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Cities: Skylines Official

Second Lieutenant
Paradox Staff
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Jul 31, 2023
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CSII-PatchNotes-STEAM-1920x300.png


Hello Mayors!

The Patch Notes for version 1.3.3f1 cover a boatload of fixes, including (but not limited to) a lot of Cargo fixes, balancing, and how you interact and view the game. It also includes the new free content, which features three new Piers, two new Quays, and two new Bridges, providing you with numerous new ways to transport and move people, cars, and trains around your city.

We have also shared a Developer Diary about the taste of what Bridges & Ports has to offer, which you can read here.

Known issues:

  • While the issue causing commercial buildings to store more resources than their storage capacity has been fixed, commercial buildings that already have more resources stored will not have their storage adjusted. The storage will be reduced as their resources are consumed until they are below their maximum capacity. Once below that threshold, they will respect that limit when purchasing new resources.
  • Office company workers can drop to the minimum amount because too few resources are produced by the companies are consumed.

New Free Content:

  • 3 New Piers
    • Narrow Wooden Leisure Pier
    • Medium Wooden Leisure Pier
    • Wide Wooden Leisure Pier
  • 2 New Quays
    • 2 quays with driving lanes.
    • 2 pedestrian quays.
  • 2 New Bridges
    • Double Train Track Truss Arch Bridge [Train]
    • Four-Lane Double Train Track Double-Decked Extradosed Bridge [Highways]

Gameplay Fixes & Improvements:

  • Fixed Crash to Desktop when creating sharp curves in Cinematic Camera.
  • Fixed a rare Crash to Desktop when creating a new save file or overwriting an existing one.
  • Fixed Crash to Desktop caused by placing overlapping roads. This changes how roads and pre-made intersections can be placed.
  • Fixed high number of taxis & visitors arriving at small parks.
  • Fixed citizens not paying for their goods while shopping.
  • Fixed Residential, Office, and Industrial taxes not showing any income after the player restores taxes to 10%, after playing for several hours with taxes set at 0%.
  • Fixed Commercial buildings can store more than what is allowed. Existing buildings adjust their storage amount over time to match the limit.
  • Fixed Commercial buildings that sell Lodging, Recreation, or Entertainment no longer gain the office efficiency bonus from Airport and Office Signature Buildings.
  • Fixed Commercial Infoview incorrectly showing a mixed building as occupied when there is no company.
  • Fixed the unending industrial demand when lowering the industrial tax rate.
  • Many cargo-related fixes:
    • Fixed deactivated Cargo Harbor still being used.
    • Fixed Cargo Ships overlapping when arriving at a deactivated Cargo Harbor.
    • Fixed the dot in the 'Route' panel to properly reflect the percentage of cargo storage at every stop.
    • Fixed amount of cargo not being displayed in the Cargo Train Route Selected Info Panel for stations that use building upgrades.
    • Fixed missing/duplicate resources for cargo transportation vehicles. Each of these can now carry all raw materials, processed goods, and all types of mail. They do not carry immaterial goods or garbage.
    • Fixed resource types for InternationalAirport01.
    • Fixed amount of coal transported from the cargo terminals being lower than the amount subtracted from the building’s storage when the resource is sold.
    • Fixed an issue where trucks with trailers sometimes did not subtract the correct amount of resources from the target storage when loading cargo.
    • Fixed commercial truck not importing from cargo stations.
    • Fixed Outside Connection cargo stops always having the same amount of cargo.
    • Fixed Outside Connection resource storage having a huge negative resource balance in some old saves.
    • Fixed Specialized Industry buildings receiving regular deliveries of nothing from an Outside Connection.
    • Fixed extractor companies spawning with output resources in their storage. This will only apply to newly placed extractors..
    • Improved the Storage section of the Selected Info Panel of cargo transportation buildings to display all resources that can be stored, the current amount stored, and colored highlights to indicate surplus/balanced/deficit status for the specific storage building.
    • Lowered Cargo Harbor warehouse upgrade and Cargo Train Terminal warehouse upgrade's storage size to 7500t to better match the visuals.
    • Companies avoid buying big amounts that exceed the max amount of vehicle delivery capacity.
  • Fixed industrial Efficiency bonus from Signature Buildings being summed incorrectly.
  • Fixed Signature Industrial Buildings descriptions and Selected Info Panels having the same incorrect Industrial Efficiency bonus value
  • Fixed a bug causing citizens to be unable to exit burning buildings (causing them to be more likely to die in the fire and causing long-term performance overhead due to pathfinding spam)
  • Fixed camera transition when switching to/from map view.
  • Fixed Noise Pollution not spreading from networks in Easy mode.
  • Adjusted some Easy Mode gameplay values:
    • Electricity, water, and garbage consumption.
    • Unemployment benefits, pension, and family allowance.
  • Adjusted Easy Mode water and sewage import/export costs to match the proportional changes of the electricity import/export costs.
  • Various adjustments and fixes to tutorials
  • Various fixes for achievements.

UI/controller fixes:

  • Fixed missing selected object when the player selects an item from any Upgrades panel and switches to another build menu.
  • Fixed the positive "Free workplaces" and the negative "Availability of Jobs" residential demand factors sometimes appearing at the same time.
  • Fixed bug causing visual issues with Info Views when selecting city service category while another panel was active (eg. notifications, chirper, economy, etc.)
  • Fixed issue where quickly toggling panels off and on while it was transitioning out could lead to them rendering fully transparent (interactive but not visible).
  • Fixed issue where quickly loading a save while in Photo Mode could result the game to get stuck with Photo Mode not properly deactivated, and cause standard tools to stop not working.
  • Fixed Subsidies graph in the Statistics panel always showing 0.
  • Fixed Tile Upkeep not being included in Expenses part of the Statistics panel.
  • Fixed loan interest category incorrectly being visible in the Statistics panel when playing with Unlimited Money.
  • Fixed inconsistency between Economy panel and Statistics panel values for Service Upkeeps and Service Trade.
  • Fixed Production statistics in the Economy panel being carried over to a new game.
  • Fixed the "Lack of Labor" and "Lack of High-Skill Labor" notifications appearing when the building has collapsed.
  • Fixed built-in sub-buildings and extensions incorrectly showing up in the Selected Info Panel upgrades section.
  • Fixed citizens appearing without an avatar in Chirper/Citizen Lifepath.
  • Fixed issue making it impossible to remove citizens from the "Followed Citizens" list via the Selected Info Panel, if the maximum number of followed citizens is reached.
  • Fixed issue with storage and cargo Selected Info Panel sections with uneven items did not render correctly.
  • Fixed long names not fitting the storage and cargo Selected Info Panel if the UI was scaled or a non-English language was selected.
  • Multiple text and translation fixes.
  • Multiple controller fixes.
  • Multiple Info View fixes:
    • Colors/arrows are limited to the gameplay area.
    • Noise, wind, air pollution, and telecom coverage are also shown on the water surface (in addition to the terrain surface).
    • Wind and water flow Info Views are mutually exclusive, as both have arrows on water (Affects electricity Info View).
  • Added a warning for saves and maps that are missing a required DLC.
  • Added hotkey to confirmation and game mode selection.
  • Added a green circle highlight when connecting electricity cables, power lines, and pipes at different elevations.
  • Added new tooltip for buildings in air pollution, ground pollution, and garbage management Info Views when the City Policy "Advanced Pollution Management" is enabled to show the policy’s effect.
  • Added Edge Scrolling sensitivity slider to Gameplay settings.
Art/graphics:
  • Several fixes for Virtual Texturing (affects glitched road decals, some black buildings in the distance).
  • Fixed power lines appearing like thick beige lines over water.
  • Fixed color variations not working if the first building level doesn't have them, but subsequent levels do.
  • Fixed the University Library upgrade of University having the "No pedestrian access" notifications when placed on the uneven terrain.
  • Fixed extractor vehicles sometimes leaving the extraction area.
  • Fixed themed and shared trees hue/saturation and brightness to randomize less so that there are not too differently colored leaves in the same tree.
  • Fixed loading screen thumbnail/preview override which had an inconsistent halo around the edges of the screen - now it will have a consistent black vignette.
  • Fixed new game panels would not have the backdrop blur applied during transition.
  • Mitigate tree visual look changes when view distance changes.
  • Improved spruce and pine trees to be a bit brighter.
  • Improved Poplar, Hickory, Linden, London Plane, Oak, and Birch autumn color to be brighter and more saturated.
  • Improved Agricultural area textures so that it does not create a repeating pattern when there is snow.
  • Improved water VFX on Fountain Plaza to avoid overlap.
  • Improved zone grid visibility on bright snow.
Misc:
  • Fixed issues with save names that have special characters.
  • Fixed the selected monitor in the display option resetting after restarting the game.
  • Multiple SFX fixes
  • Added optional telemetry consent to settings
  • Updated Coherent to 1.64
  • Update to Unity 2022.3.60f1

Modding Fixes & Improvements:

  • DLC dependencies are now registered for maps and saves uploaded to Paradox Mods.

Paradox Mods Fixes & Improvements:

  • Update PDX SDK to 1.34.0
  • Update Mods UI to 1.11.1
  • When an asset on Paradox Mods is set to have DLC dependencies, it shows a list of dependencies on that mod page.



If you use community-made content in your game, this patch makes many changes to the game, and as with many patches in the past, mods will have to be updated to work with this new version.

  • Do you play without custom community content? If you play without any custom community content, you are good to go at the time of release!
  • Do you play with custom community content? If you use mods, there may be issues if you try to launch the game at the time of release. This is because some mods you rely on may be broken, resulting in the game being altered/glitched/broken.

Here's a quick Patch Day 101;

  • Everyone receives the new patch.
  • Because new features and code changes are introduced into the base game, mod creators may have to implement their code in a new or different way.
  • Many mod creators have been given early access and have been able to work on their mods ahead of time, but these might not be able to update immediately.
  • Please be patient. Everyone has a personal life and might be unable to update a game mod immediately at launch. Do not bug creators to update their mod, they will get to it as soon as they are able.
  • If you want to play the game without mods while you wait for mods to be patched, you can temporarily add --disableModding to the game's Steam launch options to disable all community-made content.
  • However, remember that some save files will not load if some critical mods aren't enabled; in this case, you will need to wait for them to update.
 
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Reactions:
- Status of the asset editor and ETA - approaching the 19 months mark, some clarity on your internal goals would be appreciated regarding to when we can expect this essential feature

Unfortunately, the Asset Editor related work has had to be pushed to the background while we have been focusing on other priorities. After the Bridges & Port related work, we will have the team tackle the remaining issues, and the asset editor for buildings will be released as soon as it’s ready.

- Is the current objective still to support asset buildings only when the asset editor drops ? What are the main blockers to include vehicles and net lanes? When can we expect those?

The plan is currently to support building assets (and props) and expand the supported asset types in the future. Once we have established basic support for assets in the Editor, more complex asset types, such as vehicles and networks, can be worked on.

- Bugfixing: any longstanding bug you’re currently working on?

We’re currently working on:
  • Fixing the issue with too few resources produced by offices being consumed, causing office company worker counts to drop to the minimum amount.
  • Updating the production panel to provide a better understanding of the production and consumption of resources in the city.
  • Rebalancing resource consumption to ensure all companies work as intended.
  • Improving the water simulation and updating the maps to ensure they have water outside the playable area.

- PDX mods: are there some specific elements you want to improve to bring it out of beta?

The reason we still call PDX mods beta is because the asset editor is missing, is not really any features related to PDX mods, its just to set expectations on modding in general.

- Several highly requested features like bikes and more animations were discussed early after launch. We know you’ve been hard at work on a lot of pressing issues but I was wondering if those were still planned?

More animations and updates to citizens are in the works but we do not have an ETA for when they’re ready for release. Similarly, bicycles are planned but on hold until Bridges & Ports is done.

- With the first major DLC « soon » out of the way (hopefully), what will you prioritize going forward?

Bicycles, Asset Editor, and more bug fixes.