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csl patch Patch 1.2.2-f2 released, building & zone limits raised!

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From Paradoxplaza:

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Greetings dearest Chirpies

Happy autumn friends! We Nords are slowly calming down after the brief summer and setting into the cozy pace required to survive the dark months. Ah, hot coco, blankets and a great game or three -- bliss.

This is a two staged post. First and foremost, we're releasing a patch today and increasing several in-game limits! Wohoo!

You have asked for this since we launched the game. Originally it was not a possible option as it would require an increase in system requirements. Since then we have worked diligently with optimizing Cities: Skylines and have now been able to use that extra juice-room to push the limits further!

Why not open it up entirely to modders? The tl;dr reason is that it would require a large amount of time. Limits are tied to several somewhat complex dependencies and fiddling with this could easily end up in us breaking something rather than improving it. Our focus lies elsewhere as it stands, we hope this is a good compromise :)

Why no changes in agent limits? It hogs way too many resources and is not doable under our current sys-reqs.

Is this final? Nothing is ever final -- but we are going to leave this alone for the foreseeable future and focus our efforts elsewhere going forward.

Patch notes for 1.2.2-f2

  • Zone limit increased 50%
  • Building limit increased 50%
  • Road segment limit increased 12,5%
  • Fixed some issues when loading saves with missing assets.
  • Commercial specializations exposed in the Asset Editor for DLC owners
  • Fixed an issue where pre-DLC vehicles would fail to load in the Asset Editor
  • AfterDark badge added on top of assets thumbnails in the Template selector of the asset editor which uses AfterDark only features
  • Content Manager also disable the asset using DLC feature which wont work in the base game and offer a link to the DLC store page
  • Fixed Tropical and European cliff textures showing disgusting lines
  • After Dark expansion: Text: UI: The mouse over text of the Specializations income is incorrect.
  • After Dark expansion: LOC: RUS: Asset Editor: The "Day/Night Control" text is cut off.
  • After Dark expansion: Text: Menu: Incorrect mouse over tooltip text for Prisoners and Cyclists in the City Statistics menu.
  • Fixed tree lod shadow clipping with tall trees
  • Fixed bikes coming out of the plane at airports
  • Updated the storage method for Paradox account credentials
  • Fixed the day/night control slider label position in Map and Asset editor


Now to part 2 - feedback!

When we released After Dark the reception was overwhelmingly positive, now that some time has passed we can see this has stayed true with a metacritic score of 80/8.1 and 89% positive on steam.

Alas, there are always things to improve! We have heard your feedback and would like to address some of the most common suggestions and requests. Please do note that software development is slow and steady when done right, so whilst we aspire to improve many of the things listed below it will take time.

Schools are active during the night.

- Not as designed, is currently on our internal wishlist to fix.

Solar power does not work during night.
- Having solar power as the obvious end-game choice was not very interesting design as it did not promote using different strategies depending on the situation. This is working as intended but we do agree the balance can be improved so that it's a competitive option.

Tourism numbers low or sometimes completely vacant.
- Might be a balance issue or possibly bug - we are investigating both options. If you have a saved game where you're either seeing an extremely low amount of tourists or the tourist numbers are decreasing as your city size grows - please send it to us so that we have more material to work with.

Hard to build during night time.
- Common feedback, we are investigating potential improvements.

Using day/night budget sliders sometimes result in low land value.
- Not working fully as intended, investigating.

Shoreline assets are difficult to place/connect.
- These are working as intended. Still, we have heard your feedback and will consider usability improvements here when/if the team finds time.

Some maps and/or biomes are very bright and oversaturated.
- Some improvements have already been made, this could be a bug, related to the users GPU or an unintended result of lighting changes. Investigating further.

Leisure/commercial does not behave very differently depending on time of day.
- Improved balance being investigated. If you have this issue, please send us a report of your problem as well as your city size (population).

Tunnels missing in map editor.
- This has been a popular question for a long time and I have to admit our messaging hasn't been entirely clear whether or not it's possible (maybe) or working as intended (yes, due to technical limitations). Adding support would require substantial time from CO and we can not prioritize this as it stands. It's wishlisted.

Service vehicle behavior isn't the best.
- Investigating if this can be improved or smarted up somewhat.

"Normal/vanilla" style missing as district style on euro maps.
- Bug.

Prioritizing service vehicle spawn when agent limit is reached.
- Investigating if possible.

Taxi profits are very low.
- Balance being investigated, this system is intended for larger cities.

Texture alpha quality changed.
- Could be unintentional change or tied to the aforementioned lighting issue, being investigated.


That's all for now! Happy gaming everyone, and thank you for your amazing support and continued constructive discussion. We are truly grateful for having you as our community and look forward to bringing you more fresh content.

Regards,
The Cities Team

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This is very awesome and shows that CO are listening to their players.. I think that a 50% increase to zone and building limits is really good and a 12.5% increase to road segments is great and is better than nothing at all.. :)  And the other fixes is very much welcome and it is good to see they are wanting to fix other things..

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Yay, the building limit is increased! That means I can continue playing my old city. Very happy about this.

Edit: The reason why I wasn't concerned much about the daylight was that all my big cities are on boreal maps, which still had a bluish daylight except during mornings and evenings.

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Whaaaaaaaaaaaaaaaaaaaaaaat ???

 

They didn't fix the daylight...

 

THEY DIDN'T FIX THE DAYLIGHT !!!!!!!!!!!!! :???:

There are more problems than fixing the daylight, a lot and I mean a lot of mods and assets have been borked by the new patch.. Some issues assets and mods have created is the discolouration of road intersections, not sure what mod was doing it, another mod Road Colour Changer no longer works. I also suspect a few Custom LUTs have been borked as well..

One I had was the intersection discolouration problem and even after disabling all my mods the problem was still there, but after disabling all custom assets the problem went away so now have to work out what is causing it..

 


  Edited by ghosty20  

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Whaaaaaaaaaaaaaaaaaaaaaaat ???

 

They didn't fix the daylight...

 

THEY DIDN'T FIX THE DAYLIGHT !!!!!!!!!!!!! :???:

There are more problems than fixing the daylight, a lot and I mean a lot of mods and assets have been borked by the new patch.. Some issues assets and mods have created is the discolouration of road intersections, not sure what mod was doing it, another mod Road Colour Changer no longer works. I also suspect a few Custom LUTs have been borked as well..

One I had was the intersection discolouration problem and even after disabling all my mods the problem was still there, but after disabling all custom assets the problem went away so now have to work out what is causing it..

 

Huh...it's actually not CO's jo to make each and every asset or mod created for a former version fo the game working when they update it, they already did a great job to allow modders to get early acces so most mods were adapted very fast.

 

I think that a graphic problem that affects almost every player (modded game or not) is more important. The vast majority of the people who play CSL do not use mods.

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That's certainly true. On the top of my wishlist is fixing the tourism bug. I have now done quite a few tests (I posted all of those on the Paradox forums), and it's easy to reproduce and completely reversible. I hope they find the error in the formula.

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Finally, I was worried about my city getting this limit, but with this update, I think I will have less worries. :) 

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One I had was the intersection discolouration problem and even after disabling all my mods the problem was still there, but after disabling all custom assets the problem went away so now have to work out what is causing it..

I have this too.  I disabled every mod from within the game and the problem persists on both old and new cities.  Only when I use the -disablemods and -noworkshop launch options does it go away.  I don't have the time to uninstall and weed through everything...


Correlation doesn't imply causation, but it does waggle its eyebrows suggestively and gesture furtively while mouthing 'look over there'. - xkcd.com

Visit my SC4 City Journal, Leicester County | Index | Street Map
Buffalo and Upstate New York BATs

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Whaaaaaaaaaaaaaaaaaaaaaaat ???

 

They didn't fix the daylight...

 

THEY DIDN'T FIX THE DAYLIGHT !!!!!!!!!!!!! :???:

They fixed it a bit:

12194539_10206365569432458_5728178345669

 

So great that they finally upped those limits a bit, now players won't hit a limit so soon.

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I've noticed no change.

I made some screens when I released my AD correction LUT. I can recreate them precisely (I had a camera mod recording the exact position and I noted the exact hour of the day). I'll compare... but I really didn't notice anything for now..

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I don't see the difference quite clearly but some people are saying it looks a tad different.

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No, same as before. It's just a mostly irrelevant limit, so nobody had to deal with it. However, your actual number of Citizen Units is already lower than your population long before that.

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Why no changes in agent limits? It hogs way too many resources and is not doable under our current sys-reqs.

 That's why we can't have nice things.

Prioritizing service vehicle spawn when agent limit is reached.
- Investigating if possible.

Pls gib. 


 

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「"I am immortal! Can you say the same?"」

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Sweet, the building limit is raised.  Sadly the agent limit is still the same and is going to make it difficult to increase my city size.  I have agents being pulled in all directions and creating too many agents for the game to track.

I guess I'm back to balancing more RCI to decrease agents.

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Not sure if its the patch or something else but after the patch, I can't reload or load anything but one model/asset the asset editor without crashing the client. Crashes instantly when I have something open in the asset editor and hit "new asset" and choose something and hit Continue. Havnt done any digging around about this yet so wondering if any1 else has this issue or knows whats going on?

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For some reason the colour corrections I downloaded from the Steam Workshop will not show up in the options menu. This bug has persisted ever since the AD expansion.


Dear sir/madam/whoever will read this!

This profile is now defunct.

Computer problems and issues with accessing my Imageshack account meant My SC4 CJ Scrapbook was lost and utterly irretrievable. This setback put me off SC4 for many months.

Apologies for the inconvenience and for the lost pictures.

But that SC4 itch did not go away and it had to be scratched! I have started afresh with a new account here- The British Sausage

The URS is a spiritual successor to the SC4 CJ Scrapbook.

With this update this will be the last time I visit my original Simtropolis account- admin/mods feel free to remove it or do whatever you need to do. I have no further use for the Ln X (BLANKBLANK) account.

 

With regards, Miles Saunders-Priem aka. Ln X aka. The British Sausage

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