Monday, May 13th 2024

Cities: Skylines II Patch 1.1.2f1 Adds DLSS Super Resolution, Bug Fixes, and More

Hi everyone. As patch 1.1.2f1 is rolling out on Steam and Microsoft Store, let's have a look at what it includes and what you can expect next. This patch removes the entitlement from all the Beach Properties assets, so they are now a part of the base game and available to everyone. Saves and custom maps using the assets should work without any extra steps, but as always, don't hesitate to make a bug report on the forum if you have any issues. Additionally, we have improvements to performance, support for Nvidia DLSS Super Resolution, and a long list of bug fixes for both the game and the Editor. You can find the full list below.

With this patch in your hands, we've started working towards the next one. It will take about a month as, along with bug fixes and improvements, this patch will include a large re-work of the Economy to address much of the feedback you have shared with us in the past months. We'll share more details on what has changed when the patch is ready. As modding is an important part of any Colossal Order game, one of our top priorities right now is to resolve the remaining issues with the asset import pipeline, so you can start to import and share your custom assets on Paradox Mods. This is proving more difficult than we hoped, so we don't have an exact timeline at this time at this point, but it will likely take several more months. Thank you for all the bug reports, feedback, and support. We really appreciate it as it helps us understand and improve your experience with Cities: Skylines II.
Patch Notes 1.1.2f1
  • Beach Properties assets implemented to the base game
Performance
  • Nvidia DLSS Super Resolution support added
  • Some pathfinding optimizations to reduce slowing simulation
  • UI optimizations
  • Optimizations to reduce frame spikes
Bug fixes & improvements
  • Mod options are sorted alphabetically instead of random
  • Made bus stop and mailbox color in infoview same as icon color
  • Citizens are more likely to use taxis from outside connections when moving in the city
  • Automatically pause and display any pending legal documents when continuing last game from the launcher
  • Fixed crash to desktop occurs after starting a new game on Custom Map from Editor where 'Placeholder Surface' was used
  • Fixed crash to desktop occurs after placing any Truck from "Add Object" menu in developerMode
  • Fixed crash to desktop after loading save with broken path-road connections
  • Fixed crash to desktop after loading map with Landfill's lot created in Editor
  • Fixed Cartography achievement
  • Fixed dispatching problem causing service vehicles to have trouble reaching some targets in certain cases. Affects garbage collecting, post van (for buildings), police patrolling and road maintenance.
  • Fixed patient teleports to ambulance if the parking lot is close to their location
  • Fixed a road tool snapped to an existing road may randomly get into an incorrect position
  • Fixed zone grid alignment broken when bulldozing stops or mailboxes when there are different sized roads connected
  • Fixed duplicated city service upkeep items of building that have upgrade
  • Fixed trains stuck at rail yard when there are multiple spawning trains and arriving trains at the same time.
  • Fixed part of Hydroelectric Power Plant remains on map after bulldozing it
  • Fixed tutorial task list not resetting when selecting "Reset tutorials" from gameplay options.
  • Fixed limit tutorial center card height to prevent overlapping with bottom toolbar
  • Fixed missing color of Destroyed Buildings in the Disaster Control Info View
  • Fixed service coverage displaying all red for a couple of frames when activating infoview for the first time after loading save (In paused mode or soon after loading)
  • Fixed line color changes are not visible while it's hovered with a cursor.
  • Fixed Firewatch Tower incorrectly shows its range when hovering over the building
  • Fixed mouse tool options tooltips did not support handling a larger number of options or smaller resolutions/UI scalings
  • Fixed interface/panel transparency for non default UI styles
  • Fixed issue preventing saving after changing name with controller and virtual keyboard
  • Menu notifications thumbnail image will now retain its aspect ratio and will cover the square space with overflow content cut
  • Various screen resolution fixes
  • Multiple text fixes
  • Controller fixes:
    • All photomode panel properties can be reset
    • Reset property and capture keyframe action added for controller
    • Revamped controller navigation and focus styles for a more intuitive and streamlined UX
    • Disabled Editor inspector items can be focused to fix situations where some fields cannot be viewed or scrolled to with a controller.
    • Fixed draggable value not updating input label in photo mode panel
    • Fixed null reference when trying to reset a property that had no reset callback
    • Fixed controller navigation in Editor preview/thumbnail picker, save map panel, and add component menu. Item pickers no longer select items when focused by default.
    • Fixed preview not updating with various tools when using controller to select asset
    • Fixed controller action hints overlapping main menu sub screens
    • Fixed Editor bottom bar sliders not being usable with controller
    • Fixed item picker footer slider not being usable with controller
    • Fixed controller's slider buttons getting inverted when the slider's start value is higher than the end value
  • Added missing names from QLOC team to the credits
Editor
  • Added wind editing for maps
  • Added Paradox creator profile bindings
  • Display user avatar in Paradox panel
  • Added notification about mod loading status
  • Added support for text field input for numeric fields for mouse brush options
  • Added display tool options for bulldoze tool
  • Added notification if a mod failed to load. If you click on it, it shows details with the ability to open a mod page on Paradox Mods or disable a failed mod.
  • Added 'builtIn' property to setting pages
  • Added missed attributes to options in modding setting tab
  • Added directory picker
  • Added directory picker to modding toolchain dependencies to select installation path
  • Added directory browser bindings to OptionsUISystem
  • Fixed water simulation speed now resets when closing Editor water panel
  • Fixed modding toolchain sections text/icons not readable with scaled text
  • Fixed searching for components or directories not returning all results, small refactors and optimizations
  • Fixed brush options not resetting between Editor and in-game
  • Fixed Editor tool options sometimes not rendering before next UI action
  • Fixed visible loc ID in savegame's map name if the custom map used in the save has been deleted
  • Controller fixes & improvements
    • Editor tool options moved to inspector panel footer and usable with controller
    • Added controller action hints to Editor
    • Restricted controller navigation to Editor panel when active
    • Several minor improvements to Editor controller navigation
  • Several UI modding improvements
  • Map upload: disable "Submit" button when internet connection lost or user unexpectedly logged out
  • Map upload: disable "Submit" button after successful upload to prevent uploading same map multiple times
Paradox Mods
  • Paradox SDK updated to version 1.19
  • Paradox Mods updated to version 1.4.1
  • New features
    • Addition of Creator profiles and Your profile view
    • Ability to follow creators
    • Pressing Escape can now be used to close Mods UI
    • Addition of Ko-fi, Buy me a coffee, Crowdin as external links
    • PageUp, PageDown, Home and End can be used to scroll in various views
    • Mousebutton 4 and 5 (thumb buttons) can now be used for back and forward navigation
    • Author is now clickable when browsing mods
    • Mod ID is now visible in Mod info and can be copied as well as copy the full link of the mod
    • Arrow left and right can now be used to navigate the gallery on mod details
    • Input text fields will now auto focus
    • Going back from mod details will now scroll down to where you were before
    • Ability to remove a mod from all playsets when in Library
  • General improvements
    • Increased scroll speed
    • Redesigned mod details information box
    • Thumbnail is now visible on mod details
    • Reordered icons when browsing mods
    • Clarified text in Library to also mention how many mods in the active playset
    • Clarified text when on an empty non-active playset
    • Modals have been slightly redesigned
    • Failing to fetch discussion will only show a toast instead of an error modal
    • Updated translations in some places
    • Redesigned spotlight in Featured to be smaller
    • Browse now have 5 mods in a row on PC, up from 4
    • Mod version will now be used instead of numerical version (if it exists)
    • Featured mods can now be subscribed and shows likes
    • Clarified text on featured mods Browse all button
    • Last updated is now showing in mod info
    • Created timestamp is now showing in mod info
  • Bug fixes
    • User removed mods are now properly texted as removed
    • Fixed a couple of crashes in offline mode
    • Fixed search field flickering when switching to and from Browse view
    • Fixed scrolling back in Browse not centering on the previous clicked mod
    • Fixed text in library to not overflow to much in some languages
Source: Cities: Skylines II Patch Notes
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13 Comments on Cities: Skylines II Patch 1.1.2f1 Adds DLSS Super Resolution, Bug Fixes, and More

#2
TheinsanegamerN
JermelescuPatch is like 3 weeks old.
Right, since nobody cares about cities II anymore it took this long for anyone to notice.
Posted on Reply
#3
Kohl Baas
TheinsanegamerNRight, since nobody cares about cities II anymore it took this long for anyone to notice.
Since it's a relatively nieche genre, I stronly believe the same nobodies care about cities II whom cared about cities I or any other citybuilder in particular.
Posted on Reply
#4
TheinsanegamerN
Kohl BaasSince it's a relatively nieche genre, I stronly believe the same nobodies care about cities II whom cared about cities I or any other citybuilder in particular.
Did you miss the controversies regarding the game? For the benefit of the doubt: cities II has been an unmitigated dumpster fire, an unfinished game that also insults its player base with fake stats and DLC that insults the intelligence of even drooling LoL players. Promised features are either broken or totally absent, the interactive city is just window dressing for the spreadsheet underneath, the calculations are just totally broken (compared to cities 1 where they actually worked) and performance is still abysmal. It's player base has collapsed compared to cities 1, and even cities 1 has seen a sharp decline in players.

Paradox is in it's "burn through consumer trust faster than a California wildfire" phase, and Colossal Order, have been revealed to be Colossal Dicks who consider their players little more then sentient wallets.

Few, if any, people are paying attention to or are excited for a Cities II patch. Much like Halo, most of the creators and consumer base have either retreated to older products or moved onto greener pastures. The lightning has escaped from the bottle, never to return.
Posted on Reply
#5
BArms
TheinsanegamerNDid you miss the controversies regarding the game? For the benefit of the doubt: cities II has been an unmitigated dumpster fire, an unfinished game that also insults its player base with fake stats and DLC that insults the intelligence of even drooling LoL players. Promised features are either broken or totally absent, the interactive city is just window dressing for the spreadsheet underneath, the calculations are just totally broken (compared to cities 1 where they actually worked) and performance is still abysmal. It's player base has collapsed compared to cities 1, and even cities 1 has seen a sharp decline in players.

Paradox is in it's "burn through consumer trust faster than a California wildfire" phase, and Colossal Order, have been revealed to be Colossal Dicks who consider their players little more then sentient wallets.

Few, if any, people are paying attention to or are excited for a Cities II patch. Much like Halo, most of the creators and consumer base have either retreated to older products or moved onto greener pastures. The lightning has escaped from the bottle, never to return.
Their whole business model needs a retool I'd say, they're coming across as extremely greedy. FYI Cities Skylines 1 still costs at least $229.06 on Steam for the game and all the DLCs and that's with a 45% discount. If that was $60 for the whole shebang (most DLCs are years old by now) it would be much more reasonable and they'd probably get a lot more revenue from the general gamer public instead of ripping off architects and extreme fanatics who can justify these prices in ways the masses can't.
Posted on Reply
#6
A Computer Guy
TheinsanegamerNDid you miss the controversies regarding the game? For the benefit of the doubt: cities II has been an unmitigated dumpster fire, an unfinished game that also insults its player base with fake stats and DLC that insults the intelligence of even drooling LoL players. Promised features are either broken or totally absent, the interactive city is just window dressing for the spreadsheet underneath, the calculations are just totally broken (compared to cities 1 where they actually worked) and performance is still abysmal. It's player base has collapsed compared to cities 1, and even cities 1 has seen a sharp decline in players.

Paradox is in it's "burn through consumer trust faster than a California wildfire" phase, and Colossal Order, have been revealed to be Colossal Dicks who consider their players little more then sentient wallets.

Few, if any, people are paying attention to or are excited for a Cities II patch. Much like Halo, most of the creators and consumer base have either retreated to older products or moved onto greener pastures. The lightning has escaped from the bottle, never to return.
I was one really looking forward to cities II but passed hearing how bad it was. I really miss the days where launch day quality mattered and DRM was minimal. It kinda a shame it takes modders to fix a game then when the next game comes out it's like nothing was learned. Lessons lost.
Posted on Reply
#7
Metroid
I stopped playing this game while back, will resume when things are fixed. There is a lot to improve.
Posted on Reply
#8
nangu
TheinsanegamerNDid you miss the controversies regarding the game? For the benefit of the doubt: cities II has been an unmitigated dumpster fire, an unfinished game that also insults its player base with fake stats and DLC that insults the intelligence of even drooling LoL players. Promised features are either broken or totally absent, the interactive city is just window dressing for the spreadsheet underneath, the calculations are just totally broken (compared to cities 1 where they actually worked) and performance is still abysmal. It's player base has collapsed compared to cities 1, and even cities 1 has seen a sharp decline in players.

Paradox is in it's "burn through consumer trust faster than a California wildfire" phase, and Colossal Order, have been revealed to be Colossal Dicks who consider their players little more then sentient wallets.

Few, if any, people are paying attention to or are excited for a Cities II patch. Much like Halo, most of the creators and consumer base have either retreated to older products or moved onto greener pastures. The lightning has escaped from the bottle, never to return.
You summarized the CS2 drama pretty well. Only thing I want to add is that those "promised features" in reality were a big part of Collosal Order marketing material while promoting the game into the pre order, so they are not only promises but borderline false advertising also.

It's incredible how bad they managed not only the game's launch, but the following actions and patching post launch, and fundamentally, comunication to their players.
Posted on Reply
#9
Scrizz
BArms... still costs at least $229.06 on Steam for the game and all the DLCs and that's with a 45% discount...
you can say that about pretty much any Paradox game :laugh: EU, Stellaris, etc.
Posted on Reply
#10
Kadath
Scrizzyou can say that about pretty much any Paradox game :laugh: EU, Stellaris, etc.
Don't make me think on how much I spent on Stellaris through the years...
Posted on Reply
#11
de.das.dude
Pro Indian Modder
nothing to fix the broken fake simulation though :(
Posted on Reply
#12
stimpy88
What, so this is what the v1.0 should have been on day one, a year later? Awfully disappointing attempt at a game.
Posted on Reply
#13
Jermelescu
MetroidI stopped playing this game while back, will resume when things are fixed. There is a lot to improve.
Like with most games associated with Paradox in one way or another, try it 3 years after its release.
Posted on Reply
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