the time scale slider
    • Fixed bug where Water fees were shown incorrectly in Budget tab of Economy panel.
    • Fixed garbage and public transport fees not being recorded in statistics
    • Fixed age statistic not being displayed correctly.
    • Fixed District Selected Info Panel showing incorrect amount of residents
    • Fixed incorrect amounts being shown for taxation estimates in Economy Panel
    • Fixed bug whereby changing the timescale caused some data to display incorrectly
    • Fixed incorrect money amount in 1st sample
    • Fixed mismatched position of samples in chart
    • Fixed incorrect progress amount in under-construction section
    • Statistics panel menu items remember their expanded state based on selected stats upon re-opening the statistics panel.
    • Changed Income and (hidden) TaxableIncome statistic type from Point to Daily (shows the cumulative amount for the past day)
    • Hide Households in Selected Info Panel and Household sidebar until they move in.
    • Added an extra data point outside the visible range, and used it to interpolate the position of the first point in the chart, thus avoiding gaps and visual stutters (fixes half of the chart being used only)
    • Make datapoints clamp to chart area(avoid line extending outside chart)
    • Deleted Budget group since it is not needed, and moved Income and Expense groups directly in Finances category
    • Hid money statistic from panel when playing with Unlimited Money option
    • Reorganized statistics menu
  • Land value improvements
    • Land value will be affected by ground pollution. The ground pollution will first slowly reduce the land value increasing, and when the pollution gets worse it will start to decrease the land value.
    • Land value won't decrease to 0 even with heavily polluted land.
    • Land value will increase according to the industrial company's profitability value.
  • Improved parking space searching
  • Adjust the teens & children spawn rates to balance the lack of teens in education
  • Adjust the enter probability to allow more teens to enter high school
  • Cargo station pathfinding update to reduce traffic jams when accessing the buildings.
  • Forced no word wrap on tutorial page label to fix layout breaking in some tutorials on 2560x1440 resolution
  • Increased A Little Bit of TLC achievement increment step from 1 to 1000, and fixed achievement progress buffer only updating an achievement if the progress hits exactly a multiple of the increment step
  • Added more user-friendly message when account linking functions fail due to a network error
  • Added new translations (missing text, text fixes, translations).
  • Added support for overriding "switch user" action hint for platforms that do not support switching users (ie. Steam, Epic) with added support for Steam overlay

Performance
  • Added SchoolSeekerCooldown to avoid too many pathfinding queries when the city doesn't have enough schools
  • Improved shadow culling optimization
  • Faster and more stable simulation speed in very large cities
  • Minor optimization and leak fix for pathfinding
  • Optimization: Reordered some rendering-related systems to reduce waiting in the main thread
  • Optimization: Eliminated unnecessary main thread waiting in ModificationEndBarrier

Graphics
  • Added snow on impostors (trees)
  • Changed outline color and fill color of districts for better visibility.
  • Changed the color of Mailbox- and Bus Stop markers. Changed the bus stop, Busline and Routetool icon colors to correspond new marker colors. Adjusted the district area colors for better visibility in bright snow
  • Tweaked road/rail shadows to be less aggressive
  • Fixed bus shelter icon color and default bus line color to be consistent with other bus line icons
  • Fixed visibility distance calculation bug (Mostly affecting power cable shadows with certain camera angles)
  • Fixed the texture of the Nuclear Power Plant's concrete floor can extend beyond the building into a conical shape
  • Fixed terraforming, propping, and pedestrian access for multiple assets.
  • Fixed floating props on Technical University

Please wait a couple of minutes for the patch to land on your computer!
It's running so much smoother, great job guys. I'd suggest having a look at the YouTube graphic settings tutorials some people have put up and making those your default settings because I've found a lot of players having trouble with those and writing off the game when in reality once setting are adjusted it actually looks and runs great. Could solve a lot of negative feedback. Cheers
 
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Why is the max fund you can have is 2 billion? In CS:1 I am at 16.8 billion right now. Does this have anything to do with Steam being 32-bit and since the max 32-bit integer is 2.1 billion? It has a rich presence, so I am guessing it is the 32-bit barrier of steam, right?
 
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still no fix for pedestrian pathfinding which was broken a couple of hotfixes ago or at least a setting to control this manually?

at least acknowledging this would be nice, I don't want to have to place down a zebra crossing everywhere and it's disappointing for a game that advertises realism to have a realistic feature removed under a pretence of fixing an issue. At least give us an option to adjust the pathfinding penalty to make street crossing more or less realistic or robotic in our cities
 
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All changes are listed in the patch notes. No new features or content were added.


Thank You for the updates. Very much appreciated.

I just need to make one honest question: will there be animations in community assets like parks and sports fields, as much as services cims animations (firefighters, ambulance and hearse crew) anytime down the life of this game?

This is a very crucial question for me as a player and the level of immersion I can feel with the game but unfortunately I haven't found any information about that on the forum, so please if you have any hint or information about the subject would you kindly let me know? Thank You.
 
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Very nice patch. My performance got a lot better in terms of Frametimes (simulation paused or unpaused in both cases). The frame times were jumping between 20 and 300 before the patch. Now I am down to a range of 20-75 and it keeps the pacing more stable. The simulation speed easily doubled in my 40k city.
Very nice keep working on performance further at this rate and we should have a good running game after 2 more patches.
Dont know if anybody with higher end cpus get the same results but my 8600k at 5,1 ghz getting slowly viable if you continue improving performance.
Keep up the good work but I still think the game should have been delayed by atleast half a year.
 
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They still don't care for high schools.... after yesterday's patch I've let the game run for 9 in-game days (months) now.

1706817988323.png


Graduation time at my high school says 22 (!) months.
 
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