Snowfall patch notes (1.3.0) & release information

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TotalyMoo

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Greetings Chirpies!

Tomorrow we release Snowfall, hurray! We are of course very excited to bring you another DLC with snow, trams, more buildings and of course hats for Chirpy.

The DLC is set to launch some time during the afternoon CET.

Having that said - updating a game with the moddability we feature will have its issues. We have worked behind the scenes with a team of the core modders and asset creators to ensure a smooth transition for you all, yet everyone was not available and our resources limited. A few of the more popular mods will stop working with Snowfall.

The biggest one we have identified so far that might cause issues is Traffic++. From what we can see the author is currently not active and we don't have any indication on when or if it will be fixed. For users of this mod we recommend disabling it for new saves and only loading it in "ghost mode" for old saves that are reliant on it being activated to work.

Beyond this we expect most of the major mods and assets to work with Snowfall without bigger problems.
HUGE thanks to the wonderful community members and prominent modders that have worked very hard during our closed testing to bring their creations up to speed. You're awesome!

NivJZiI.jpg


With no further ado, here are the patch notes!

1.3.0-f4

Paid content Snowfall Expansion

  • Winter theme added
  • 3 winter maps
  • 3 new winter parks
  • 4 new landmark buildings
  • Snow (generated on buildings)
  • Snowfall
  • Northern lights
  • Chirper variations and new chirps
  • Winter citizens
  • Winter trees
  • Winter props
  • Cars slow down on snow
  • Some twinkle!
  • New sounds
  • New music
  • Winter versions for a few After Dark growables added
  • Tram added
  • Tram rails, electricity poles and models
  • Tram roads and bridges/tunnels
  • Tram stops
  • Tram depot
  • Thumbnails and tooltips
  • Added to the public transport Info view
  • Added to the economy panel
  • Snow plows, that remove the snow from roads, and snow dump
  • Heating
  • Pipes
  • Geothermal Heating Plant
  • Boiler Station
  • Road maintenance service
  • Road maintenance truck and depot
  • Road condition affects car speed
  • Sauna
  • Temperature affects electricity and heat consumption
  • Thermometer shows current temperature either in Celsius or Fahrenheit
  • 8 new Steam achievements
  • 4 new policies
  • New loading tips
  • New loading images
Free for all players:
  • Expanded public transportation UI
  • Line detail / visibility icons
  • Public transport lines panel (sorting of lines by name, vehicle count, passenger count or number of stops, color and renaming and day/night/daynight lines settings) available from the public transport info view
  • Theme editor
  • Added information on which custom map theme is used for a map to New game, Load game, New map and Load map panels, including the theme author name
  • Warning added when trying to use a map or save that has a missing custom map theme
  • New map panel allows custom themes when starting a new map
  • Weather
  • Rain
  • Fog
  • Chirper variations
  • 5 new Steam achievements
  • Trams/taxi in info view now scalable size
  • Tunnel entrances have lights
  • WORKSHOP PANEL NOW DO ... INSTEAD OF CUTTING TEXT !!!!!
  • Background menu image fading based on what DLCs are owned
  • Main menu DLC badges
  • Building collision height includes props/trees
  • Small fixes for numerous buildings
  • Terrain cliffs and sand have now higher texel density.
  • Terrain cliff and sand textures have been improved and more uniformly tiled relative to different themes.
  • Fixed: Expansion 1: "2x2 Pub" gets built in Tourism districts and not Leisure districts
  • Fixed: Expansion 1: Design: 1x1_Souvenir Shops are built in Leisure Specilization districts.
  • Fixed: Expansion 1: Three assets are in the wrong category in the Asset Editor
  • Fixed: Expansion 1: "2x2 Beauty Salon" has wrong sort of names
  • Fixed: Expansion 1: Polish text for "User Interface Volume" goes out of bounds
  • Fixed: Russian option text in Display Mode scroll list goes out of bounds
  • Fixed: SPA/RUS: Options: The Aspect Ratio drop-down menu has cut-off text
  • Fixed: Magicka Theme Park is unevenly lit at night
  • Fixed: There is no "Normal" style for European maps
  • Fixed: Animated parks and unique buildings have flashing people and animals when viewed from the Electricity info view
  • Fixed: Elevated roads cannot be upgraded
  • Fixed: Some parks can be built under an elevated road, causing collision issues
  • Fixed: Solar Power plants description doesn't match the functionality
  • Fixed: It's possible to access locked construction menu tabs if loading into a smaller city save game from a large city save game
  • Fixed: Some citizens remain in parks indefinitely and sometimes retain their child bodies
  • Fixed: Graphics: Most props on the Magicka Theme Park are losing textures while zoomed out
  • Fixed: Tourism drops significantly in cities which have reached an attractiveness limit
  • Fixed: If too many 1x1 buildings are built close to each other, they, along with nearby buildings, will disappear if the user zooms out the
  • view.
  • Fixed: An error message appears when attempting to continue a power line by selecting the top-most part of a pylon.
  • Fixed: AI: After loading a saved game, multiple vehicles return to their depot.

On a minor note. After Friday your new Community Manager is Graham Murphy, AKA Escher. Please direct communication regarding Snowfall in his direction :)

Cheers,
John
 
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@TotalyMoo Just wanted to make it really really clear for all the flamethrower of hatred that roamed this forum the past few months.
I can read though. And most of it wasn't hatred - it was maybe impatience because of the sparse communication.
And still - I'm not impressed by the patch list. Besides this obvious bug with tourism there is nothing gameplay and simulation related that was adressed. Nothing. This either shows the lack of interest or the inability to work on those issues. But hey, it's as it is. So far it looks like CO's priorities or skills are what we suspected - no reason for hate but a disappointment to many of us in the more ambitious part of the community. All the hope remains on the modders and the future.
 
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@TotalyMoo Just wanted to make it really really clear for all the flamethrower of hatred that roamed this forum the past few months.

Some tourism issues are affected by agent limits which will not be 'fixed' because the limits are intentional. (Also simulation quirks like going to school at night isn't addressed either, that's probably working as intended as well)
 
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I love almost everything you will deliver with this patch, but I had high hopes that there could be more :(

For example:
- Schools are still open during night
- Hearses and ambulances are still stupid
- There is no button to move the day&night sliders at the same time
- There are no finance-related balance tweaks

And also, separate winter theme sucks. Hopefully modders will come and save the day with a seasons mod. :rolleyes:

PS. We will miss you TotalyMoo!
 
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I love almost everything you will deliver with this patch, but I had high hopes that there could be more :(

For example:
- Schools are still open during night
- Hearses and ambulances are still stupid
- There is no button to move the day&night sliders at the same time
- There are no finance-related balance tweaks

And also, separate winter theme sucks. Hopefully modders will come and save the day with a seasons mod. :rolleyes:

PS. We will miss you TotalyMoo!


Nah.

- Yes, schools and commercial areas are open during night, but imagine they would not in the vanilla game: As the day / night cycle is kinda fast barely any cims would arrive at school, so no workers would be created on a "normal" way (yes, I know, the engine would simply skip school and force the cims to be workers). Only slowing down the cycle would make sense in addition to this

- I don't think they are "stupid", but again I think the time system is the thing that causes havoc. If cims would not live the same lenght and would grow older with way less speed you would not have so many people dying while the hearse travels to it's initial destination (10 deaths during a 1 minute drive is kinda heavy). That's also the reason a hearse can hold unrealistic 10 bodies instead of one as it's the only way to keep it controllable at some point. Ambulances... well, I don't see them often in my cities, only when something is too loud, but as I stated in another thread I'd like to see that people die in an hospital and get ill before. Only few people die at home or in an commercial area.

- How often do you adjust both values? I'm fine with that. I think that's a really low priority for most people ;)

- I think that the tourism fix is also a kind of finance-related fix / tweak.

Also I'm sure some modder *cough boformer cough BloodyPenguin cough PropaneDragon cough* will be able to do seasons by time :)

Still important is that those modders got the base to do so - without the addition of snow, rain and temperatures to the main game it would be a pain of work to create such mods.
 
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It's not that easy. That would require quite a few changes.
I am not sure about that cause of this discussion on Reddit:

slurpherp 9 months ago

Hey /u/TotalyMoo or /u/co_martsu , the tunnels don't work in the map editor, anyway there could be a hotfix for this?


[–]AzurespecterParadox 9 months ago
I'll bring this point up to CO. It may have just been a small oversight, hopefully it can be hotfixed easily.

[–]TotalyMooParadox 9 months ago
Correct, it's an unfortunate oversight on our end. I'll see what can be done.

And this on on this forum:

Hrnsk: I just noticed you can't create tunnels in the map editor. I tried to recreate New York City, and when i wanted to insert the Holland Tunnel i could't place the road underground.

Azu: Yep, this was a minor oversight when tunnels were implemented. We'd like to get this fixed though, but for now you'll just have to make them in-game. Sorry about that!
 
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Now to part 2 - feedback!

When we released After Dark the reception was overwhelmingly positive, now that some time has passed we can see this has stayed true with a metacritic score of 80/8.1 and 89% positive on steam.

Alas, there are always things to improve! We have heard your feedback and would like to address some of the most common suggestions and requests. Please do note that software development is slow and steady when done right, so whilst we aspire to improve many of the things listed below it will take time.

Schools are active during the night.

- Not as designed, is currently on our internal wishlist to fix.

Solar power does not work during night.
- Having solar power as the obvious end-game choice was not very interesting design as it did not promote using different strategies depending on the situation. This is working as intended but we do agree the balance can be improved so that it's a competitive option.

Tourism numbers low or sometimes completely vacant.
- Might be a balance issue or possibly bug - we are investigating both options. If you have a saved game where you're either seeing an extremely low amount of tourists or the tourist numbers are decreasing as your city size grows - please send it to us so that we have more material to work with.

Hard to build during night time.
- Common feedback, we are investigating potential improvements.

Using day/night budget sliders sometimes result in low land value.
- Not working fully as intended, investigating.

Shoreline assets are difficult to place/connect.
- These are working as intended. Still, we have heard your feedback and will consider usability improvements here when/if the team finds time.

Some maps and/or biomes are very bright and oversaturated.
- Some improvements have already been made, this could be a bug, related to the users GPU or an unintended result of lighting changes. Investigating further.

Leisure/commercial does not behave very differently depending on time of day.
- Improved balance being investigated. If you have this issue, please send us a report of your problem as well as your city size (population).

Tunnels missing in map editor.
- This has been a popular question for a long time and I have to admit our messaging hasn't been entirely clear whether or not it's possible (maybe) or working as intended (yes, due to technical limitations). Adding support would require substantial time from CO and we can not prioritize this as it stands. It's wishlisted.

Service vehicle behavior isn't the best.
- Investigating if this can be improved or smarted up somewhat.

"Normal/vanilla" style missing as district style on euro maps.
- Bug.

Prioritizing service vehicle spawn when agent limit is reached.
- Investigating if possible.

Taxi profits are very low.
- Balance being investigated, this system is intended for larger cities.

Texture alpha quality changed.
- Could be unintentional change or tied to the aforementioned lighting issue, being investigated.


That's all for now! Happy gaming everyone, and thank you for your amazing support and continued constructive discussion. We are truly grateful for having you as our community and look forward to bringing you more fresh content.

Regards,
The Cities Team

Thanks for the patchnotes. Sadly you adressed only 2 things out of this list - do we get any info about the other issues?
 
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The biggest one we have identified so far that might cause issues is Traffic++. From what we can see the author is currently not active and we don't have any indication on when or if it will be fixed. For users of this mod we recommend disabling it for new saves and only loading it in "ghost mode" for old saves that are reliant on it being activated to work.
Why don't you just add its functionality into the game? Clearly it's something people really need.
 
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  • Fixed: Tourism drops significantly in cities which have reached an attractiveness limit
Hah, you probably put that close to the end to make sure that we read everything :). Looking good, as that was the only serious bug I encountered.

Good luck for your future endeavors! Enjoy Singapore.
 
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