1. Citystate II
  2. News
  3. Patch 1.2.0c

Patch 1.2.0c

  • The new pathfinding algorithm was causing lags and crashes in cities with complex road networks. Holes between roads or incomplete networks were causing "Can't reach workplace". The AI can now U-turn when the road ahead is missing. The 2048 tiles commute length limit was not taken into account, leading to infinite commute length and crash to desktop.
  • Improved performance. Smarter distribution of heavy tasks (heatmap layers update, traffic update, terrain update) across frames. Optimized car and pedestrian AI. Optimized heatmap computation.
  • Park paths could never be destroyed when a road intersection were built next to it (reported by Livonia).
  • Reduce lag when building highway access roads.
  • Fixed blinking issues on textures (reactivated mipmaps on the occlusion layer of the materials).
  • Balanced the propagation of pollution, spread of polluted areas was asymmetric.
  • Residential buildings were never getting abandoned if they didn't find a path to their workplace.
  • Unemployment calculation was wrong if a connected neighbor city had a negative amount of job to share.
  • Businesses and vacant lots could have a security score above 100. (reported by El Dictator)
  • Position of the difficulty stars was incorrect with some screen resolutions.
  • Corrected text 'Slum Growth' in population stats to 'Slum Demand'. (The slums' growth is the value between brackets.)
  • Increased effect of inflation rate on the social ladder (+33%).


Loading a city created before 1.2.0b will results in strange waves of pollution moving across the map which can cause temporary abandonment. The new pollution algorithm needs time to readjust.