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CO Word of the Week #2

Another week, another patch! If you missed them then you can find the full patch notes here:
https://forum.paradoxplaza.com/forum/threads/patch-notes-for-1-0-12f1-hotfix-steam.1606507/

The most discussed change in this patch was the removal of a radio ad after it was pointed out to us that it came off as offensive. We want Cities: Skylines II to be welcoming to all, so we decided to remove said radio ad. I was, however, surprised by the tone of the discussion. The best part of the Cities: Skylines community has been how helpful and kind its members are to each other, and we hope to see that continue with Cities: Skylines II. I would like everyone to keep that in mind when you join community discussions. I would urge everyone to leave constructive criticism and remember that if there’s an issue with the game it’s not appropriate to attack a fellow community member or single out a developer or a partner of Colossal Order. We are reading all the feedback and we are more inclined to take polite feedback (including criticism) back to the dev team. You can be a part of a positive community if you so choose.

This week we are really digging into Garbage. It looked like the Garbage feature in the game has bugs that affect the balance of it in an unwanted way. The work started earlier by identifying the following issues:
  • Garbage collection bug, that is caused by the garbage trucks just disappearing mid-journey.
  • Garbage accumulates too little and City Service buildings that process garbage are out of balance.
  • Garbage City service buildings which are just placed get their storages filled with garbage seemingly out of nowhere which then prevents them from collecting garbage from the city.

Now that these bugs are fixed we can look into the balance of the feature as the processing buildings don’t go through the garbage quickly enough and this causes issues with the export. If the city doesn’t handle the garbage internally, excess garbage is exported outside of the city. The downside of exporting is that it takes time and causes traffic leading to unhappy citizens, so it’s beneficial to process the garbage in the city for a faster outcome to please the crowds.

Another issue I mentioned last week was about stray dogs. In the next patch, the amount of them is fixed so that we don’t end up with an insane number of abandoned packs of dogs all over the city. Newlyweds should just welcome their partner’s dogs to the family and not leave them behind. Plans to fix this issue caused immediate debate if we should turn this bug into a feature. I for one would absolutely welcome the idea of an animal shelter DLC with a bunch of policies and all sorts of animals needing rescue in the city!

While on the topic of DLCs, we will not release new paid content for Cities: Skylines II before the outstanding performance issues are fixed to our standards. As a small team, we must focus on the task at hand to avoid spreading too thin. We are also very much looking forward to starting to go through your suggestions for Cities: Skylines II, such as adding some beloved quality-of-life improvements already familiar from the predecessor that were missed in the sequel due to priorities and time constraints.

My pledge to you is that Colossal Order will keep working on Cities: Skylines II so it will reach its full potential. To reach that potential we also need to talk about modding. Next week I’ll be focusing on the status of the Editor and what it will have when it’s ready for release. Check out this video to get an idea of what’s coming!

Sincerely,
Mariina
 
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I'm glad we're being heard, and that you're transparent and commited to fixing the bugs. Thank you so much for this.
There are two small things that are preventing me from enjoying the game already:
The keymapping - There's no shortcuts for types of roads or zones, or to change the mouse functions. This helps so much during the gameplay.
The yellow screen when placing roads - I know it's an integrated graphics bug and there's no plan to support that, but if it's possible and not too hard, fixing that would help me play before I get a new PC
 
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While on the topic of DLCs, we will not release new paid content for Cities: Skylines II before the outstanding performance issues are fixed to our standards. As a small team, we must focus on the task at hand to avoid spreading too thin.
Last patch already solved a freeze I got when zooming in (low specs laptop), so I'm very hopeful you're working hard to make this game enjoyable (and playable) by anyone. Keep going! ☺️
 
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This is exactly the plan, and we're working as fast as we can to deliver the fixes.

I'm just relieved it's the dogs and not the children.

Just like Cities: Skylines this game also has fail conditions where the game helps the player so that there is no hard failure ending the progress of a city entirely. Is your feedback that the game should punish the player more for the mistakes? We can most certainly look into the difficulty level in the future and see if there could a hard mode implemented.
Dear @co_martsu, the issue regarding the "failsafes" has been largely discussed in the forums so I won't detail it again here. I understand that some shortcuts are necessary in this kind of simulation that would otherwise be too complex and unmanageable, even with the best efforts from the devs. I also understand that this is a game, intended for people wanting to have fun and not see their city collapse at the slightest mistake or complexities.
But you have to understand this can only be called a simulation if it stays coherent at all times. The outcomes must correspond to the actual processing of the variables and conditions, or it looks like magic, which is the contrary of a simulation
For many players, the pleasure they find is in the feeling of success when their city grows and people are happy. Not because they've been brainwashed by some in game Men in Black but because the player actually managed to do a great job understanding how a city works and overcoming its challenges. And this can only be felt if you can actually fail, learn from it, and start stronger.
Cities Skylines is a gorgeous game and I understand some people are content tinkering around and making a beautiful city they feel is their own baby.
But for the sake of those who wants to actually live the "deep simulation" you've been heavily advertising, please allow us to turn off all the failsafes that are not technically necessary.
 
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Thanks for the update, I think a difficulty option, even if its just one option to turn off the help would be a great additional.

Just have the loan option as help feature
 
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Thanks for the follow-up. You are good developers. Take the time you need to fix the game before introducing things that could break the game.

I think we'll be relieved when the workshop is available.

I just saw this in my game. I don't wish anyone homeless. But in the game, I think that kind of detail is great. It tells me that my city isn't that good. These are the kinds of details that I hope to see happen in the future.
 

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Dear @co_martsu, the issue regarding the "failsafes" has been largely discussed in the forums so I won't detail it again here. I understand that some shortcuts are necessary in this kind of simulation that would otherwise be too complex and unmanageable, even with the best efforts from the devs. I also understand that this is a game, intended for people wanting to have fun and not see their city collapse at the slightest mistake or complexities.
But you have to understand this can only be called a simulation if it stays coherent at all times. The outcomes must correspond to the actual processing of the variables and conditions, or it looks like magic, which is the contrary of a simulation
For many players, the pleasure they find is in the feeling of success when their city grows and people are happy. Not because they've been brainwashed by some in game Men in Black but because the player actually managed to do a great job understanding how a city works and overcoming its challenges. And this can only be felt if you can actually fail, learn from it, and start stronger.
Cities Skylines is a gorgeous game and I understand some people are content tinkering around and making a beautiful city they feel is their own baby.
But for the sake of those who wants to actually live the "deep simulation" you've been heavily advertising, please allow us to turn off all the failsafes that are not technically necessary.
Yep. At current state the game has so many failsafes that avarage player can't even notice that his city has huge problems. Companies can stand without goods for months, workers don't need to be at workplaces, etc etc. All this has already been ground a thousand times.
 
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Are you guys currently working on a timeline basis or will the next step in development be reached only when the game's current problems are deemed to be sufficiently addressed/fixed?

Is the integration of paradox-mantained workshop/mod platform being done in parallel or will it be the next development step?
 
This is exactly the plan, and we're working as fast as we can to deliver the fixes.

I'm just relieved it's the dogs and not the children.

Just like Cities: Skylines this game also has fail conditions where the game helps the player so that there is no hard failure ending the progress of a city entirely. Is your feedback that the game should punish the player more for the mistakes? We can most certainly look into the difficulty level in the future and see if there could a hard mode implemented.

I think you hit the nail on the head; I think a standard mode and a hard mode option at the start of the game would be ideal to please those of us who crave an enhanced challenge.

I would compare it to playing The Last of Us 2, where you can opt for normal gameplay or extreme realism with very limited assistance.

Keep up the great work!
 
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Are you guys currently working on a timeline basis or will the next step in development be reached only when the game's current problems are deemed to be sufficiently addressed/fixed?

Is the integration of paradox-mantained workshop/mod platform being done in parallel or will it be the next development step?

they addresed it assets and DLCs will get delayed till performance is in acceptable state
 
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No mention of the Microsoft Store version that lags behind days or a week with patches, which are at this stage, are very important patches with severe bug and performance fixes that affect everyone.

It is insane that instead of playing my 90 euro pre-order Ultimate edition I have to resort to 'creative measures' to play the latest build.

Talking about being inclusive and welcoming; please do better treating all your customers the same, no matter store or platform.

I want to end positive, the patches did already improve the game a lot for me and I am sure in a few weeks the game will ascend to greatness, and hopefully the Steam review score will too.
 
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This is exactly the plan, and we're working as fast as we can to deliver the fixes.

I'm just relieved it's the dogs and not the children.

Just like Cities: Skylines this game also has fail conditions where the game helps the player so that there is no hard failure ending the progress of a city entirely. Is your feedback that the game should punish the player more for the mistakes? We can most certainly look into the difficulty level in the future and see if there could a hard mode implemented.
A hard mode would be great! Please do increase the price of infrastructure in it, I'd like having to think twice before building a bridge in my 2k population town.
 
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No mention of the Microsoft Store version that lags behind days or a week with patches, which are at this stage, are very important patches with severe bug and performance fixes that affect everyone.

It is insane that instead of playing my 90 euro pre-order Ultimate edition I have to resort to 'creative measures' to play the latest build.

Talking about being inclusive and welcoming; please do better treating all your customers the same, no matter store or platform.

I want to end positive, the patches did already improve the game a lot for me and I am sure in a few weeks the game will ascend to greatness, and hopefully the Steam review score will too.
Have patience. Microsoft patches must got through and be approved by them before it can be released ,and they are busy.
Maybe it is Microsoft that slow on the process of approval.
 
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Question will Education be looked at?

i have a feeling that demand is to big especially with elementary school and collage. for example:

i had 30k eligible for collage and despite placing enough collages actual number of CSIMs in them was 8000
 
Please do better treating all your customers the same, no matter store or platform.

Reach out with this to Microsoft as being the store owners. It's the same thing as on Microsofts own flight simulator when it comes to third party: MS Store has to approve patches on their end before releasing them to public while Steam doesn't do so, so patches on Steam are instant while patches on MS Store are pending until they were reviewed.

It's more detailed here for general app submission but the process for submitted updates will likely be the same:
This process usually takes 24 hours, though in some cases it may take up to three business days. After your submission passes certification, it can take up to 24 hours for customers to see the app’s listing.
 
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when will the garbage fix patch roll out? I love the game but I stopped playing because of the “garbage piling up above every building” was driving be crazy. And also any general time frame for modding?
Can’t wait to see more for CS2! Keep up the great work
 
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Any ETA on fixing the Mail bug ? Its my 3rd city where I get -15 due to bad mail. Tried rebuilding all hubs, mail, more post boxes, more mail buildings, distribution centre etc.

For now stopped playing till it gets fixed.
 
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When can we expect the next update? The current traffic AI in the game is making it difficult for me to play.
We'll keep the updates coming as soon as we have fixes tested, therefore we are not committing to a specific timeline for the patches.
I'm afraid the feedback should be a bit more detailed for us to be able to help you, such as is there a bug or a balance issue that is making the traffic AI not work for you. Please submit a bug report and we'll take a look!
Hey! :) First of all, thanks for the update. And to answer this, I know you are all busy doing your best, but yes, this is what it seems a lot of us want (at least, just taking by some discussions on this forum and Reddit).

To just point out two of the larger ongoing discussions on this topic:
https://forum.paradoxplaza.com/foru...y-to-lose-give-us-difficulties.1607282/page-1

https://forum.paradoxplaza.com/foru...anagement-in-the-game-is-a-deception.1604434/

I realize these are a lot to go through, but the sum of them are essentially that we are a part of the playerbase who would love to have some sort of difficulty modes implemented. Less hand-holding, and even the possibility of having cities fail or collapse from failure of understanding the simulations. We feel like it's a shame that there appears to be such complex simulations that we're not allowed to really feel the consequences of harder when we overlook something.
Thank you for the well formulated feedback! I understand you, the more hardcore audience, would enjoy more challenge and will take this feedback onboard. As you can imagine adding difficulty levels is a bigger task that involves both design and code resources now occupied elsewhere, so no major changes are to be expected any time soon. We will first go through those threads and think about it!
Hello, please fix the level of detail. Since last week the game is really not good lucking since the reduction of these and I had to stop playing :(
I'm sorry to hear this. We are actively working on it, but it will take time to address properly.
The last two patches were released on Thursdays for Steam, so I guess they will try to stick to this pattern and try release one each week if enough bug fixes are ready to be released.
This is a good observation, but as you also pointed out it comes down to the progress we make.
Have patience. Microsoft patches must got through and be approved by them before it can be released ,and they are busy.
Maybe it is Microsoft that slow on the process of approval.
The process of approval is known and we have made the choice to release these patches on Steam the moment they are through QA. We unfortunately are unable to patch the game on a weekend so we are looking to start the approval process earlier in the week to make the gap between the patches as small as possible.
Question will Education be looked at?

i have a feeling that demand is to big especially with elementary school and collage. for example:

i had 30k eligible for collage and despite placing enough collages actual number of CSIMs in them was 8000
There was a bug with education that was fixed (UI showing wrong count for the college/university eligibility). Have you checked this with the game version 1.0.12?
 
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