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Hi Everyone,

This week at Colossal Order: Happy! Tired. Excited! And we can't wait to hear what you think of the Scenario editor and Natural Disasters! I know you are mostly eager to read the patch notes, so here they are below.

Come say hi at Paradox Fan Gathering on Friday if you are there!

Cheers,
Mariina

1.6.0-f4

Paid content Cities: Skylines - Natural Disasters Expansion
  • 7 disasters
    • Tsunami
    • Tornado
    • Thunderstorm
    • Earthquake
    • Sinkhole
    • Forest fire
    • Meteor strike
  • Building fire now spreads
  • Random disasters in sandbox play
  • 5 scenarios
  • New services to counteract disasters
    • Space Radar
    • Weather Radar
    • Tsunami Buoy
    • Earthquake Sensor
    • Firewatch Tower
  • Re-building systems for disaster aftermath
    • Disaster Response Unit
    • Pumping Service
    • Large and Small Shelter
    • Tank Reservoir
  • Helicopters for some existing services and helicopter depots
    • Fire Fighting Helicopter Depot
    • Medical Helicopter Depot
    • Police Helicopter Depot
  • Planning escape routes for Shelters
  • New Chirps
  • 3 new Chirper hats
  • 6 new unique buildings and a new monument
  • 12 new Steam achievements
  • 5 new policies
  • Fresh Water Outlet (new Water Service building)
Free content for all players:
  • Scenario editor and ability to share scenarios in the Workshop
  • 3 radio stations
  • Game engine upgraded to Unity 5.4
  • Load/save/new -panels now support sorting asset list by name or modification time
  • Extra buildings available also in the European theme
  • Paradox Store logo is now Steam logo
  • AssetImporter:
    • Imported asset scaling textbox is automatically set to match template mesh size to prevent confusion with very small models
    • Fixed preview camera showing building tiles for vehicles
  • Warnings for badly optimized or very large custom assets added
  • Sub building serialization + sub building tool in asset editor
  • Prop/tree variation serialization + asset editor tool
  • Asset importer prop/tree templates
  • Asset editor props more organized
  • Ambulance and police car siren volumes tweaked

  • Fixed: After Dark: Collision: Citizens sometimes walk in mid-air to reach the restaurant pier.
  • Fixed: Landscaping: None of the new props are localised in any part of the game
  • Fixed: Snowfall: Trees don't have a thumbnail picture in their tooltip on winter themed maps
  • Fixed: Snowfall: After the Christmas tree burns down the tree is unscathed.
  • Fixed: Snowfall: Tool names partially overlap their corresponding icons
  • Fixed: Stadiums: Juventus Stadium and Camp Nou are very brightly lit at night
  • Fixed: Stadiums: Football Stadium model doesn't look burned down after having burned down
  • Fixed: Stadiums: "Burned Down!" signifier is placed inside the Football Stadium
  • Fixed: Stadiums: Football Stadium gets an "already built" icon when it shouldn't
  • Fixed: Paradox account: Wrong password error message is ambigious
  • Fixed: Paradox account: Missing translation in the Paradox account error message.
  • Fixed: Asset Editor: Asset Importer category icons have no tooltips
  • Fixed: Asset Editor: An intersection with roads from both expansions could have both badges displayed.
  • Fixed: Asset editor: Impossible to import OBJ meshes for new assets
  • Fixed: Content Manager - Unsubscribing too many workshop items at once leads to a crash.
  • Fixed: Memory errors when over 16gb installed in Linux
  • Fixed: The save games in the "Load Game" menu are strangely sorted instead of just sorted by date
  • Fixed: Gameplay: Budget sliders create low land value
  • Fixed: Park prop assets should have an indicator that they come from a specific DLC or mod
  • Fixed: Milestones: Boom Town: Placeholder text displayed when hovering over the tram icon.
  • Fixed: Bus: Missing translation for "Modify Line" and "Lines Overview".
  • Fixed: Total line count in the public transport details panel is missing localization for other languages than english
  • Fixed: Asset Editor: Saving a new asset with some default templates for vehicle assets displays a warning message
 
Does this result in some noticeable benefits for the player or is it mainly for making future development / code maintenance easier (or something similar)?

We always keep the engine upgraded to the latest stable release of Unity so the future development goes as smoothly as possible. It also allows us to utilize the latest features if needed as well as fixes bugs in the engine.
 
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@co_martsu
Umm, I haven't checked it in game, but it seems that you didn't change the icon for parks. Could you please change this tree icon
upload_2016-11-29_16-38-46.png
to something else because the trees aren't even located in that sub menu anymore. I always get confused even though I know that the trees are in the landscaping menu. :confused:

You could do with some other UI improvement too. I'm hoping for a complete revamp. Here are some of the things that almost drive me crazy in the main menu alone...I mean it's not literally unplayable but it shows how unpolished and ugly the current UI looks.

upload_2016-11-29_16-44-35.png
Why does it say DLCs if the word DLC is supposed to mean Downloadable Content? Is it like Downloadable contents?
upload_2016-11-29_16-45-37.png
Why are some of these icons rounded and others blocky? That last one even misses the money icon...
upload_2016-11-29_16-47-13.png
There's a weird little gray line going through this button o_O

I think this concept is quite golden. :cool: It's centered, clean and consistent.
228e73223908b04d7e1753f3d28a6fd514bba5d3f95.jpg
 
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Nice work so far, but I'm somehow unhappy to not being able to create custom helicopters the way I'd love to as it seems there is no way to change the rotor mesh or its position. I hope some feature to edit such assets (also in the wind turbine) will be added in -f5 / -f6

I'd really love to recreate some real life helos at some point :)
 
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i'm gonna wait about a week to play, but i'm buying it as soon as i get home.... i just wanna let all the assets and mods get updated first....
I probably have to wait too. It sucks because this is my favorite game by far. Colossal should really implement the most basic mods into the base game so that there wouldn't be so many essential little mods...

Maybe somebody from CO could take a look at these if I list them here: :)
  • Advanced Vehicle Options (you have to have this if you want to disable the vanilla vehicles)
  • District Policies Highlighting (really handy UI mod)
  • Elevated Stops Enabler (the fact that you cannot place a stop on elevated roads seems almost like a bug for me)
  • Improved Mods Panel (with this one the mods panel is much nicer to use)
  • Pause on load (the loading times with assets are so ridiculous that i would like to see this as an option in the game)
  • Surface Painter (you promised us the pavement tool when skylines was still in alpha, it would be nice to have it in game)
  • Toggle Traffic Lights (super simple mod, sometimes it's just better to have an intersection without the lights)
 
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this is main reason why i rarely specialise industry, except farming and forestry. i'm not really keen on infinite oil since running out of oil is realistic, it just happens a bit too quickly

and to get back on topic
"Load/save/new -panels now support sorting asset list by name or modification time" this pleases me :)
 
after update am getting this
A Mod caused an error [System.Exception]

Details:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at NetworkExtensions.Mod.OnSettingsUI (UIHelperBase helper) [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception
 
after update am getting this
A Mod caused an error [System.Exception]

Details:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at NetworkExtensions.Mod.OnSettingsUI (UIHelperBase helper) [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception

How about giving modders more than 3 minutes to update?
 
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