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Cities: Skylines II

Games

Raise a city from the ground up and transform it into a thriving metropolis with the most realistic city builder ever.

Latest · by Iceflake StudiosWebsite

Changelog

Patch 1.6.0f1 - Summer Solstice

Added
  • Office goods can now be purchased from outside connections
  • Info and Customize tabs added to the selected info panel for buildings with customization options
  • Toggle to show or hide contour lines with a new keybind that is unbound by default
  • Terrain texture painting tools in the in-game and map editor including brush selection and brush rotation
  • New Playsets tab to creator pages on Paradox Mods to showcase their shared playsets
Changed
  • Households re-evaluate moving home less often to improve performance in large cities
  • Tourists, commuters, and vacationers walk along highway shoulders less often when entering or leaving the city
  • Commercial demand adjusted slightly lower
  • Terraforming tools now scale strength with brush size better
  • Button styling polished
  • Terrain texturing significantly overhauled with improved material blending, three levels of texture detail, and rock texturing using multi-axis projections
Fixed
  • Citizens now consider distance when traveling to shops instead of always going to the one with the most stock
  • Citizens taking absurdly long trips across the map by tailoring pathfinding limits per trip type and handling gracefully when no route is found
  • Legal U-turn costs to allow citizens to use dedicated lanes more flexibly and lowered illegal U-turn costs
  • Buildings sometimes losing road access after leveling up
  • First data point on the production statistics graph appeared abnormally small at the start of a new game
  • Battery depleted warning icon no longer gets stuck on emergency battery stations that have been refilled
  • Benchmark screen incorrectly showing refresh rate as 60 Hz regardless of monitor in use
  • Terrain normals pointing upward too much making the terrain look flat
  • Shoreline misaligned with the water
  • Saves failing to load if they contained references to missing modded or custom content
  • Issue where mods were not loaded in certain cases such as during sync conflicts

This patch can affect some custom maps, but loading of old maps and savegames is supported.

Gameplay:​
  • Fixed a bug where citizens would always travel to the shop with the most stock, completely ignoring distance.

  • Households now re-evaluate moving home less often, improving performance in large cities.

  • Tourists, commuters, and vacationers now walk along highway shoulders less often when entering or leaving the city.

  • Fixed citizens taking absurdly long trips across the entire map. Pathfinding limits are now tailored per trip type: work, school, shopping, and leisure each use a sensible range rather than a shared near-unlimited cap. Citizens who can't find a viable route now handle it gracefully: move-outs teleport off-map, workers drop their job, and leisure-seekers idle at home before retrying.

  • Note: there is at least one known remaining issue where students may still walk too far.

  • Office goods can now be purchased from outside connections, improving supply chains when local sources are unavailable.

  • Fixed legal U-turn costs to allow citizens to use dedicated lanes more flexibly and lowered illegal U-turn costs to match intended limits.

  • Adjusted commercial demand slightly lower to balance it.

  • Fixed buildings sometimes losing road access after leveling up.

  • Terraforming tools now scale strength with brush size better.

UI:​
  • Small polish to button styling.

  • Added Info and Customize tabs to the selected info panel for buildings with customization options.

  • Fixed a bug where the first data point on the production statistics graph appeared abnormally small at the start of a new game.

  • Added a toggle to show or hide contour lines, with a new keybind. The keybind is unbound by default and can be assigned by the player.

  • The "battery depleted" warning icon no longer gets stuck on emergency battery stations that have actually been refilled.

  • Added terrain texture painting tools to the in-game and map editor, including brush selection and brush rotation (Shift + Mouse Wheel).

  • Fixed the Benchmark screen incorrectly showing the refresh rate as 60 Hz regardless of the monitor in use.

Visual:​
  • Terrain texturing has been significantly overhauled.

  • Terrain material blending now uses texture detail to produce more natural-looking transitions between materials.

  • Texture tiling now has three levels of detail instead of two.

  • Rock texturing now uses a mix of projections from three axes instead of top-down projection only.

  • All Temperate biome maps have reworked grass, dirt, and rock materials, and four new paintable ground materials.

  • Fixed terrain normals pointing upward too much, making the terrain look flat.

  • Fixed shoreline being misaligned with the water.

  • Painted additional map textures for: Archipelago Haven, Great Highlands, Twin Mountain, River Delta and Mountain Village.

  • Updated map border with adjusted dashed line color and a dark outline for improved visibility.

  • Lower Texture Quality settings now reduce terrain VRAM use and improve GPU performance.

  • Fixed shadow rings becoming visible at certain camera angles.

  • Improved shadow quality and reduced artifacts when the sun is low.

  • Added a toggle to hide snow visuals without affecting gameplay simulation.

Misc:​
  • Fixed localization issues in Polish and Spanish.

  • Fixed a JavaScript error that could prevent the Paradox Launcher from starting.

  • Credits have been updated.

Mods:​
  • Fixed an issue where saves could fail to load if they contained references to missing modded or custom content. Affected saves should now open cleanly.

  • Mod error notifications now show mod names instead of IDs after restarting the game.

  • Gizmos now only appear for transparent objects and the selected one instead of all.

  • Widgets now only show on selected assets.

  • Fixed an issue where read-only prefabs could incorrectly be saved as assets in the editor.

  • Fixed map save issues when using custom climate/water/terrain settings.

Paradox Mods:​
  • Added a new Playsets tab to creator pages to showcase their shared playsets.

  • Added support for Bluesky and coff.ee links.

  • Tags can now be collapsed and are collapsed by default.

  • Fixed an issue where mods were not loaded in certain cases, such as during sync conflicts.

  • Fixed an issue where mods could occasionally fail to download.

  • Fixed an issue where mods sync could fail to update mods due to corrupted files.

If you have anything to report, please make a post to the PDX Forums Bug Reports board.

Hotfix - Patch 1.5.10f1

Fixed
  • Issue with saving old save games
  • Issue with saving custom maps

This patch should not affect mods, and loading of old savegames is supported.

After our previous patch, we received a lot of reports about being unable to save, or receiving ‘NotSupportedException’ error. We want to thank everyone who participated in testing out the open beta branch that we released related to this issue!

We have prepared a hotfix that addresses the symptoms of this saving bug. Our research suggests that the actual issue was introduced by the addition of Asset Editor last year, but it stayed hidden until our recent change. We are still looking into the root cause of this issue and plan to release a complete fix for the bug in our next patch! However, in the meantime, the current fix should be enough to keep your game going and saves functioning.

Misc:
  • Fixed issue with saving old save games.

  • Fixed issue with saving custom maps.

Patch 1.5.9f1 - Morning Dew

Added
  • You can now filter assets from Region Packs and asset mods in the build menu
  • Added zone cell grid and zone cell border color and transparency sliders
Changed
  • Vehicles now make fewer unnecessary U-turns
  • Vehicles now choose their turn lanes earlier when approaching highway exits or intersections
  • Natural resources now deplete at the intended slower rate on easy mode
  • The benchmark screen now shows your screen resolution instead of the game version
  • Tool parameter values like road elevation now carry over when switching between related tools
  • Slightly improved tree shadows flickering while the simulation is running and the sun moves
Fixed
  • Citizens and companies no longer use the electricity fee instead of the water fee when calculating electricity costs
  • Game no longer crashes upon interacting with a DLC transportation line in a vanilla game session
  • Coal Power Plant can now send out vehicles to buy coal
  • Delivery trucks now properly leave specialized industry buildings such as farms to export and sell their stock
  • Education overlay now shows the correct number of eligible students for Elementary School
  • UI no longer disappears when certain zoned buildings are built in road corners
  • Hotels no longer show the wrong customer count and the count will reset at midnight
  • Shadow rendering distance no longer jumps toward the horizon when looking toward the horizon and tilting the camera up and down
  • Shadows are no longer cut off when zoomed close to the ground
  • Shadow cascade distribution is now even to prevent shadow quality from dropping close to the camera
  • Volumetrics Quality Settings now work in settings
  • Mod loading at launch improved to continue to the main menu if mods are not loaded in two seconds and download the rest in the background

Hello Mayors!

Patch 1.5.9f1 is now live, bringing improvements to the vehicle pathfinding and fixes to some of the bugs you have reported through PDX Forums! There is also a significant update to shadow rendering that aims to mitigate various visual artifacts occurring at both short and long distances, and we implemented updated localization after a lot of feedback from the community (especially for Simplified Chinese).

This patch should not affect mods, and loading of old savegames is supported.

If you have anything that you want to report to us after trying this new patch, please share it with us on our Bug Reporting board.

Gameplay:
  • Vehicles now make fewer unnecessary U-turns.

  • Vehicles now choose their turn lanes earlier when approaching highway exits or intersections.

  • Fixed bug where citizens and companies used the electricity fee instead of the water fee when calculating electricity costs.

  • Fixed game crashing upon interacting with a DLC transportation line in a vanilla game session.

  • Fixed case where Coal Power Plant was unable to send out vehicles to buy coal.

  • Delivery trucks now properly leave specialized industry buildings, such as farms, to export and sell their stock, preventing cargo from piling up.

  • Natural resources now deplete at the intended slower rate on easy mode.

UI:
  • Education overlay now shows the correct number of eligible students for Elementary School.

  • Fixed UI disappearing when certain zoned buildings were built in road corners.

  • Hotels no longer show the wrong customer count. The count will reset at midnight.

  • You can now filter assets from Region Packs and asset mods in the build menu.

  • The benchmark screen now shows your screen resolution instead of the game version.

  • Small improvements to the UI of the benchmark page.

  • Added zone cell grid and zone cell border color/transparency sliders.

  • Tool parameter values like road elevation now carry over when switching between related tools.

  • Small fixes to encyclopedia typos and incorrect information.

  • Fixed controller scrolling issues in the Glossary with higher text scale values.

  • Fixed the Glossary search bar turning bright green when selected with a controller.

Visual:
  • Fixed shadow rendering distance jumping toward the horizon. When looking toward the horizon and tilting the camera up and down, the shadow render distance would jump, causing shadows to disappear and reappear in the distance.

  • Fixed shadow cut off when zoomed close to the ground. When looking straight down and zoomed close to the ground, shadows were cut off near the edges of the screen.

  • Fixed uneven shadow cascade distribution. Shadow cascade levels were not distributed evenly, causing shadow quality to drop close to the camera, especially on low shadow quality settings.

  • Slightly improved tree shadows flickering while the simulation is running and the sun moves.

Misc:
  • Fixed Volumetrics Quality Settings not working in settings.

  • Fixed a Region Pack serialization issue related to fire hazard setting.

  • Fixed an error in the game when starting the game without Discord running.

  • Fixed localization issues across several languages.

  • Fixed an error that could occur when deactivating a playset, causing long deactivation times.

  • Cleaned up unnecessary CSS warning messages from the game log.

Mods:
  • Modding.log now lists the active playset and enabled mods.

  • Mod loading at launch improved. If mods are not loaded in two seconds, the game will continue to the main menu and download the rest in the background.

Editor:
  • Custom water and terrain no longer break autosaving.
City Stations Creator Pack:
  • Compact Bus Depot: Adjusted unlock criteria to ensure this building is available without needing an existing bus depot on the map.

  • Small Bus Terminal: Fixed the direction of the bus lanes so that bus doors now face toward the bus stop.

  • City Central Train Station: Corrected the placement of a lighting asset that was mistakenly positioned multiple meters beneath the terrain surface.

  • Compact Refurbished Tram Depot: Improved the tram track connection to the road the depot is placed on when the turning angle is very sharp.

  • Small Tram Plaza: Fixed the asset so it no longer incorrectly shows a "Road Required" notification when placed on Medium Roads or larger, and Pedestrian Streets.

Known Issues:
  • The Microsoft Store build is missing the taskbar icon.

  • Launching a new game with “all map tiles unlocked” and tutorials on will result in only the starting tiles being unlocked for some players.

  • Benchmark screen may incorrectly display the refresh rate as 60 Hz regardless of the actual monitor refresh rate in use.

Hotfix - Patch 1.5.8f1

Changed
  • Info and Warning level logging no longer print callstacks to log files
Fixed
  • Fixed long loading times when mods are loaded at startup
  • Fixed a crash when loading a save game

Hello Mayors!

This patch should not affect mods, and loading of old savegames is supported.

After our latest patch, we received a lot of reports about the long loading times that occurred when starting the game. Thank you again for your comments and patience while we were working on a solution! We have now prepared a hotfix that addresses this issue, which you can read more about below.

Paradox Mods:
  • Fixed long loading times when mods are loaded at startup.
Misc:
  • Info and Warning level logging no longer print callstacks to log files.

  • Fixed a crash when loading a save game.

Post-mortem

When you started the game after the recent patch, you might have noticed that the startup loading times were a lot longer than in previous versions, especially if you had large amounts of mods active. Due to changes in the PDX Mods SDK, the way mods were loaded by the game added an unintentional side effect.

To be more specific, the issue causing long loading times on startup was related to mods adding new entries to localization. When new entries were added, it caused reinitialisation of the whole PDX Mods platform within the game, which is a heavy operation. This caused CPU usage to spike on loading, and it was multiplied by the amount of mods that added new localization strings. Any mod that added new localization strings was affected, whether it was a code mod or an asset mod.

We should have caught this in our testing, but our test set contained only around 100 mods. To make sure this does not happen in the future, we will increase this test set significantly and improve our mod testing in general. In the long run, we are also preparing steps to reduce the issues where new patches cause issues with mods. We will discuss this in more detail in our future City Corners.

Office Evolution & City Stations - Available Now!

Cities: Skylines II joins the anniversary celebration today with brand-new content and a fresh free update.

Available now:

Office Evolution expands your high-density office zones with new signature buildings that blend heritage character and modern design, reshaping your business districts in bold new ways.

City Stations enhances your transport network with compact depots, detailed rail yards, alternate station designs, and new landmarks to elevate your infrastructure game.

Two new radio stations, Smooth Vibes FM and Skyrail Radio, are also ready to soundtrack your city’s growth.

In addition, a free patch from Iceflake Studios is now available to download, marking their second update for the game and bringing further improvements to your city-building experience.

  • First up is a new zoning toggle for roads. Inspired by popular community mods, this feature lets you remove zoning from either side of a road, or both, giving you more control when designing your streets.

  • The patch also adds the Iceflake Arena, a brand-new signature commercial building that gives your citizens a place to gather for concerts, ice hockey matches, and other events. Beyond the entertainment, the arena boosts attractiveness and well-being across the city within a two-kilometer radius.

  • A first version of the new in-game Encyclopedia is also included. It gathers useful information about game systems, tutorials, and features into one searchable place, making it easier to find answers while you build.

Patch Notes

Our second patch is here! As mentioned in our City Corner #3, this patch will not be the biggest one of the bunch, but has new features and bug fixes nonetheless, as well as our new signature building, Iceflake Arena!

  • New free signature building: Iceflake Arena.

  • New Content Creator Pack: City Stations.

  • New Content Creator Pack: Office Evolution.

  • New radio station: Smooth Vibes FM Radio.

  • New radio station: Skyrail Radio.

Gameplay:
  • New feature: Zone toggling, allows toggling zoning on or off on either side of the road.

  • Fixed an issue where loading an easy mode save through "continue game" changes the difficulty from easy to normal.

  • Fixed cases where citizens could get stuck while waiting for a new home.

  • Fixed cases where citizens could get stuck while trying to leave the city.

  • Fixed cases where citizens could get stuck while committing a crime.

  • Increase office demand as the first step of office demand rework.

UI:​
  • New feature: Encyclopedia.

  • Advisor has been removed and is replaced by Encyclopedia

  • Progression feed pop-ups moved to appear above city demand.

  • Fixed artifacts in roundabout and cul-de-sac icons.

  • Fixed the icons of Bridges & Ports:

  • The icon of “Two-lane one-way port gate road” now has two lanes and two arrows.

  • The icon of “Two-lane port gate road” now has two lanes.

  • The icon of “Three-lane asymmetric port gate road” now has three lanes.

  • The icon of “Two-lane one-way port road” now has two lanes and two arrows.

  • The icon of “Four-lane one-way port gate road” now has four lanes and four arrows.

  • Custom color palettes “New palette” now fits its icon even with text scaling.

  • Tutorials welcome and ending messages now fit their pop-ups even with text scaling.

  • Tutorial task list now scales properly at 150% text scaling.

  • The option “Use Legacy Interface” is now localized.

  • Roads now properly unlock upon tutorial completion.

  • City demand can now be accessed with a controller.

Visual:​
  • Updated window textures to improve the visual look especially on skyscraper style buildings.

  • Fixed shadow atlas resolution from being forced to 8k on all setting levels. Improves performance especially on Low settings.

  • Fixed an issue where the camera was still invisibly moving even when the user had released the button to move it. This caused the shadows to flicker for some time after the camera was moved.

  • Updates to glass rendering to improve the visual look.

  • Trees on plots now grow again.

Misc:​
  • Economy's resource column headers now properly translated.

  • Spanish tutorial OK button no longer overlaps text in the sewage part.

  • Settings-file improved. Settings should no longer reset when rebooting the game.

Known issues:

  • Some round buildings are treated as having square footprints, making road connections difficult (Sunken Subway Park).

  • Citizens still sometimes try to leave the city via an unreachable outside connection.

  • Some cims and their dogs still get stuck at industrial locations.

Update your game and jump back into your city to try the new features. The team is continuing to work on improvements and will share more updates in the coming months.

All March 18 releases will be available individually, or together in the Office Evolution&City Stations Bundle for $21.99 / £18.49 / €21.99, saving 15% if you grab the bundle.

Hotfix - Patch 1.5.5f1

This patch should not affect mods, and loading of old savegames is supported.

After our first patch last week, we received a lot of great feedback from you. Thank you for all the comments and for pointing out the issues, especially regarding the lighting. Now we have prepared a hotfix, addressing the lighting and some other points you raised.

Visual:
  • Reduced indirect multiplier value back to the original value.

  • Global Illumination setting can now be enabled correctly.

UI:
  • Camera zoom now works when the color customization color wheel is open.

  • Development tree title text visibility improved.

Misc:
  • Fixed issue where Autosave setting state sometimes reset unintentionally.
Post-mortem

We want to go through how and why this happened.

The way we develop the game is by creating a branch to our version control for each new feature or a fix that we plan to make. These branches are basically separate workspaces, so every change or feature can be worked on in their own dedicated space without getting mixed up with other work going on at the same time.

With the previous patch, we had a branch where we worked on adding the new fog system driven by the simulation. On that same branch, we made minor changes to the visuals of the different climates and their seasons, weather, and night lighting. At the same time, shadow improvements were worked on in another branch, and a development value related to indirect lighting was set to a high value to make sure we remember to go through and correct it later, once it’s been merged with the other visual changes. Eventually, this development value in indirect lighting got shipped with the previous patch unintentionally.

Unfortunately, we combined these changes in the wrong order. We had already made the biggest visual polish check on the game before the shadow changes, which meant that the incorrect value simply slipped through our fingers. Our focus was on testing patch stability, game balance, and performance at this point. We are now making changes to our processes to make sure we also catch these kinds of visual issues, even if they come up at the end of the development cycle.

Thanks for reading! We will continue working on Cities: Skylines II, and as always, keep the feedback coming!

1.5.4f1 - First Frost

Hello Mayors!

Our first patch, First Frost, has landed with the full release notes! This patch has minimal impacts on mods, and loading of old savegames is supported. Simulation changes will be applied over time in old savegames.

More details about the visual changes in this patch can be found in our City Corner #1, and details about some of the other changes can be found in our City Corner #2.

Gameplay:
  • Reduced bicycle trips by 80%.

  • Fixed time of day not taken into account when determining death in updates, causing most citizens to die between 0 and 6 o'clock.

  • Calculate deaths 16 times per citizen per day instead of 4 to further reduce the number of citizens dying at the same time.

  • Changed it so that in Easy Mode, citizens can actually pass away. Previously, about 80% of them never died of old age.

UI:
  • New design for the main HUD with more focus on demand bars.

  • Some updates to UI icon visuals:

  • New icons for roundabouts.

  • New icons for cul-de-sacs.

  • Replaced some of the road services icons.

  • New 2D icon for Road Maintenance Depot.

  • Trees/Grass icons with more natural colours.

  • Replaced some of the info view icons.

  • New icons for pollution types.

  • New icons for building level, land value, household wealth & company profitability.

  • New icon for toolbar city demand.

  • New icons for citizen happiness emojis.

  • Updated onboarding tutorial.

  • Tree age preservation toggle that gives the player the ability to place and preserve specific tree asset visuals.

  • Terraforming:

  • More precise and less aggressive elevation tool default presets.

  • Mode-specific brush presets and adjustment values.

  • Fixed a typo in the Urban Cycling Initiative policy.

Visual:
  • Shadow rendering/flicker improvement for high-quality settings.

  • Added a coloring option that gives manual control via hex codes to manage asset color schemes.

  • Tree collider adjustments that enable visually tighter and more flexible tree placement.

  • Line tool spacing has been adjusted, allowing trees and other line-placed objects to be placed closer together.

  • Added snow support for decal-based lot surfaces.

  • Temporarily removed snow rendering from vehicles.

  • Fix terrain material discontinuity between the playable area and the surrounding terrain, allowing for a smoother blend across surfaces.

  • Disable global illumination post-processing effect by default.

  • Added the ability to limit the sun's maximum height per map.

  • Fog is now controlled by weather/cloudiness (stormy/extra cloudy weather has dense fog, etc.).

  • Changes to different season post-processing values (tropical/temperate/boreal).

  • Balanced the amount of clouds, so that clear skies are not shown too often.

  • Brightened nighttime lighting to improve usability.

  • Updated night sky texture.

  • Water settings improved in tropical maps.

Misc:
  • When starting the game for the first time, the default graphics quality settings have been optimized.

  • Enabled autosaves by default.

  • New camera limits added.

  • Added an option to enable the legacy camera.

  • Added an option to enable the legacy UI.

Known Issues:
  • Trees propped on newly placed or zoned buildings appear as saplings and do not age.

Hotfix - Patch Notes 1.5.3f1

Hello Mayors!

Thanks for all the reports related to the disappearing UI, and we're happy to say that we've now released a hotfix in 1.5.3f1 to fix this!

Patch Notes:

  • Fixed an issue that caused Code Mod UI elements not to load in-game.

If you have anything that you want to report, please post a thread on Paradox Forums at this link:

https://pdxint.at/CSIIBugReporting

. It's the best place for us to gather all the information that we need to fix it and improve the game.

Asset Mods Patch

Hello Mayors!

We are excited to share the first iteration of the Asset Mods implementation for Cities: Skylines II!

This patch contains a beta update to the Editor that supports asset mods. This will require an update across the base game and all DLCs to support the new way of asset handling, meaning you will see an update to all previous content released for Cities: Skylines II. This update does not change anything about the content in the DLC, just making them compatible with the new Patch.

This patch basically means that your favorite modders can now start sharing mods, and you will soon see them popping up in the Paradox Mods! We have seen many of the creations that have been worked on already, but it might take a while before they are visible in the mods library.

Before you start downloading any new assets from Paradox Mods, make sure the base game and all DLCs are fully updated, and that the game has restarted. Downloading and trying to play with mods before you have updated might cause unexpected issues, so a minor update and a restart are something that we recommend!

If you are a modder, looking at making your own assets for Cities: Skylines II after the release of this version of the Editor, we have added a few new guides on our Wiki that should help you get started!

We’re very excited to see what you will make for the game. We will be sharing our favorites, and please send us yours, too!

Patch Notes for 1.5.2f1:
New Content
  • Added the ability to create and share assets with the Editor.

  • Creator Pack compatibility update to support the new features of the Asset Editor.

Gameplay fixes:
  • Fixed crash to desktop when trying to connect a bicycle path to a roundabout with left-hand traffic.

  • Fixed a performance issue reported in some saves caused by unnecessary pathfinding calculations.

  • Fixed Tram Junction Station, Tram Parallel Station, and Tram Loop Station not functioning properly. Please rebuild the stations in existing cities for the fix to take effect.

Paradox Mods Fixes & Improvements:
  • PDX SDK 1.39.3

  • PDX Mods 1.13.1

Bike Patch 1.4.2f1

Hello Mayors!

Bikes! And also traffic fixes! Speaking of traffic fixes, we have noticed the growing crowds that have been building up on your streets after the last update, and we have included some balancing to try to alleviate the amount of pedestrian traffic.

If you haven’t read the Developer Diary that we posted yesterday about all things bicycles, you can read it (https://forum.paradoxplaza.com/forum/developer-diary/building-for-bicycles-bike-patch-developer-diary.1876062/#post-30904285)!

We have also worked with Timeister to give you all a brief overview of what the Patch contains in video format!

Patch Notes for 1.4.2f1:
New Free Content

Bicycles:

  • Teens, adults, and seniors use bikes and electric scooters

  • Bicycles, electric scooters, and bicycle helmets

  • Bicycle Parking [Roads > Parking Spaces]

  • 2 On-Road Bicycle Stands

  • On-Road Bicycle Shelter

  • Bicycle Parking Areas

  • 2 Bicycle Shelters

  • 3 Bicycle Storages

  • 3 Bicycle Parking Halls

  • Bicycle Lanes [Roads > Road Services]

  • Bicycle Lane Road Upgrade

  • Double Bicycle Lane Road Upgrade

  • Bicycle Restriction Road Upgrade

  • Bicycle Paths [Landscaping > Bicycle Paths & Quays]:

  • One-Way Bicycle Path

  • Two-Way Bicycle Path

  • Divided Wide Pedestrian-Bicycle Path

  • Wide Quay With Divided Pedestrian-Bicycle Path - Concrete Block Pattern

  • Wide Quay With Divided Pedestrian-Bicycle Path - Shallow Rib Pattern

  • Cable-Stayed Bicycle Bridge

  • Covered Bicycle Bridge

  • Bicycle Arc Bridge

  • Bicycles Info View

  • New District Policies

  • Urban Cycling Initiative

  • Bicycle Traffic Restriction

  • New Bicycle-Related Chirps

New Assets:

  • New Service Buildings:

  • Windmill \

  • Small Wind Turbine \

  • Small Transformer Station \

  • Multi-Column Elevated Water Tower [Water & Sewage]

  • Small Cemetery \

  • New Public Transportation Buildings

  • City Bus Station [Transportation > Road]

  • Railway Depot [Transportation > Train]

  • Terminus Station [Transportation > Train]

  • Cargo Transfer Station [Transportation > Train]

  • Tram Junction Station [Transportation > Tram]

  • Tram Parallel Station [Transportation > Tram]

  • Tram Loop Station [Transportation > Tram]

  • Terminal Subway Yard [Transportation > Subway]

  • New parks:

  • Bicycle Park [Parks & Recreation]

  • Large Campfire Site [Parks & Recreation]

  • Terrace Plaza [Large Parks]

  • Winding Park [Large Parks]

  • Business Plaza [Large Parks]

  • New EU Mixed Old Town-Style Apartment Buildings zone

  • New NA Mixed Old Town-Style Apartment Buildings zone

  • New EU Residential Low Zone Asset Variations

  • New NA Residential Low Zone Asset Variations

Base game changes

Gameplay Fixes & Improvements:

  • Fixed crash to desktop when loading a save with missing bench assets.

  • Fixed crash to desktop when running a save with the Ferry Terminal.

  • Fixed crash to desktop when notification icons are deleted at the same time as recalculating clusters.

  • Fixed crash to desktop when running a save with a specific missing asset.

  • Fixed crash to desktop when taxi is disabled right after being dispatched for citizens.

  • Fixed crash to desktop on a specific save after bulldozing white boxes while autosave is enabled.

  • Leveling resource delivery updates and fixes:

  • The building leveling up resource delivery will now be handled by the industrial companies, resource storage warehouse, and outside connections.

  • The vehicle will deliver the resource to multiple targets by carrying as many resources as possible when dispatched from the resource owner, and will accept new resource requests during the delivery trip. This change should help reduce the traffic in big cities that have plenty of resource requests at the same time.

  • Leveling building icon added to Info View to inform which houses are waiting for resources

  • Delivery vans that are transporting materials for building upgrades will now prioritize resources from the city when there is a surplus of resources within the city.

  • Multiple fixes to tourism, City Attractiveness, and Lodging.

  • Fixed too many shopping citizens causing unintended traffic in the city.

  • Fixed levitating citizens, caused by them leaving too early, and resetting back to the source.

  • Fixed citizens being stuck and spinning around when trying to take a selfie at a street corner with very different sidewalk widths.

  • Fixed companies buying resources from outside connections even though there is a surplus of that resource within the city.

  • Fixed new citizens not moving into the residential signature buildings after the initial citizens no longer occupy them.

  • Fixed signature buildings not attracting residents despite demand.

  • Fixed signature buildings not providing well-being bonuses.

  • Fixed companies going bankrupt and moving out of Seafarer Shipyard signature building continuously due to running out of resources before a new shipment can be ordered.

  • Fixed rebuilt signature buildings remaining unoccupied by companies.

  • Fixed fluctuating Efficiency if the building runs out of resources.

  • Fixed Info View of Mail Service Availability always displaying an incorrect (low) value of mail processing.

  • Fixed out-of-service Post Office receiving mail from citizens.

  • Fixed prisons not effectively reducing the crime rate in their radius. Changed the prison's local crime accumulation effect from absolute to relative, as the accumulated crime amount is quite large, making the old absolute value insignificant.

  • Fixed Central Intelligence Bureau not reducing the crime rate city-wide.

  • Fixed Automated Parking Building not generating any income.

  • Fixed pathfinding connection issues with pedestrian street.

  • Fixed Water Pumping Stations constantly get "Water level too low" notification.

  • Fixed incorrect air pollution from Emergency Battery Station.

  • Fixed issue causing unnecessary spawn-disable loop for service vehicles when their buildings have reduced service budget but otherwise high efficiency.

UI/controller fixes:

  • Small fixes to tutorials.

  • Multiple small UI bug fixes.

  • Add wealth information to the Selected Info Panel of residents.

Art/graphics:

  • Added Castle Ruins, Old Cemetery Ruins, Old Mill Ruins, Stone Monument 01, Stone Monument 02, and Stone Head Formation Ruins to the Nature Props tab.

  • Improved Bus Lane color

  • Multiple small water bug fixes.

  • Fixed birds circling endlessly.

  • Fixed Cargo Harbor Warehouse

  • Fixed stencil on shadows (to resolve the sunken buildings' shadow issue)

Misc:

  • Fixed tile distribution not behaving as expected with custom maps.

Modding Fixes & Improvements:

  • Multiple improvements to the modding toolchain

Paradox Mods Fixes & Improvements:

  • PDX SDK updated to 1.39.2

Bridges and Ports - 1.3.6f1 Patch Notes

Hello Mayors!

Bridges & Ports has docked, and we have a shipment of Patch Notes! We hope that you have enjoyed the two Developer Diaries and the two Feature Highlight videos, but if you have missed them, you can find them (https://www.youtube.com/playlist?list=PL6kotTknxXVR0IO1oo4FRmqE3p91Rt7-U).

Bridges & Ports are now available on PC via the Ultimate Edition or for purchase for $19.99/£16.99/€19.99 — or bundle it with the brand-new Cold Wave Channel Radio Station for $22.49/£18.89/€22.49.

_ _

Patch Notes for 1.3.6f1:

Important changes:

  • Increased noise pollution from zoned industry: This includes both the amount and the radius affected by noise pollution. New cities will need additional space between industrial and residential zones, and existing cities may need to rezone residential areas that are too close to industrial zones.

  • Population drop when loading an existing save: This is expected, as we have fixed some incorrect calculations in the citizen numbers. The numbers are corrected when you first load your save, but the population should stabilize after a short while (5-10 min).

  • Increased truck traffic: With the resource balancing and addition of resources being delivered to buildings before they level up, existing saves are expected to see significantly more traffic for a while. This will normalize once the buildings waiting to level up have received resources, but may require improving areas with traffic jams.

Known issues:

  • Fish amount is not displayed correctly for custom maps. This affects the New Game map selection and the Info View, both in-game and in the Editor. Despite the missing information in the UI, the fish resource is simulated and functions normally.
New Paid Content

Bridges & Ports

  • 10 New Moveable Bridges:

  • Two-Lane Drawbridge [Small Roads]

  • Four-Lane Drawbridge [Medium Roads]

  • Six-Lane Drawbridge [Large Roads]

  • Four-Lane Highway Double Train Track Double-Decked Liftbridge \

  • Two-Way Train Track Liftbridge \

  • Double Train Track Liftbridge \

  • Double Tram Track Lift Bridge \

  • Double subway track Lift Bridge \

  • Cable-Stayed Pedestrian Drawbridge \

  • Pedestrian Bascule Bridge \

  • 2 New Double-Decked Bridges

  • Two-Lane + Four-Lane Double-Decked Extradosed Bridge [Medium Roads]

  • Three-Lane Highway Double-Decked Suspension Bridge \

  • 8 New Bridges

  • Four-Lane Truss Arch Bridge [Medium Roads]

  • Two-Lane Suspension Bridge [Small Roads]

  • Four-Lane Extradosed Bridge [Medium Roads]

  • Four-Lane One-Way Extradosed Bridge [Medium Roads]

  • Six-Lane Suspension Bridge [Large Roads]

  • Six-Lane One-Way Suspension Bridge [Large Roads]

  • Double Subway Track Truss Arch Bridge \

  • Wooden Covered Pedestrian Bridge \

  • 7 New Quays

  • 2 Medium Quays with Driving Lanes [Small Roads]

  • 2 Wide Quays with Driving Lanes [Medium Roads]

  • 2 Pedestrian Quay \

  • 1 Port Quay [Transportation Water]

  • Passenger Ferry

  • Ferry Depot

  • 2 Ferry stops

  • Ferry Terminal

  • Ferry Line Tool

  • Narrow Boatway

  • New Port Assets

  • 3 Port Sizes [Transportation Water]

  • 23 Port Upgrades

  • 2 Auxiliary Gates

  • Customs Office [Medium & Large Port]

  • Reach Stacker Garage [Large Port]

  • Passenger Terminal

  • Employee Canteen

  • Port Security

  • Emergency Response

  • 3 Cargo Container Yards

  • 3 Cargo Warehouses

  • 3 Tank Farms

  • 3 Bulk Storage Yards

  • 2 Container Cranes

  • Intermodal Train Terminal

  • 7 Port Roads [Transportation Water & Port Upgrade]

  • 3 New Storage Yards [Transportation Road]

  • New Specialized Industry: Fishing

  • Fishing & Open Water Fish Farming [Specialized Industry]

  • Fishing Area [Fishing Harbor Upgrade]

  • Open Water Fish Farming Area [Fishing Harbor Upgrade]

  • 3 Cold Storages [Fishing Harbor Upgrade]

  • Fishing Harbor Pier [Fishing Harbor Upgrade]

  • Fishing Routes [Fishing Harbor Upgrade]

  • Inland Fish Farming [Specialized Industry]

  • 3 Cold Storages [Inland Fish Farming Upgrade]

  • New Specialized Industry: Offshore Oil Industry

  • Offshore Oil Drilling Hub [Specialized Industry]

  • 2 Oil Platforms [Offshore Oil Drilling Upgrade]

  • 3 Tank Farms [Offshore Oil Drilling Upgrade]

  • Oil Harbor Pier [Offshore Oil Drilling Upgrade]

  • Oil Tanker Routes [Offshore Oil Drilling Upgrade]

  • 4 New Lighthouses

  • Small Lighthouse [Parks & Recreation]

  • Lighthouse [Parks & Recreation]

  • Large Lighthouse [Large Parks]

  • Old Lighthouse [Tourist Attractions]

  • 9 New Large Parks

  • Bouncy Castle Park

  • Merry Mare-Go-Round Carousel Park

  • Jetset Jubilee Carousel Park

  • Parkside Cafe

  • The Parkview Eatery

  • The Pavillion Restaurant

  • Haunted House Park

  • Old Ferris Ride Park

  • Spin Vista Park

  • 8 New Leisure Piers \

  • Narrow Concrete Leisure Pier with Concrete Pillars

  • Narrow Concrete Leisure Pier with Metal Pillars

  • Medium Concrete Leisure Pier with Concrete Pillars

  • Medium Concrete Leisure Pier with Metal Pillars

  • Medium Solid Concrete Leisure Pier

  • Wide Concrete Leisure Pier with Concrete Pillars

  • Wide Concrete Leisure Pier with Metal Pillars

  • Wide Solid Concrete Leisure Pier

  • 4 New Commercial Signature Buildings

  • Bait & Bistro

  • Villa Maré

  • Maritime Museum

  • Conference Center

  • 2 New Industrial Signature Buildings

  • Seafarer Shipyard

  • Fish & Chippery Seafood Factory

  • New North American Low Density Waterfront Business Zone (21 buildings, 63 assets)

  • New European Low Density Waterfront Business Zone (21 buildings, 63 assets)

  • New Props:

  • Yacht \

  • Sailing Boat \

  • 8 New Industrial Props [Industrial Props]

  • 5 New Maps

  • Driftwood Reach

  • Lakeside Harbour

  • Ribbon Isles

  • Sanctuary Bay

  • Verdant Vale

  • New Companies

  • New Chirps

  • 6 New Achievements

  • What’s New Panel

Cold Wave Radio

  • 16 New Songs

  • New DJ Content

Base game changes

Gameplay Fixes & Improvements:

  • Fixed game crashes to desktop after hovering the Small Elevated Subway Station over a Bus Stop.

  • Fixed a rare crash to desktop related to extractor areas

  • Fixed office max workers decrease to 5/5

  • Fixed incorrect calculation of max number of employees in commercial zone buildings

  • Fixed Recycling Center not exporting produced resources.

  • Fixed Post Facility with full storage not delivering local mail

  • Fixed MotorbikeDelivery01 not spawning

  • Fixed prison vans not spawning

  • Fixed issues related to specialized industry buildings not leveling up, earning a profit, and constantly collapsing

  • Fixes to the building leveling process

  • Fixed office/industrial demand not showing empty building factor when there is a need to fill empty office/industrial buildings.

  • Fixed “High Rent” for single homes and adjusted the home pathfinding to make the rich household prefer low density and the poor prefer high density.

  • Re-enabled building abandonment and fixed bugs related to it

  • Balanced resource chains and company profitability.

  • Increased the number of vehicles for warehouses from 3 to 10

  • Rebalanced signature building company profit

  • Rebalanced pollution

  • Increased the amount of noise pollution generated by both zoned and specialized industry

  • Increased the range of how far noise pollution spreads from buildings

  • Updated Residential Suitability to consider air and noise pollution

  • Increased the penalty citizens take from noise pollution slightly

  • Updates and fixes to all maps in relation to the water system updates

  • Water added outside the playable area

  • Updated City Hall bonuses to:

  • -5% City Service Base Upkeep Cost (city-wide)

  • -15% City Service Import Cost (city-wide)

  • Updated Central Bank bonuses to:

  • -50% Loan Interest (city-wide)

  • +1% Happiness Tax Tolerance (city-wide)

  • Updated Sickness to now reduce target citizen health by 50%

  • Added unemployment effect to citizen wellbeing

  • Added “Not enough Clearance” notification for bridges

  • Added small electricity and water consumptions for Small Emergency Shelter

  • Increased Overground Parking Building’s upgrade (Car Wash) Comfort Level to increase its effect.

  • Lowered Maximum City Specialization Bonus to 10%. Cities now also need to produce more Resources to gain the City Specialization Bonus

UI/controller fixes:

  • Multiple controller fixes

  • Improved production panel with more information for the production chains

  • Improved warehouses' Selected Info Panel

  • Added InfoView showing buildings that trade with Outside Connections

  • Added new tooltip when hovering over zoned buildings:

  • Residential and mixed zones show building level and number of residents

  • Other zones show building level

  • Added vehicle multiselect. This allows for one or more vehicles to spawn for a selected line.

Art/graphics:

  • Fixed prop outside the lot of Large Hadron Collider

  • Fixed visual issues with citizen models

  • Fixed birds sinking when idling on water

  • Updated road textures

  • Updated oil and agriculture lot range colors so they are more visible in different lighting conditions

  • Added animation to Radio Telescope and Satellite Uplink

  • Added swaying for watercrafts

  • Added animation for Oil Drilling Rig and Oil Pump

Misc:

  • Added an error message & better handling for corrupted packages error.

  • Water system updates

  • Replaced old water source system with a new and improved one

  • Option to convert maps to the new water system in the Editor

  • Improved water simulation

  • Updated all maps to use the new water system

Modding Fixes & Improvements:

  • LocalizationManager tracks locale sources added by mods and reloads them when localization gets rebuilt. This fixes code mod localization getting lost for the rest of the session when saving assets or maps in the Editor.

Paradox Mods Fixes & Improvements:

  • Updated to PDX Mods UI 1.12.1 and PDX SDK 1.38.1

  • Added the functionality to cancel mod downloads; mod downloads are then resumed if the previous attempt was canceled.

  • Reworked the cache files to fix playset conflict notifications.

  • Fixed crashes on startup related to invalid files or files not being accessible

  • Fixed selected mod version not updating correctly during the same session.

  • Fixed new playset sometimes getting the same ID as a previous one.

  • Fixed image and metadata files not getting deleted when updating a mod to a newer version.