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Detailer's Patch #2 - 1.2.0f1 Patch Notes

Hi everyone,
Today, we’re excited to share Patch 1.2.0f1, also known as Detailer’s Patch #2! This update brings some tools and options for all the detailers out there, along with various fixes and improvements.

If you’re curious about the development process and details of the patch, don’t miss the Dev Diary, where we dive deeper into the content.

If you encounter issues after downloading the patch:
If your game closes before reaching the main menu, we recommend that you verify the integrity of the game files. You can do this by right-clicking the game in your Steam library, go to the “Installed Files” section, and click “Verify integrity of game files”.

You can find a guide on how to Verify File Integrity here: http://bit.ly/VerifyIntegrity


As always, if any issues persist, please create a post on the Paradox Forums.

If you are playing with mods:
A new patch can cause compatibility issues with mods. If you have issues, please disable mods and wait for them to be updated by modders. See this thread for more information.

Did you know? You can manage your mods through the Paradox Mods web interface. If you encounter any issues, you can easily disable your mods before launching the game on mods.paradoxplaza.com.

For now - enjoy the patch notes and new roads. Thank you for your continued support, feedback, and bug reports. Wishing everyone happy holidays and happy detailing!


Patch Notes for 1.2.0f1

New features:
  • Line Tool
  • Roadside Tree Selector
  • Traffic Routes
  • Service Vehicle Parking

New Assets:
  • A New Taxi Depot
  • 7 New Roundabout Variations (all sizes)
  • 3 New Cul-de-sac Variations (all sizes - except empty XL)
  • 7 New Parking Lots
  • 2 New Parking Halls
  • 12 New Parking roads
    • 6 New Parking Roads with Perpendicular Parking
    • 6 New Parking Roads with Angled Parking
  • 8 New Roads
    • 2 New Asymmetric Highways
    • 3 New Asymmetric Roads
    • New One-Way Alley
    • New One-Way Gravel Road
    • New Small Pedestrian Street
  • 10 New Pocket Parks
  • New Props and Decals


Modern Architecture:
  • Fixed Community Fire Station cannot be upgraded with a Fire Station Gate with Helipad.
  • Fixed placeholder ad screens not getting updated to company ads in the Modern Architecture Parks.

Urban Promenades:
  • Fixed vehicles clipping through the building when entering and leaving The Urban Medical Center upgraded with the Ambulance Depot.
  • Fixed fire trucks clipping through the building when leaving the Urban Fire Station through the garage exit on the far right.


Gameplay Fixes & Improvements:
  • Several optimizations for the game loading.
  • Improved boarding for public transport and taxis to be distance-based. This speeds up boarding at crowded transport stops.
  • Improved nighttime brightness.
  • Improved Notre Dame window emissives.
  • Added new galaxy cubemap texture.
  • Fixed crash to desktop when playing with a city that has signature buildings or extractors with missing zone type.
  • Fixed crash to desktop when trying to bulldoze a specific broken segment of the road.
  • Fixed crash to desktop when highlighting building that has missing tree asset as prop.
  • Fixed crash to desktop when resource/image is not found.
  • Fixed the tourists stuck after the hotel they were going back to was removed.
  • Fixed an issue where removing a hotel may result in the transfer of the Company to a building of a lower level, causing it to rent out more rooms than the building may have.
  • Fixed an issue with homelessness hindering population growth.
    • Homeless citizens are now counted as a valid part of the population.
    • Fixed a case where homeless renters were constantly added and removed as park renters.
  • Fixed rare connection issue that causes pathfinding failures for approximately 0.1% of buildings zoned on curved gravel roads or alleys.
  • Fixed issue where trains don't reserve the whole path on a single two-way track if they need to switch direction in the middle.
  • Fixed several issues related to transportation of sick people.
  • Fixed Eight and Six Lane Roads with tram stops having crosswalks that don’t reach the stop island in the middle.
  • Fixed issue where switching from the Replace road tool tries to create a road.
  • Fixed missing road textures when building a roundabout in a particular way.


UI Fixes & Improvements:
  • Added Mouse secondary UI action rebinding option.
  • Updated vanilla zone icons to more colorful ones.
  • Updated Terraforming and Vegetation icons.
  • Fixed the number of jobs in Population Info View showing the number from the previously loaded save file when starting a new game with the Unlock All option.
  • Multiple controller fixes.
  • Fixed building panel showing incorrect number of vehicles in maintenance in some cases.
  • Fixed Signature commercial buildings show as "Occupied" in the Info View despite being vacant.
  • Fixed rare bugs with the saving UI.


Modding Fixes & Improvements:
  • Added missed "paypal.com", "paypal.me", "twitch.tv" to the mod external links list
  • Improved option to show section ID instead of emptiness in case of missing localization value.
  • Improved UI modding: exposed bottom toolbar, right side menu, and other hidden preloaded button icons/images for modding via exported images object from corresponding component modules.
  • Fixed error when placing building extensions that are not service upgrades in Editor (Such as BasketballCourtDecal01)
  • Modding backend:
    • Added a warning message to the log if an in-game assembly is shipped with a mod.
    • Fixed mod assembly loading to prevent loading a second copy of an in-game assembly.
    • Fixed incorrect behavior of SettingsUIHideByConditionAttribute in some cases which led to an option not being hidden or shown when it should.
  • Improved mod post-processing to highlight when part of the process fails. In case one of the post-processors fails with an error in the build log, the entire mod post-processing process fails too.


Paradox Mods:
  • Updated PDX launcher to the newest version
  • Updated PDX SDK to 1.28
  • Mods UI updated to 1.8.0
  • New features
    • New welcome screen on startup
    • Mods can now be subscribed directly from the dependency flyout in mod details
  • General
    • Added X to clear search input
    • Added modal to warn users if the mod is out of date
    • Free disk space indicator in console mode
    • Increase max playsets to 100
    • Pressing Enter submits input modals
  • Bug fixes
    • Various smaller bug and style fixes


Known issues:
  • Service buildings need to be rebuilt to get the new Service parking lots for service vehicles.

Creator Dev Diary



[h3]Hello everyone! Welcome to this week’s Developer Diary. I’m stop it D, and I’ll be getting into the Japanese Region Pack. Kaminogi, Koma, and I have put together something we think you’ll enjoy.

Here’s a peek behind the scenes and some reflections on the process that aspiring Cities: Skylines II asset makers may find helpful.

You can download the Japanese Region Pack here: https://mods.paradoxplaza.com/mods/94094/Windows[/h3]

The city of Miwa is our staging ground for today.

[h2]Concept and Inspiration[/h2]
With a project like this, the first thing we need to define is the scope. What exactly are we going for
here? There are a lot of different routes we could have gone. This region pack should
serve as a starter pack for Japanese content. Our hope is that it can stand on its own as a playable pack
and also as the base of a collection for detailers that will be supplemented by mod assets on Paradox
Mods when they become available.

Where we chose to focus our attention was decided by balancing different factors:
  • Base Game mechanics. Some game limitations don’t always square with how buildings are used or designed in real life, especially in Japan. For example, minimum lot sizes for low-density residential areas are 2x2 grid sizes. However, a large percentage of Japanese single-family housing is roughly 8m x 8m (1x1 grid size). How do you resolve this?
  • Importance. How necessary is this kind of building when creating a functional and convincing Japanese city?
  • Is it close enough? Will the base game buildings stick out, or do they fit the style adequately?
  • The mod scene. How likely is someone to upload a building of this type to Paradox Mods now or in the near future?
  • Technical limitations. Will some part of it require a feature yet to be programmed into the game? Will it look wrong if that part has to be cut for technical reasons?


We want to cast as wide of a net as possible, but naturally, we can’t do it all. Finding time for the project
was difficult for our team. The amount of time you can commit to a project like this can change
drastically, especially when it spans multiple years.

Ultimately, we chose to focus on the smaller side first – the assets are geared more toward smaller cities. That’s not to say that you can’t build a metropolis, though. Quite the opposite. The assets included here fit in everywhere, from the countryside to the city center, and there should be enough of them to create a familiar Japanese city feel. We’ve just started from the bottom rather than the top. We aimed to create a complete experience from level 1 to a large city, covering as much as we reasonably could.

Matching base game functionality was a high priority. The region pack process started years ago, so the features of the game were not final and subject to change. We chose to stick with what we knew would be included and not what we hoped, so we only made things that strictly matched the zone types and utilities we knew would be in game. We knew some people might be disappointed by the lack of buildings that are common in real life but fit awkwardly within the framework of the existing zone types. We decided to leave those for when the editor releases and decide what direction we should take.

[h2]Making the assets[/h2]
So, what’s new with the asset creation pipeline? Much of it is familiar, but the fine details have changed. Before starting your first mesh for this game, you must read the Asset Creation Guide on the Cities II Wiki first. The new rules for mesh creation required a change to my normal modeling approach. Initially, I imagined I’d be able to piece out parts of meshes made for the previous game. My first attempt soured me on that idea.

UVs for this game cannot be outside the 0-1 range, meaning UVs that made use of this will need to be revised for this game. These meshes will need to be broken up and their UVs stacked. Even if this doesn’t apply to your meshes, the windows still need to be appropriately detailed to make use of the window submesh. To match the new standards for this game, I had to add details like door handles as well. And then there’s this curved surface I can smooth out, this feature I can detail better… I ended up wasting a lot of time trying to preserve the work I had done rather than just starting over.

UV is mapped from 0-1. No wraparound, square textures only.

That said, I really welcome the changes. I don’t want to be redundant and repeat what other region packers have said, but I would like to state how much I like the window sub meshes. The time and texture space they save you alone are incredible. The greater texture sizes have enabled much finer patterns, which is critical for Japanese assets due to their frequent use of small tiles.

Very fine, normal, and alpha textures from the pack.

The open design of some apartment buildings can be a burden on the tri-budget. Due to fire code regulations, many builders choose to have open staircases and hallways as a cost-cutting measure. These features can quickly eat up a lot of triangles and require fairly extensive propping. My plan was to turn small, frequently reused items like doorbells and nameplates into props. After thinking about how many props that would entail, I quickly changed my mind. They were instead added to the meshes directly. Unfortunately, some features, like hallway lights, could not be added to the mesh directly. And believe me; there were a lot of them…

...upwards of a hundred per building, even for growables.

The Substance Suite may be a hard sale for people who want just to dip their foot in asset creation, but I can assure you it’s worth every penny. It’s not just for people who want to do fancy stuff like paint directly on the model. With smart textures, I can scale it losslessly to any size, tweak the options to meet my exacting standards, and preview them directly on the model in real-time. I found this to be a total game-changer.

Substance Painter. The base color is left white for “repaintability”.

The real star of the show for me, however, is Substance Designer.

In a raster image editor like Photoshop, making (or tweaking) textures requires blending layers together, resulting in them interacting with each other in ways that are often undesirable, unpredictable, or easy to lose track of. Updating your changes in a diffuse texture as well as a specular, normal, color, and so on becomes a headache very quickly. And when you finish all that, you’re often stuck with raster layers that can’t be reused easily in other textures.

With Designer, I can build a procedural, lossless texture with a simple node workflow. For a very trivial example, a basic brick wall can be created from a repeating white-rectangle-on-black pattern. This can be used as a height map onto which a normal is auto-generated. It can also be lightened to create a specular, or a color added to the white part to create a diffuse. Here’s the cool part: You can expose the variables so that the number of bricks in the pattern can be adjusted, their relative size changed, or a different color added, all with a click of a button in Substance Painter. Since it is all mathematically calculated, the texture can be scaled to any resolution losslessly.

Now, imagine you want to make it more complicated. You can use a tool to generate rectangles with random tilts, height changes, and offsets. You can apply a fine noise pattern to add texture to the brick or mortar. You can add filters that smear dirt and grime in ways that include the heightmap in their calculations so they accumulate more at hard edges. All of these are a node or two away.

I highly encourage all asset makers to try it. It’s much easier than it looks. Learning how to use it is well worth the effort, especially if you’re picky about details like I am.

Example of a shutter texture I made. Also flexible enough to be used for a few walls.

[h2]Showcase[/h2]
So what’s in it?

First off, the growables. The following zone types are included:
  • Low Density Housing
  • Low Density Business
  • Medium Density Housing
  • Mixed Housing


Note that all 4 zone types, like the base game mixed zone, have corner lots!

Low-density Housing, given the larger minimum lot sizes mentioned before, was focused on larger properties in farming areas. The level 1 lots start with farm-style gardens and progress to more suburban-style yards as they level up. This creates a satisfying feeling of wealth accumulation and increasing development even without touching the lot sizes.

Low Density Housing, center lots. From front to back: L1, L3, L5.

Low Density Housing, left-corner lots. From front to back: L1, L3, L5.

Low-density Business are inspired by the car-centric businesses that are common on major roads in rural and suburban areas, especially national highways. Big chain retail and parking lots… a familiar sight for Americans! (American-sized parking lots are sold separately.)

Low Density Business, center lots. From front to back: L1, L3, L5.

Low Density Business, left-corner lots. From front to back: L1, L3, L5.

The medium-density housing zones, however, are less thematic. From the “mansion” (condo tower) to the “aparto” (two-story studio apartment building) to the “ubiquitous, two-story, sometimes detached but not always, residential-over-commercial mixed building” (if you know what this is called in either language, please let me know in the comments); there is a wide variety of buildings in these two zone types.

Medium Density Housing, center lots. From front to back: L1, L3, L5.

Medium Density Housing, left corner lots. From front to back: L1, L3, L5.

Mixed Housing, center lots. From front to back: L1, L3, L5.

Mixed Housing, left corner lots. From front to back: L1, L3, L5.

We also have the following service buildings:
  • City Hall
  • College
  • Elementary School
  • Fire House
  • Fire Station
  • High School
  • Hospital
  • Medical Clinic
  • Police Station
  • Police HQ
  • Post Office
  • Radio Mast
  • Recycling Center
  • University
  • Water Treatment Plant
  • Welfare Office


Education buildings, clockwise from top: University, high school, elementary school, college,
university library.


City hall (left) and welfare office (right).

Post office (left) and radio mast (right).

Police station (left) and police HQ (right).

Firehouse (left) and fire station (right).

Medical clinic (left) and hospital (right).

Water treatment plant (left) and recycling center (right).

Two signature High Density Offices are also included.

Newspaper head office.

Sushi chain head office.

And finally, a couple props which you can place freely from the new prop menu.

PS: There are a whole bunch of other props outside this menu as well. Find It! users should know how to find them.

One personal priority for me was adding more setback buildings, which are buildings that are slanted at the edges to minimize the shadow they cast on the street or other buildings. The Japanese put a very high priority on maximizing sunlight for streets and other buildings, going as far as to enshrine it in law as a “right to light” (nisshoken). Setback buildings are common in real life but fairly scarce in the first game’s Workshop, so I wanted to make at least a couple of these for the new game.

Some are more committed to maximizing sunlight than others.

Open-hallway apartments can be somewhat of a headache to make, but they sure are pretty at night.

Worth it.

City building tip: Japanese cities generally do not strictly separate building types to the degree that other countries do. As a general rule, I would recommend you resist the urge to plan the layout from the start. Make your city center in the starting tiles of your map, spread out from the center quickly, and gradually replace the low-density zones along the major roads with medium-density buildings here and there. Be sure to vary your zone types, too. It’s not uncommon to see residential, industrial, commercial, and office buildings all on the same block. You might even see a small farm on a vacant lot!

By industrial, I don’t mean the kind with smokestacks. Just pretend that one’s a sentou.

And finally, some miscellaneous screenshots:


[h2]Closing[/h2]

I’d like to thank Kaminogi and Koma for their wonderful work on this project, and I’d also like to thank Kaminogi for helping organize this whole thing. It’s not easy to coordinate a project in two different languages between two Japanese and an American. I wouldn’t be on this project without him.

Thank you to Paradox for giving us this opportunity and supporting us all the way to the end, pdx_Peanut for their heroic commitment to getting these packs out, and Colossal Order for their unflinching dedication to making this game as good as it can be.

Some closing comments from our team leader, Kaminogi:

Like Stop it D, I also considered the assets needed, starting with “What is the minimum to get started?”. As you know, I am the asset creator for Cities: Skylines and have released a variety of assets. Some are large buildings that everyone is familiar with, while others are very detailed parts, like the Braille blocks on the sidewalk. The first difficult part was to sort out my desires for these and establish the form as the first pack.

Another difficult challenge was that, compared to a few years ago when the project was initiated, my own life stage and work schedule had changed, making it difficult to find the time for the project as initially ideal. I am very pleased that we were able to overcome these difficulties and release the first pack. However, as you all feel, we still lack the necessary parts to create a Japanese landscape. So, I have a request for all of you, especially for the asset creators of Cities: Skylines. We would very much like to borrow your help in Cities: Skylines II, just as you did in the first game. I see this pack as just the beginning of an epic story: the asset community that Cities: Skylines has nurtured for nearly a decade is just beginning. I would, of course, like to help, and the first step will be to convert the Cities: Skylines assets for the sequel.

Next March, we will celebrate 10 years since the release of Cities: Skylines. I hope that 10 years from now, Cities: Skylines II will be a great community, and you and I will be able to create Japanese cities where you feel as if you live there! I hope you and I will be able to create a super realistic Japanese city where you feel as if you live there.



Thank you for reading, everyone. The pack is out now, so go download it from Paradox Mods right now! It’s been a journey, so I’m glad you all get to finally see the finished product. The wait was killing me, so I can’t imagine how you all feel! If you have any feedback on the pack or suggestions for future content, drop a comment or let us know at the links below. Enjoy!

Ryuichi Kaminogi:
https://www.youtube.com/RyuichiKaminogi
https://x.com/kaminogi
https://mods.paradoxplaza.com/authors/Ryuichi%20Kaminogi
https://steamcommunity.com/id/kaminogi_works/myworkshopfiles/?appid=255710

koma:
https://x.com/koma_csl
https://mods.paradoxplaza.com/authors/koma_cs2
https://steamcommunity.com/profiles/76561198367388905/myworkshopfiles/?appid=255710

stop it D:
https://x.com/stop_it_d
https://mods.paradoxplaza.com/authors/stop_it_d
https://steamcommunity.com/id/planetpiss/myworkshopfiles/?appid=255710

Japan Region Pack

[previewyoutube][/previewyoutube]

Experience the Charm of Japan in Your Cities with the Japan Pack, a unique addition to your city-building experience. Curated by amazing community creators Kaminogi, Koma, and Stop it D, this pack is all about bringing Japan's unique charm to life in your cities.

From tranquil low-density housing to bustling mixed-use zones, the pack offers a mix of service buildings, new zones, and iconic Signature Buildings inspired by Japan’s diverse regions. Whether you’re dreaming of peaceful suburban neighborhoods or stylish urban vibes, the Japan Pack has everything you need to create your slice of Japanese-inspired perfection.

Download the pack now for free on Paradox Mods - https://mods.paradoxplaza.com/mods/94094/Windows

Included in the Japan Pack:

  • Service Buildings to support your growing city

  • A variety of Zones, including:

    • Low Density Housing
    • Medium Density Housing
    • Mixed Housing
    • Low Density Business
  • And, of course, stunning Signature Buildings to add an authentic touch!


Creator Dev Diary
Are you curious about how the pack came to life? Don’t miss the latest Dev Diary written by one of the pack's creators — Stop it D! Alongside Kaminogi and Koma, Stop it D shares insights into the creative process, reflections on designing the pack, and some tips for aspiring Cities: Skylines II asset makers.

Read the full Dev Diary here - https://forum.paradoxplaza.com/forum/threads/japanese-region-pack-creator-dev-diary.1719565/


Cities Around the World Giveaway
Don’t forget about the cool giveaways that can be your chance to play weekly and win exclusive limited-edition CSII collectibles.

Find out more about the Cities Around The World Giveaway here -
https://www.paradoxinteractive.com/games/cities-skylines-ii/modding/cities-skylines-ii-region-packs/signup-giveaway?lid=k0pdimy2eega

Now Available - Urban Promenades & Modern Architecture Creator Packs

Urban Promenades and Modern Architecture are now available! These releases include everything your modern city needs. Capture the essence of urban living with rooftop terraces and spacious sidewalks, and let your citizens enjoy a range of modern top-tier service buildings—all to the sounds of a new smooth radio station.

Buy on Steam!

[previewyoutube][/previewyoutube]
We have collaborated with Infrastructurist to showcase all the new Creator Packs in video format!​

Urban Promenades ​

Bring the dynamic rhythm of city living to life with the new Creator Pack Urban Promenades by community creator Feindbold. This DLC allows you to craft vibrant urban neighborhoods, blending bustling streetscapes with serene public spaces. Whether you're designing a lively commercial hub or a cozy residential area, this pack offers the perfect tools to transform your city into a thriving metropolis.

Focus on Mixed Housing Zone Assets​

At the heart of the "Urban Promenades" pack lies an impressive collection of 60 mixed-housing zone assets. These buildings perfectly encapsulate the urban vibe, featuring five levels. Ground floors host bustling commercial spaces with wider sidewalks, tree planters, and cozy seating areas, while upper levels offer stylish residential units with rooftop terraces. With 27 unique designs across various lot sizes, these assets provide incredible flexibility to create diverse, dynamic neighborhoods.

These assets allow you to cultivate a balance of functionality and aesthetic appeal, creating neighborhoods that truly feel alive.

New Service Buildings: Compact and Functional​

To complement your bustling urban spaces, "Urban Promenades" introduces five essential service buildings. Each structure is compact yet scalable, with two upgrade options that adapt to the needs of a growing city. These buildings combine modern design with efficiency, making them ideal for high-density urban areas.

Included Service Buildings:​
Urban Elementary School
Urban High School
Urban Medical Center
Urban Police Headquarters
Urban Fire Station



Richard Shi Modern Architecture​

Elevate your city to new heights of sophistication with the new Creator Pack, Modern Architecture, crafted by community creator Richard Shi. This DLC introduces a stunning collection of service buildings that combine cutting-edge design with practical functionality. Whether you’re modernizing your infrastructure or creating a contemporary cultural hub, this pack is a must-have for urban visionaries.

A Modern Makeover for Your City​

The Modern Architecture pack reimagines essential city services with sleek, state-of-the-art designs. Featuring 21 service buildings, each structure reflects a forward-thinking aesthetic that seamlessly blends form and function. From high-tech educational facilities to cultural landmarks, this collection offers over 60 different looks for the buildings thanks to multiple upgrade options, ensuring that every corner of your city radiates modern appeal.

New Service Buildings​

Every building in Modern Architecture is thoughtfully crafted to meet the needs of your growing city. These structures don’t just look great—they also enhance the quality of life for your citizens and improve the efficiency of your services.

Included buildings:​
Citizen Service Center
Modern Art Museum
Grand City Plaza
Modern Telecom Building
Community Elementary School
Modern High School
Modern Community College
Modern University
Modern Technical University
Community Fire House
Community Fire Station
Modern Medical Clinic
Modern Hospital
Community City Park
Modern Police Station
Modern City Hall
Local Bus Station
Modern Metro Station
Modern Subway Station
Central Train Station
Local Train Station



Soft Rock Radio​

Set the perfect tone for your city-building adventures with Soft Rock Radio, a melodic addition to your gaming experience that blends the energy of rock with a soothing, laid-back vibe. This radio station is a harmonious mix of mellow guitar strums, gentle vocal harmonies, and uplifting rhythms, making it the ideal companion for realizing your urban dreams.

The Soundtrack to Creativity​

Whether you’re crafting bustling city centers or serene suburban landscapes, Soft Rock Radio provides a musical backdrop that inspires ease and joy. The carefully curated playlist is designed to energize and uplift, helping you maintain focus and creativity as you build your perfect city.

Soft Rock Radio features many minutes of music, including:​
16 music tracks
15 DJ voice tracks

Urban Promenades, Modern Architecture & Soft Rock Radio are included in the Expansion Pass: Waterfronts and the Ultimate Edition. They are also available to purchase separately or through the Modern City Bundle.

Тормоза индустрии: Paradox Interactive не может портировать Cities: Skylines II на консоли

Издательство Paradox Interactive и студия Colossal Order не в состоянии портировать свой многострадальный градостроительный симулятор Cities: Skylines II на консоли. Об этом разработчики сообщили в очередном обращении, опубликованном в Steam.