UI and Visuals
"Menu interface doesn't feel as polished as before."
This might be because CiM2 is so different from the first game that we decided to re-do the whole menu and not save everything from the old one. The interface you see is actually our third version, we really put a lot of effort in it, but I do admit it's not perfect. If you have some specific issues, we'll see what we can do!
"The tutorial text was too long and hard to read."
I'll see what can be done about this, the text is written by me and it might be that I'd need to add short descriptions of each task or just cut down the amount of words there. Sorry!
"What's up with the nuts camera movements? Yeah, sure WASD would be okay if even that would work properly. It doesn't move smoothly, it jumps around if you move with this. Why mess with something that is already a standard in gaming and works well?"
We are adding edge scrolling in the next update that we are currently working on. It should help with this issue.
"There is hardly any music in the game."
This could be a bug, but we did want to have more ambience than music since long playing sessions could make repetitive music irritating fast.
"All vehicles seem to have headlights on all the time."
This was a choice we made, that's how headlights have to be used in Finland. It's illegal to drive without your headlights on.
"Either way the choice of vehicles is also bad. Usually I like sci-fi stuff, but this is one game I'd like to see buses from nowadays, since it is named Modern Days. Also the lack of different choices is bad."
I'm sorry you feel the choices are bad. We wanted to have today's vehicles and a few older ones to give the feel of having something familiar from the first game.
"There are problems with multiplayer, I get a timeout error."
I'm very sorry about the multiplayer issues, we are working on them even as we speak. It's our fault, and we are working as fast as we can to fix them. Apologies to all players, the multiplayer is an essential part of the game.
"Again, what's up with the nuts vehicle capacities again? Biggest bus: 38 seating passengers + 25 standing passengers max? What's up with this."
They are balanced to work well in the game, not to be realistic. We are adding modding tools in a few weeks and then people will be able to make their own "rule sets" and adjust the capacities to their liking.
"Where's all the traffic? I played for 4 hours, and the biggest traffic I saw: one section of the road in entire city was half-filled."
We wanted to avoid traffic jams, since they were a big problem in the first game, so the amount of residents in each city is designed so that it's unlikely to clog the roads.
"Why does people in stops get mad if they come into stops too early and have to wait for their ride?"
Passengers want to travel from A to B according to their own wishes, and they would like the lines to cater to those needs, that's why they can get upset. One way to handle the issue is to have bus lines feeding passengers into the metro stations and have the buses arrive a few minutes before the metro arrives, so the passengers don't have a long waiting time.
It's hard to build underground metro. You can't see it under the roads."
We are currently working on a fix for the underground mode. The roads need to be seen, but now they obscure too much, you are right.
"There is no way to edit/delete profiles (without editing config files) and editing the selected ones just adds a new profile."
I will add this issue to our fix lists and we will see what can be done.
"The tutorial doesn't feel as intuitive as before."
We did a lot of work with the tutorial, I think it's one of the hardest things to make in any game. Feel free to post feedback on how the tutorial could improve.
"It is possible to scroll the environment by holding down control but an option to do that without in the games settings would be welcome."
Edge scrolling will be added in the next update within a few days.
"It doesn't seem possible to connect to any of the online game sessions."
There's an issue with modem settings that we are looking into just now. An update will be available soon!
"Keep the thing with Rightlick + Mouse Wheel = fine rotation but add hotkeys for the 45° rotation so rightclick can be used to close the build menu (like every other game does)."
The hotkeys are currently not in our plans, but I'll look into adding them.
"Add a key for closing all open windows."
Can be done, I'll add this to my list.
"I'm having trouble distinguishing between the light green and the medium green color of the ticket prices."
The shades are probably too similar, this will be fixed!
"It'd be nice to access the options menu from the editor."
It definitely would ;P This is a bug and will be fixed.
"Alt+Tab causes trees to morph into cardboard cut-outs."
This is a bug and will be fixed.
"Screen gets cluttered with windows to easily."
The close all windows button might help with this, it's coming.
"Depot, vehicle, stop upgrades would be a great addition in a patch, rather than having to delete and build from scratch."
Currently you can upgrade stops and depots, just choose the type you want in the build menu and place it on top of the existing stop. The closest thing to upgrading vehicles would be to buy new ones to the depot and sell the old ones, the new vehicles will automatically be used as soon as a line demands a vehicle.
"Trains should have reverse at end of line feature, having to build a loop is ridiculous, especially when building elevated railways in a city"
You can also use another depot to reverse the train.
"Depots should not have to be included in a route. They should be placed independently and vehicles should have service intervals or require service when they get below a certain percentage. When this percentage is reached the vehicle calls at the depot the next time it passes through."
The depot system was a design choice we made very early on. We felt having lines connected to specific depots gives the game more depth and a tactical element it wouldn't have with individual depots.