Today we are proud and excited to bring you our first large content update: Cities: Skylines 1.1.0 - European Buildings. This update is, as promised, totally free to all our players - current and future.
So what are you getting today?
Over 50 European style buildings
Wall-to-wall buildings enabling players to build those European streets and neighbourhoods
Three new starter maps
Tunnels, one of the community’s most requested features
A number of Asset Editor additions including the ability to import custom vehicles
A multitude of smaller cosmetic additions and bug fixes.
Please note:
The European style buildings are a map theme, meaning you will need to play a map in the European biome in order to see them.
Many mods and (some) custom assets will not work with 1.1.0 and will need updating by their author. We have worked hard to cause as few conflicts as possible with popular mods, yet this is a substantial update and with the code & functionality changes some issues have been impossible to avoid. Going forward we aim to find a solution where we can work with our core modders pre-launch to give them ample time to adjust their creations before the public have access.
Our brand manager (the handsome guy you've seen in several videos) has the following to say about the expansion plans for Cities: Skylines.
“Cities: Skylines will continue to follow the traditions set by other recent Paradox releases such as Crusader Kings II and Europa Universalis IV of paid expansions combined with large updates of free content ensuring that all players, whether they choose to purchase the expansions or not, will have plenty of new features to look forward to. One of the major differences, however, between those titles and Cities: Skylines will be that minor DLC updates will be uncommon. The majority of content updates will be significant upgrades and additions.
Going forward, we will focus on giving away the main features for free and improving the modding tools, while also selling major expansions around new mechanics. But we will also continue to offer free content such as new buildings and road types.”
Full patch notes for Cities: Skylines 1.0.7 - 1.1.0
Code:
Features & New
New: European theme added
New: 72 European buildings in the European theme
New: Support for corner and adjacent buildings in the European theme
New: 3 maps added with European theme (Cliffside Bay, Foggy Hills and Grand River)
New: Tunnels for roads and rail added
New: Metro tunnels can be built at different levels
Options: V sync option added
Options: Invert Y mouse axis added
Editor & Modding
Launch options: added -noWorkshop to disable Steam workshop
Asset editor: Increased limit for bridge pillar count
Asset editor: Hedge added to residential props
Asset editor: Added custom vehicle importing
Asset editor: Added the ability to set custom thumbnails and tooltip images for all types of assets (in the save panel)
Asset editor: New editable properties exposed
Asset editor: Added ability to inherit building unlock milestone from template
Asset editor: vehicles have a Steam tag "Vehicle"
Asset editor: Fixed cut off text and missing spaces in the Properties box
Asset editor: Water Service buildings can now have proper pipe connections
Asset editor: Custom harbors and cargo harbors are now usable in-game
Asset editor: Custom airports now get visited by planes, like an actual airport
Asset editor: Fixed issue where some custom assets could not be loaded in-game after editing
Asset editor: Fixed missing texture for landfills
Asset Editor: Fixed a rare issue where holding and releasing the mouse button would not be recognized
Content manager: Introduced a new layout
Modding API: Added OnEnabled/OnDisabled support for IUserMod. Called everytime a mod is becoming active or inactive
Map editor: Fixed issue where users could place a water source outside the map area
Map editor: Fixed free camera hotkey not working
Bugfixes & Misc
Linux: support for JPG workshop previews added
Linux: users can now use numpad-Enter in-game
Linux: Fixed rare issue where users crashed due to a faulty asset
Fixed issue with 1x1 buildings "disappearing" when zoomed out too far
Fixed several localization issues
devInfo.txt is no longer needed
Achievements are now properly localized
Small contrast changes in some information windows to improve colorblind accessibility
Fixed issue where some elevated roads became immune to interaction
Metro and train lines now properly update when changed
Cruise ships no longer travel over land :’(
The 2x2 OreCrusher now has a purpose in life
Ireland is properly represented on the Union Jack
Cursor no longer disappears when you press Esc whilst rotating the camera
Adjusted upkeep cost of some roads to the one displayed in their tooltip
People no longer die when your city is at 0 population
Fixed an issue where right clicking a button would highlight it incorrectly
Fixed an issue where free camera mode was not enabled after viewing milestones
Fixed an issue where changing language in-game would not change language for some menus
Fixed an issue with mouse button key bindings
Fixed an issue where the options menu would not be closed properly by hitting the esc key
Fixed an issue where temporary save files would sometimes be visible
Fixed an issue where roads would snap to inaccessible sections of hydro dams
Fixed a graphics issue where text would sometimes be corrupted at the bottom of save and load menus
Trees in terrain heights view should now have the proper colors for their elevation
Fixed an issue where users could elevate the height of gravel paths, even though they could not place them
Fixed a minor graphical issue in the content manager
Fixed some text alignment problems
Text references to left and right mouse buttons now take left-handed mouse settings into account
Added confirmation prompt for Reset Unique Buildings
Yay. A reason to go back to the game now. Always wanted to start a new city with the things I learned (mostly road-wise) but now I have the excuse of making a european city \o/
And it applies to railroad too, just press page down to create an instant subway without using metro - it's awesome for sticking freight stations in hard-to reach places.
Playing Valheim every weekday at 10pm GMT - twitch.tv/kaltern
Follow me on Twitter if you feel like it... @kaltern
Today we are very happy to bring you a bug-fixing oriented patch aimed to address some of the most common issues and points of feedback. Of course, as with any patch, not every problem has been solved - yet we're satisfied with the list of fixes that has been achieved.
Once again we would like to give you all our most heartfelt thanks for the amazing amount of feedback, bug reports and support you've been giving us. It helps us greatly not only with information but also motivation.
Mod compatibility in 1.1.1b
Due to some improvements with how mod-specific options are displayed in-game a fair amount of popular mods will be incompatible with 1.1.1b. We recommend using the steam launch options "-disableMods" and "-noWorkshop" until the mod creators have done the necessary, albeit very small, changes. More info on what needs to be done by our modders can be found here[forum.paradoxplaza.com].
Meanwhile we'll be doing our best to list the known incompatible popular mods below.
Traffic++ (mod creators are notified)
Patch notes
Added 30 new buildings (growables)
Added tunnels for Pedestrian path
Improved error handling for when a mod does unholy operations
Added "unsubscribe all" button in the Steam Workshop category in Content Manager
Fixed De-zoning areas sometimes results in zoned tiles reappearing
Fixed trains stuck to map borders
Important note: This takes a few minutes to go into effect on old saves experiencing this issue. Please let it work its magic!
New option panel layout
Auto-save option added for games
Graphics: visual glitches with pavement on steep slopes fixed
Fixed polish UI audio volume not fitting the Options panel
Fixed the keymapping in all languages not fitting to fit on 2 lines
Fixed missing info tooltips for markers (smoke, large smoke, info tooltip shot, invisible parking space and steam)
Fixed the "-noWorkshop" toggle to completely disable the Steam workshop integration
Fixed mouse wheel to scroll the build toolbar
Added shutter sound to snapshots in map editor
Fixed left and right mouse button references in all languages
Ability to reset keybindings to default without losing all other settings
Installing multiple workshop items at once should not freeze the game anymore
Dedicated options space for mod settings (IUserMod.OnSettingsUI(), added checkbox, button, slider and dropdown support) - http://www.skylineswiki.com/Mod_Options_Panel
Asset editor: Added new thumbshot and infoshot tools for capturing thumbnail and infotooltip images, respectively
Asset editor: Automatic snapshot, thumbshot, and infoshot are taken when opening the save panel for an asset (unless the user already took them)
Asset editor: Save asset panel now has the ability to select which to use of available thumbnails and infotooltips
Asset editor: Trailer and LOD colors show correctly in the editor when editing color variations
Asset editor: Removed color variation property from trees since it is not used by the game
Asset editor: Optimizations on saving/loading custom assets
Asset editor: Fixed a bug where creating several new assets during the same session would get the same ID, resulting in e.g. snapshots going to the same folder
Asset editor: Fixed additional polygons sometimes appearing in the models when scaling and/or rotating models
Asset editor: Scaling the model larger no longer makes it vanish from the preview camera
Asset editor: Overriding only some of the lod textures (e.g. assetname_lod_d) now works again without having to override any of the others
Asset Editor: Railtracks now available in Intersection editor
Asset Editor: Loading an asset does not reset the previously entered description
Asset Editor: Level 2 specialized industrial buildings can now be imported and edited
Design: Now possible to see what all future milestones unlock
RUS/GER: Fixed the "View on steam workshop" text cut-off in Content Manager.
Fixed trucks stop and wait outside cargo train station, blocking traffic
Added population info in the load panel for new save games
As per usual, please let us know if you experience any new issues with this patch.
TR: Will you be releasing DLC for the game any time soon?
MH: We'll have a big expansion and release both free and paid updates, all of which we'll be revealing at Gamescom.
TR: Some good ideas for DLC have been suggested in Reddit's Cities: Skylines subreddit. Would you mind giving your opinion on a few of them?
MH: Sure.
TR: A transportation pack: bikes, bike lanes, skaters, trams and above-ground metros.
MH: There are some very cool ideas in there! Above-ground metros is very unlikely to happen. I haven't been thinking about skate parks, but it sounds like fun. I wonder what our animator would come up with - probably something crazy.
TR: Advanced tourism: zoos, theatres and casinos.
MH: Excellent!
TR: Boadwalks, seaside attractions, ferries and higher land value for beachside properties.
MH: Also good ideas.
TR: Amusement parks.
MH: I'm a huge fan of Theme Park, but it would be difficult to make in the game. As a unique building then sure, but I think people would want to actually build them, so it's very unlikely to happen unfortunately.
TR: Zombies. They're cool, right?
MH: Yes! We need zombies. Yes to those.
TR: How long do you plan to keep adding to Skylines before you make a sequel?
MH: As long as we possibly and technically can while people enjoy playing the game. I think the point where we have to move on to a sequel is when the technology is in such a state that it doesn't make any sense to continue working on Cities: Skylines. I'm hoping that will be some years in the future because there's so many ideas we want to add to the game before going there.
TR: What's next for Cities: Skylines?
MH: We're going to be focusing on some great expansions and getting free updates out to generally improve the game. We're also very focused on improving the modding tools to allow them to do even cooler stuff.
Night time is fun time! After Dark is the first expansion to the hugely popular classic city simulation Cities: Skylines. The game expands on the repertoire of features and customizations designed to enhance the thrill as well as maintain the challenge of the city building experience.
Developed by Colossal Order and published Paradox Interactive, the central feature of the latest expansion is the day and night cycle, which alters the approach to managing your city. Will you construct a bustling city that lives and breathes at night or will your city succumb to the perils and misadventures of night life? You’re only limited by your imagination, so take control. The sky is the limit!
Find out what life is like in the city when the sun goes down!
City-building sim Cities: Skylines is getting its first expansion pack, and it's one based around the addition of a nighttime period for your cities.
The day-and-night cycle is the primary new feature revealed today as part of the After Dark expansion, and it's something that all users will receive in a free update coming at the same time as the expansion. This is more than just a cosmetic change, as cities functions differently at night. Citizens do different things, there's less traffic, and certain areas (depending on their zoning) are less effective.
After Dark also adds a leisure specialization for commercial areas, which will be busier at night but work normally during daytime hours. Alongside this is the new beach specialization, which wasn't specifically said to operate differently throughout the day, but presumably will.
City services are being expanded with taxi service for citizens and tourists, prisons for criminals to be taken to from police stations, international airports (increasing the amount of airport traffic you can receive), and bus terminals that transfer citizens from one bus line to another.
New transportation options include bikes (along with dedicated bike lanes and paths), as well as dedicated bus paths that can help public transportation to operate more efficiently.
After Dark doesn't yet have a release date or a price
I like it, some really good stuff coming up for this game. Bus lanes, bikes, taxis, nighttime. Finally won't have to create my own busterminals.
I just wonder how the time cycle will work. As it is now it can take days for people to get to work and days to get back home. Some long hours they have to put in with no sleep. Mostly comes down to traffic being hard to work out properly. Hoping some of these new things (plus likely game issues being worked on) will fix this up nicely. Hope there will be clubs, restaurants and stuff added in to really add the feeling of nighttime.
Wow, I got an awkward feeling watching that video. The reporter mumbled through some of his questions very quickly. Seems like he was afraid of the dev
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