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Sounds good this update.
Could it be that it may take longer until it's available on GeForce NOW? Currently, I'm getting the error code 0x8003001F and the game cannot be started. I've read some FAQ which said that this error can occur if the publisher hasn't updated the game on GeForce NOW yet.
 
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So many repairs but it seems that subways and trams are still stuck at the stops....

ahh :(, I only wanted to know if this bug is fixed. I'm going to try for myself. If it isn't fixed it means I have to wait even longer before I can enjoy the game. Pff, my patience is really being tested here.

I just started the game, and at first I was dissapointed, a few tram were stuck at first, but after I let the simulation run for a while, these cleared up. So far I haven't noticed any vehicle getting stuck during 20 minutes of playing (I have 10 tram lines, 3 train lines and 16 bus lines in my current city.). Before I had a stuck vehicle every 5 minutes. I will do more testing to make sure but I'm carefully optimistic :).
 
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Really hoping the Pathing fix takes awhile to kick in, because loading up my big city has it basically permanently on "Blocking Simulation!", when I was getting decent performance.
I'll give it a day.
 
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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!
Well this is a surprise, I'm very glad to see that someone decided to change their minds about keeping folks waiting.

I can end my boycott on playing now.
 
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All changes are listed in the patch notes. No new features or content were added.


Thank you! We'll keep fixing bugs and will release the fixes with the first public beta of the modding support!
now that you are responding to customer comments again, can we get a response to all the requests for refunds? thank you.

edit: downvote me all you want, it's a repeated question that has been purposefully ignored.
 
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Sounds good this update.
Could it be that it may take longer until it's available on GeForce NOW? Currently, I'm getting the error code 0x8003001F and the game cannot be started. I've read some FAQ which said that this error can occur if the publisher hasn't updated the game on GeForce NOW yet.
GeForce Now always takes a little. After updates have become available they have to patch all of their servers. The game will be in maintenance mode for a little bit.
 
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This is a very robust patch thank you! I love the fix on parking searching. students rebalancing, and the work on simulation speed. Although I hope there will be more continued work on simulation speed.

With every patch I see my profits skyrocket for no apparent reason, making it absurdly easy to make money. Is there any rebalancing on revenue-generating in the pipeline?
 
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@co_avanya Could you please clarify if cargo stations need to be destroyed and rebuilt for pathfinding fix to work? I am asking about this: "Cargo station pathfinding update to reduce traffic jams when accessing the buildings." Because my cargo stations behave exactly the same as before the patch and the fix as not related to a specific building but rather an algorithm that should work dofferently? Or are those wrongly calculated paths still there, "rememebered" by the building?
 
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The snow on trees fixed looks much better in winter now.

But why is there no snow on roads and yards? Is this still bugged in my city?

I thought seasons were going to be this big Skylines 2 thing. Why isn't there snowploughs and salt spreaders? Cars do have snow on them. But roads don't.

Cargo finally works from the get go now. Yay!
 
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Incredible update, I can't wait to test it in my city of 570 thousand inhabitants. Looking forward to continue the incredible work you are doing....congratulations colossal order
 
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Is the industrial tax bug (introduced in the December update) fixed with this update? I don't see it called out in the notes. This is preventing me from playing as I do not want to torpedo my city's budget.
 
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@co_avanya Could you please clarify if cargo stations need to be destroyed and rebuilt for pathfinding fix to work? I am asking about this: "Cargo station pathfinding update to reduce traffic jams when accessing the buildings." Because my cargo stations behave exactly the same as before the patch and the fix as not related to a specific building but rather an algorithm that should work dofferently? Or are those wrongly calculated paths still there, "rememebered" by the building?
They're invisible paths that you can't see, generated when you build the building. I haven't rebuilt mine yet either, waiting on the post patch chaos to die down a bit.
 
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