This might end up being a long post, so I'll start with the questions about restarting your city or rebuilding parts of it. The fixes in the patch take effect in existing cities, so you don't have to start a new city. We expect that
simulation fixes take a while to take effect - vehicles are already on their way in your existing city, buildings are storing products and have sent out orders, pedestrians have a destination, etc. It takes a while for the existing state to be resolved and the new one to take its place.
For
fixes to buildings, like the train station and international airport in this patch, you usually need to replace the specific building. That's because roads and internal paths exist in your save similar to how roads you've placed do. They aren't changed until something prompts them to be, like rebuilding the building.
And now to some questions!
I have a few questions:
With this patch, can you give a completion percentage for performance upgrades?
How close are we to focusing on gameplay enhancements that many players here have suggested?
Pedestrian stairs (and associated node/path network) is what we want the most per forum posts - is that being considered as a top priority for implementation in-game?
When do you anticipate the next patch to be released in 2024?
I'm afraid I don't have a percentage for you, but you should see a significant improvement when viewing areas of the city with a lot of pedestrians. As for new features/content, I'm afraid that's currently not a high priority, but we're still collecting feedback for the future. And we don't have a timeline for the next patch, other than next year. I recommend checking in the CO Word of the Week starting up again the 15th of January as we'll share updates there.
My city has ground to a halt with traffic. Even if I reload the original save game (from version 15f), results in the same behaviour but somewhere else. Behaviour only started happening with this update.
Lots of different service vehicles have decided to stop and refuse to despawn. Its mostly Road Service maintenance vehicles all over the map bugging out. Hearses I have also seen seen block intersections when Ive done a reload. Ive attached a save game after the original saved game with time progressed, with multiple instances of this happening, saved game spawn points to one of the service vehicles.
View attachment 1062818
Also
Bus lanes still dont work and allow all vehicle types to use as shown on this map
Have a Merry Christmas Colossal Order
Thank you for the save, we'll look into why these get stuck. In the meantime, I recommend bulldozing the road under the stuck vehicles to get them unstuck or to despawn. That should get your traffic going again.
In general, it's always best to report issues on the dedicated bug report forum as we often need more information, and it gets messy quickly keeping track of 5-10 issues in a thread like this one.
Is there a roadmap for CPU performance improvements? Even while paused the game pins all cores to 60%. While unpaused, every core is maxed. The game almost keeps up at 1x simulation speed but isn't close to playable at 2x/4x. I have a decently sized city (180k pop) but I don't think this is a reasonable limit.
The spam system isn't letting me include the name of my CPU, but it has 10 cores and should be more than capable of doing better here.
I'm afraid we don't have a roadmap to share at this point, but improvements to the CPU performance are high on our to-do list. The closest to a roadmap we have currently is the updates we share in CO Word of the Week.
Dont see the fix of land value and still the issue ingame .... so not fixed ?
We're looking into the situation with land value, but I'm afraid we don't have anything specific to share yet. We'll of course keep you updated when there's news to share.
Really liking the new lane changing behaviour. Much smoother! Now question is if the AI is smart enough. Still seeing a bit of ridiculous lane changes every here and there.
That's great to hear, thank you for sharing! And as always, if you run into situations where the traffic is behaving weirdly or causing trouble in your city, we would very much appreciate a save with the camera pointed directly at the problem area/vehicle(s).
Thanks for the huge yummy patch!
But before you go to your holidays, could you please elaborate a bit what's exactly been done with traffic and lane changing behaviour? The whole traffic AI seems to be a big black box for many users and some detailed information would help a lot building an efficient road layout.
Could you elaborate on what details specifically you would find helpful? Or point me to any discussions that cover that. We covered the basics of how traffic picks a route through the city in one of the first development diaries, so I'm curious about what you would hope to see elaborated on and especially get a sense of how technical you'd hope the information to be.
So, anybody else is enjoing taxes like -200 mio now? Had to set taxes at zero level for food. Because they become -200 mio being +12%. If I set -10%, thet pay me +170 mio. And then switch back paying -200... And so on... So, had to set it zero.
If you haven't already, please make a report about this on our bug forum and attach the save there, so we can look into what's happening.
forum.paradoxplaza.com
Thanks for the hard work
@co_avanya ! Please relay this to the team that made it possible!
Also: I’ve been wondering whether CO could post a list of low priority updates or improvements that are planned but are deprioritized in the short term.
One example is the grass decal or texture within assets. These textures don’t collect snow presently. Is that something that will eventually be addressed? Similar thoughts on vehicles being overly covered.
It’d be great to have a sense of clarity and a commitment from CO to address these items (whatever they are).
Overtime items get crossed off and we can feel good and observe the progress that was made.
Just a crazy idea. Enjoy your holiday and time away from the office.
Thank you for the kind words, I'll be sure to share them with the rest of the team.
When we talk about something that's planned for the game, it's usually something we have a (at least rough) timeline for when we'll work on it. Besides that, we have a long list of "things that would be cool to have/improve" that we wouldn't consider "planned". These are the things we might look at for future expansions or free updates, but as we don't have a timeline for them, we generally avoid discussing them. We rarely talk about these things to avoid the expectation that they're coming or coming soon.
Snow visuals are a good example. It's something we want to improve, but at this time it isn't a high enough priority for us to have a sense of when we'd get to realize those improvements.