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Free Content Update Details

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They seemed to do so mouch in terms of Decoration, but they still haven't thought about a gap filler tool...

Canals look $%&^!e, when there's no concrete but just grass...

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I've gotten clarification on the road heights.  It's locked on 3m, 6m, or 12m increments.  It's definitely better for 95% of folks out there, but I still need the 1m increment adjustment for serious detail work.  So I'm still hooked on FRH anyhow.

I do want to play with canals and the seawalls, although I'd still stick to the more decorated seawalls that I have to plop for the majority of my Seattle build.  

It is a good patch still for everyone playing the game, I just have my specific things. 

EDIT:  Seems like BloodyPenguin unleashed quay anarchy upon CSL.  I know how Seattle's mass quantity of existing retaining walls will be changing to, oh boy. 

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11 minutes ago, Roadman20 said:

I've gotten clarification on the road heights.  It's locked on 3m, 6m, or 12m increments.  It's definitely better for 95% of folks out there, but I still need the 1m increment adjustment for serious detail work.  So I'm still hooked on FRH anyhow.

Same here, not only because of the 1 meter increments, but also the option to switch road types (I often use elevated roads for highways in urban settings, and want to be able to do so at zero elevation).

3 more hours at the office: hopefully this update won't cause the same kind of massacre the DLC updates have done...

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8 minutes ago, Judazzz said:

Same here, not only because of the 1 meter increments, but also the option to switch road types (I often use elevated roads for highways in urban settings, and want to be able to do so at zero elevation).

3 more hours at the office: hopefully this update won't cause the same kind of massacre the DLC updates have done...

Yeah, I've the done the same thing using elevated roads at zero elevation.  Did so on the Warsaw, Paris and some of the Seattle interchanges, so I use that feature pretty frequently.

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Looking good. I switched off Fine Road Heights, Isolated Failures and one other of BP's mods that was marked "Depreciated". My city loads without problems with all my mods at this moment. I could build canals, seawalls, draggable walls (!) or lots of other decoration elements they added just fine.

The game crashed when I tried to terraform. It's not sure whether that was due to PrecisionEngineering (which doesn't seem to work) or whether the update for Better Landscaping didn't catch everything. 

MissingMethodException: Method not found: 'NetManager.RayCast'.

I guess that will be fixed soon, whatever the reason is. But as most things work, there don't seem to be any big difficulties involved with the update.

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26 minutes ago, Turjan said:

MissingMethodException: Method not found: 'NetManager.RayCast'.

 

Yup, this is the issue I'm running into right now as well...

 

Otherwise, great additions to the game!

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Tempted to start a new city and not finish my current one, just so I can play around and get used to using the new tools. How do the flood walls work? With Quay Anarchy and Road Anarchy, would it be possible to use those two in combination to create nicer/cleaner looking ramps for roads and trains? Or is their height fixed?

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I've finally had some time to dive a bit deeper into the new update, and apart from FRH (obviously :( ) I had no issues with this latest update. The inclusion of one or two mods (Isolated Failures, parts of FRH) into the base game can only be encouraged. Overall performance seems the same as before, if not slightly better, so that means more content at no cost \o/

Overall very pleased with this latest update, which adds a lot of very useful new stuff. Feels a bit like a prolonged Christmas (as in, I'm pretty sure it'll take a while before I've discovered each and every bit of new content).

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