Today we are enjoying cake to celebrate Cities: Skylines winning the Game of the Year, Big Screen Game and Pelit-magazine's Kyöpeli award at the Finnish Game Awards. It was a fabulous night last Thursday and we have to thank all our fans, the good people at Paradox and of course my biggest thanks to the team for the hard work put into the game. And not only this, we are also nominated at the Nordic Game Awards held in May!
There can never me too much cake, or awards!
The work on Cities: Skylines continues and last week we released a small bugfixing patch. This caused some grief among mod users so I thought I'd open up our feelings about updating the game and modding in general. (The Champagne helps!)
We wanted to make the game moddable to allow modders to create new content and changes to the game. We have official modding tools, but little did we know how talented and creative the modders are! They have gone so far beyond the official API making amazing modifications to the game to our delight. There are also thousands of different assets created to enrich the look of the game. All these total to over 80 000 items in the Steam Workshop!
At the same time we at Colossal keep working on the game both creating new content and working on bugfixing and general improvements. The inevitable truth is that some mods use the same code we are modifying which causes the mods to break and possibly ruin the mod users day. It is regrettable, but on the mod user's responsibility as they have agreed to the terms of using mods. I believe it has been clearly explained how using the mods can have unforeseen consequences and therefore it requires the user to agree to the risks.
What does Colossal Order do to mitigate this annoyance of mods breaking?
We have a closed modding beta forum and early access to the upcoming updates for modders so they can test their mods against the changes made by us and fix the issues before the release of such update. If you are a modder and want access to the this beta, please PM our NewMoo community developer extraordinaire @TheLetterZ with details of the mods you are working on.
We also bundle all fixes we can with the expansions to keeping the updates as few but as significant as possible.
Why can't I use an older version of the game?
Steam forces the updates to all users and that's how we want it to be. Updates are necessary to taking the game forward and fixing issues. Handling multiple versions of the game is not feasible I'm afraid.
Can't Colossal test the mods before releasing an update?
No. The QA handles testing the update itself and testing even some of the mods on top of that would be extremely time consuming. The modders can also update their mods at any given time, so quality assurance for the mods is on the responsibility of the creator. And the ones actively working on their mods are doing a fabulous job at it!
For the next months we will be working on something more substantial so there won't be frequent updates for the time being. We are very excited about what is to come for Cities: Skylines and I hope the ones playing the vanilla game, using mods and modding the game will stick with us to see what the future holds!
Cheers,
Mariina
There can never me too much cake, or awards!
The work on Cities: Skylines continues and last week we released a small bugfixing patch. This caused some grief among mod users so I thought I'd open up our feelings about updating the game and modding in general. (The Champagne helps!)
We wanted to make the game moddable to allow modders to create new content and changes to the game. We have official modding tools, but little did we know how talented and creative the modders are! They have gone so far beyond the official API making amazing modifications to the game to our delight. There are also thousands of different assets created to enrich the look of the game. All these total to over 80 000 items in the Steam Workshop!
At the same time we at Colossal keep working on the game both creating new content and working on bugfixing and general improvements. The inevitable truth is that some mods use the same code we are modifying which causes the mods to break and possibly ruin the mod users day. It is regrettable, but on the mod user's responsibility as they have agreed to the terms of using mods. I believe it has been clearly explained how using the mods can have unforeseen consequences and therefore it requires the user to agree to the risks.
What does Colossal Order do to mitigate this annoyance of mods breaking?
We have a closed modding beta forum and early access to the upcoming updates for modders so they can test their mods against the changes made by us and fix the issues before the release of such update. If you are a modder and want access to the this beta, please PM our NewMoo community developer extraordinaire @TheLetterZ with details of the mods you are working on.
We also bundle all fixes we can with the expansions to keeping the updates as few but as significant as possible.
Why can't I use an older version of the game?
Steam forces the updates to all users and that's how we want it to be. Updates are necessary to taking the game forward and fixing issues. Handling multiple versions of the game is not feasible I'm afraid.
Can't Colossal test the mods before releasing an update?
No. The QA handles testing the update itself and testing even some of the mods on top of that would be extremely time consuming. The modders can also update their mods at any given time, so quality assurance for the mods is on the responsibility of the creator. And the ones actively working on their mods are doing a fabulous job at it!
For the next months we will be working on something more substantial so there won't be frequent updates for the time being. We are very excited about what is to come for Cities: Skylines and I hope the ones playing the vanilla game, using mods and modding the game will stick with us to see what the future holds!
Cheers,
Mariina