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Landscaping update is live! 1.4.0 patch notes

Discussion in 'Cities: Skylines' started by co_emmi, Mar 22, 2016.

  1. co_emmi

    co_emmi Colossal Order Dev

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    Read more about the free Landscaping update from CO word of the week #3 and #4:

    https://forum.paradoxplaza.com/foru...e-week-4-12-2016-patch-notes-1-4-0-f3.915105/

    https://forum.paradoxplaza.com/forum/index.php?threads/co-word-of-the-week-3-11-2016.913753/

    Patch notes:

    1.4.0-f3
    • Landscaping tools - Tools to edit terrain heights (Shift, Level, Smooth, Slopes), 3 brush sizes and 3 strengths are available in the option bar.
    • Paths - Paths were moved from Decorations to Landscaping Paths
    • Trees - Trees were moved from the Props Decorations group to Landscaping Trees
    • Rocks - Added rocks objects
    • Water Structures - contains Floodwalls, Quays and Canals
    • Decoration service renamed to Parks&Plazas
    • Parks - The Standard parks
    • Plazas - The Plazas style parks
    • Others parks - The parks which don't belong in the 2 categories above
    • Tourism & Leisure - After Dark DLC only, contains all the park assets from After Dark
    • Winter Parks - Snowfall DLC only, contains all the park assets from Snowfall and only shows if you are in a Winter map
    • New categories for Unique Buildings
    • The Environment panel of the Map editor now contains several terrain props such as ruined/abandoned buildings and rocks.
    • The roads, paths, tunnels and tracks now have a new button in the Option panel where you can select snapping and straight or curve type. The button has 3 states and can be used to cycle through 3 preset heights for the elevation step when using page up and page down.
    • New steam achievements implemented
    • Default maps updated with new environment props
    • Dam placement shows terrain topography
    • Blurry cliff textures improved
    • Fixed: Expansion 2: Text: SPA/FRE/RUS : In-Game: Line color will overlap the Line Name in the Public Transport - Lines detail window.
    • Fixed: PDX Accounts creation lacks countries (Montenegro added).
    • Fixed: Suggestion: Expansion 2: UI: The Lines Detail panel could be easier to access.
    • Fixed: Suggestion: Expansion 2: UI: The total number of transport lines could be added in the Lines Detail panel.
    • Fixed: Asset Editor: You can have two rows of Roads buttons at the same time
    • Fixed: Main Menu: Tools: Mouse wheel scroll does not work in the "map theme" selection screen. (Fixed also in theme selections.)
    • Fixed: Expansion 1: Design: The Prisoners and Cyclists statistics are displayed in the City Statistic even if the After Dark expansion has not been purchased.
    • Fixed: Expansion 2: Public Transport Lines can only be sorted in one direction
    • Fixed: Expansion: Design: Vehicles coming out of Cargo Hubs have incorrect path causing looping and traffic issues.
    • Fixed: Theme Editor: Changing the water normal for a theme does not get saved
    • Fixed: Faulty transition when connecting bicycle path to pavement path
    • Fixed: Expansion 2: Theme Editor: Grass color offset values doesn't get updated on the map immediately
    • Fixed: Expansion 2: It is difficult to understand the impact of Heating on the budget
    • Fixed: Expansion 2: Pathfinding: Sometimes, snow plows and road maintenance vehicles do not complete their work shift and disappear.
    • Fixed: Expansion 2: "Unsubscribe all" and "disable all" are missing a letter in 1600x900 resolution
    • Fixed: Keybinding strings under the Theme Editor tab are unlocalized
    • Fixed: Strings regarding themes in New Game and Load Game menus are unlocalized
    • Fixed: Text in Asset Editor tab of the Keymapping menu is cut-off in several languages
    • Fixed: Several entries in Keymapping \ Asset Editor are unlocalized
    • Fixed: Expansion 2: Snowfall map names in the New Game menu are unlocalized in Korean
    • Fixed: Expansion 2: Water & Sewage tooltip in Budget menu does not mention Heating.
    • Fixed: "Last updated" text overlaps button in several languages in the Content Manager
    • Fixed: The "Included in x styles" text does not get updated when switching language settings
    • Fixed: LOC: POL: The "Households" text in a district's Info Panel is overlapping with the Population graph.
    • Fixed: LOC: ALL: Map Editor: Import and Export Heightmap not localized.
    • Fixed: Expansion 2: Some of the new Snowfall props aren't localised in the Asset Editor
    • Fixed: Expansion 1: "2x3_Nightclub01" has wrong sort of names
    • Fixed: German language - 'Reset Configuration' button is inconsistent (big letters) with other buttons
    • Fixed: Gameplay option "dynamic weather" is translated wrong to German
    • Fixed: LOC: FRE/POR/RUS/POL/GER: Text: The warning message when changing resolutions is cut-off.
    • Fixed: Several non-winter maps in the New Games panel are not localised in any language except English
    • Modding: Added few serializers for some data types to go into CRPs (DepotAI.SpawnPoint, PropInfo.Effect, BuildingInfo.SubInfo, PropInfo.ParkingSpace, PropInfo.SpecialPlace)
    • Modding: Improved error handling for mods causing exceptions during the ILoading interface callbacks and consequently disabling other mods
    • Modding: Added profiling ability for custom content loading (using the --enabled-dev-ui toggle, Show loading profile and Show custom content)
     
    • Helpful Helpful x 14
    • Agree Agree x 14
  2. Gilang Recruit
    Cities in Motion Cities in Motion 2 Cities: Skylines

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    Rightaway when I want to start playing, it is now updating. Quite big :eek:

    Hope it fixes some weird DX11 error that happened to me around last week.
     
    • Agree Agree x 1
  3. KnightHawkTFC Colonel
    Cities: Skylines

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    Nice, I thanks for the focused patch ,additions, and modding related tweaks, especially 'isolated failures' feature for loading, big help in avoiding some confusion when errors happen.
     
    • Agree Agree x 2
  4. Mr Maison

    Mr Maison Major

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    This is going to be interesting. I'm looking forward to see how the new stuff get's used.......and use them myself :cool:
     
    • Agree Agree x 3
  5. benzoll

    benzoll Second Lieutenant

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    Spectacular update. Initially, everything works ok, including mods and assets installed for me.
    -Quays: great active for coastline.
    -Canals and Floodwalls, magnificents.
    -And finally Terraforming in game :) (a small "but": no trees brush).
    -Rocks: many and varied. :cool: http://steamcommunity.com/sharedfiles/filedetails/?id=650505319
    -Road: 3 heights, good detail.
     
    Last edited: Mar 22, 2016
    • Agree Agree x 2
  6. muttonnoir First Lieutenant
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    OK, I'm going in, I may be some time...
     
    • Agree Agree x 2
  7. Plank of Wood

    Plank of Wood if you read this your lame
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    <33333333333333333333333333333333333333333333333333333333333333333333

    ilu CO
     
    • Agree Agree x 2
  8. neospectre

    neospectre Private
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    Quay walls ---> fantastic!!!!!

    thank you CO!
     
  9. DominusNovus

    DominusNovus Field Marshal
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    I like it.
     
  10. vukica

    vukica Colonel
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    works good, so far only FPS mod in enhanced zoom seems broken.

    quays are brilliant.
     
  11. lew1984

    lew1984 Second Lieutenant
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    Happy Days :)
     
  12. Steve B. Major
    Cities in Motion Cities in Motion 2 Cities: Skylines Cities: Skylines - After Dark Cities: Skylines - Snowfall

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    Indeed they are; they even go around curves seamlessly. Great work! And my loading time was much faster than usual.
     
  13. Simgiov

    Simgiov Corporal
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    Where are the pedestrian paths in the new menu layout?
     
  14. Starr_Man Recruit

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    Brilliant update. I've been using fine road heights mod for so long but it was never perfect, so the new official addition is just SUPERB. Works beautifully.
    The rest is great as well but being able to build roads of varying heights without mods is such a relief.
     
  15. Starr_Man Recruit

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    In the landscaping sub-menu.
     
  16. muttonnoir First Lieutenant
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    On first look it's an impressive package. One mod I wish they'd included is precision engineering, maybe next time? Locks & gates for the canals are needed. Is it me or are the graphics sharper with more clarity and detail? Quays are excellent- simple and straightforward to use love how buildings snap to quay- nice neat and fast- no more faffing about! Fine road heights incorporated- yes! Landscaping tools are a bit fiddly- don't quite understand the soil availability panel. Precision engineering and unlimited trees mods are causing conflict for me, had to delete them both. Great update thanks CO. A big thumbs up!
     
    • Agree Agree x 1
  17. Steve B. Major
    Cities in Motion Cities in Motion 2 Cities: Skylines Cities: Skylines - After Dark Cities: Skylines - Snowfall

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    I had no problem with Precision Engineering. It worked for me. Maybe a conflict with another mod?
     
  18. KnightHawkTFC Colonel
    Cities: Skylines

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    It's pretty simple... you start at about 50% dirt... if you add land it depletes this dirt, if you take away dirt it adds to your pile, basically it's a limiter so that you can't completely reshape a map entirely... it's a totally pointless mechanic in my view but it shouldn't get in the way for minor editing.
     
  19. Grapplehoeker First Lieutenant
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    I like it, now that I've spent a few hours using it. I had a hell of a lot of land extension by 1 zone cell to do in order to lay out miles and miles of quays. This depleted my soil several times. But that just meant that I have now created a lovely mining area full of quarries, pits and terraced ridges into the side of the mountain, for my specialised ore industry ;)
    So I get full soil reserves and a great looking industry district, and much tidier looking waterfronts.

    There're just two snags so far.
    I haven't pinned down the mod source of conflict yet, but I've found I can additionally use Extra Landscaping Tools mod on some saves but not with others. The fail is whenever I select the water tools menu, the game locks up and crashes.
    The second snag is more annoying. The update has rendered my previously invisible highway, visible! Arghh! I loved that exploit of mine dammit lol
     
    • Agree Agree x 1
  20. KnightHawkTFC Colonel
    Cities: Skylines

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    @Grapplehoeker
    Yeah I noticed in the bug reports section a few reporting similar when they flip from landscaping to roads - throw errors suggesting a mod hasn't updated it's calls to netmanager.RayCast, definitely mod conflict unclear which yet.
     

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