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Cities: Skylines II News

Patch Notes for 1.0.12f1 hotfix

Hi everyone. We have another hotfix for you today with improvements and bug fixes, see the list below for details.

Please note! With existing save games, most simulation fixes require the simulation to run for a while to take effect.

  • Increased leisure probability to balance the "No customers" situation with commercial companies
  • Improved balance of companies' profit
  • Tuned down companies ordering input resources when their storage don't have enough space
  • Fixed trade resource bug preventing some resources from being consumed
  • Fixed miscalculation in college/university eligible count
  • Improved conditions for companies to move away when bankrupt
  • Fixed a dependency error with land value causing potential instability
  • Fixed an issue where loading a new map would cause water state to get out of sync with the save data
  • Slightly increased Windows emission intensity
  • Optimizations for area lights
  • Prefer rendering small objects after large ones when possible to improve GPU performances in some cases
  • Improved shadow LOD calculations to cull irrelevant shadow casters earlier
  • Reduced situations where trees and alpha clipped objects would lead to virtual texturing space running out
  • Fixed citizens hanging around at park areas on regular building lots never getting inside the building
  • Decreased resolution of unnecessary large character textures
  • Removed Spasm radio ad (due to offensive content)
  • Added missing localization ID for Paradox account linking

CO Word of the Week #1

Quick note: I'm posting this and future CO Word of the Week on behalf of Mariina.

"Hi Everyone, welcome to our little weekly update, CO Word of the Week, where we share what Colossal Order is doing right now, and what you can expect for Cities: Skylines II as a result.

CO Word of the Week originally ran from March 2016 until early 2018 and was mainly written by me, Mariina, the CEO of Colossal Order, but we also had some other team members as guest authors every once in a while so I can’t take all the credit. Now, in the name of transparency, it’s time to dig this old concept from the toolbox and start sharing!

To write this very first Word of the Week (please feel free to suggest an abbreviation) I needed to go back to the source. I searched the Cities: Skylines forum for the original posts and was extremely happy to find the very first one:

Hi everyone! I'm Mariina or better known here on the forum as co_martsu. I am the ceo of Colossal Order, the developer of Cities: Skylines. We work together with our publisher Paradox Interactive to bringing you the best city builder ever made and the quest toward that goal continues.

Big part of developing the game further is communication with the players and the community. We have been active in reading the feedback but haven't had as much time to comment as we would have hoped for. Therefore the idea is that I will be writing an update on a semiregular basis on what Colossal Order is up to so that you players can hear first hand what is going on in the development of Cities: Skylines.
Disclaimer: Some things are secret and I will try not to get assassinated by the Paradox marketing department so we'll keep this strictly to the points I'm allowed to talk about. I understand you probably don't value my life as much as I do, but we'll make this work, I'm sure!


The mission remains the same: We want to bring you the best city builder ever made!
And as I have grown older I am no longer afraid of the marketing department so no holding back.

As you may have noticed Cities: Skylines II was released last week and we are happy the game is finally out! However, the launch was overshadowed by technical issues which caused disappointment, and rightfully so. We are happy to see that many players do enjoy the game and for those who are currently unable to play, I want you to know that we are working on a number of fixes and improvements to address your reports.

The first hotfix patch was quick to roll out on Steam last week and this morning the patch for Microsoft Store and Game Pass finally made it live. We will have to see how we can speed up the patching process so we don’t have players waiting for these important fixes longer than necessary. The patch included optimization for LODs, or Level of Detail, which means that the game renders fewer details when the camera is far away from the object. Finding optimal LOD levels is a balancing act between visual fidelity and performance, and we’ll be addressing this in future patches. Yes, including the characters and their teeth! We also identified some offenders such as the depth of field, global illumination, and fog, all now tweaked for improved performance. Additionally, the patch included fixes for a few crash bugs and stutter cases.

This week we will continue to go through the forum reports and fix the most urgent issues. The work on the assets and LODs continues, but it’s a task spanning over a longer period of time as there are quite a few different types of assets needing special attention. On top of the performance work, we are looking into gameplay issues you have reported. We have fixes being tested for education, where college/university eligibility is not shown correctly in the UI, and for trading, where it looks like the citizens are not consuming all different commercial types correctly resulting in not enough customers for the local business. We are currently investigating a garbage problem and it seems that some citizens are abandoning their dogs resulting in a huge dog pack just stranded in the city. Not cool, citizens, not cool at all.

The performance improvements and bug fixes take top priority until we have reached a level we are satisfied with. All the performance improvements will benefit the development of the console platforms and we hope to bring the game to Xbox Series X/S and PS5 as soon as possible!

I want to thank everyone for the reports, they’re very helpful and we appreciate you taking the time to provide us with the information we need. We will go through all of the reports as fast as we can. If you are experiencing a crash or performance issue please create a report on our support forum found here: https://forum.paradoxplaza.com/forum/forums/cities-skylines-2-bug-reports.1162/

I will be back next week to give you an update on how the work is progressing. Until then, thank you to everyone for the patience and support, it means a lot to us.

Sincerely,
Mariina"

Region Packs | Teaser Trailer | Cities: Skylines II

[previewyoutube][/previewyoutube]
Covering 8 regions, with more than 2500 assets, we present the free Region Packs!

We've teamed up with some of your favourite creators including Titan, Bsquicklehousen, darf, RicharcShi, MacWelshman, Badi_Dea, Feindbold, Gurny and many more, to bring you 8 Free Region Packs, coming soon to Paradox Mods!

BUY Cities: Skylines II NOW!
https://www.paradoxinteractive.com/games/cities-skylines-ii/about

Patch Notes for 1.0.11f1

Hi everyone.

Today we have the first of several patches to improve performance in Cities: Skylines II. While this does not address all issues we are aware of, we wanted to get you these improvements as soon as possible. Unfortunately, this patch is only available on Steam today. We're doing our very best to make it available on Microsoft Store as soon as possible.

This patch includes the following improvements and fixes:

  • Changed LOD to be independent of rendering resolution to get more consistent performance with high resolutions
  • Minor optimization with fog
  • Depth of field optimizations and tweaks
  • Global illumination tweaks
  • Optimized stutters when buildings spawn/level up
  • Optimized various stutters across all systems
  • Fixed crash after upgrading wind turbine
  • Fixed crash when car crashes into still hidden car with trailer
  • Fixed crash with mesh loading (that happens with low settings mostly)


Please make sure to report any crashes or bugs on our support forum here: https://forum.paradoxplaza.com/forum/forums/cities-skylines-2-bug-reports.1162/

Our team is working hard on getting the next round of fixes and improvements out as soon as possible. Thank you for your patience!