CO Word of the Week #6

Cities: Skylines II

Raise a city from the ground up and transform it into a thriving metropolis with the most realistic city builder ever. Push your creativity and problem-solving to build on a scale you've never experienced. With deep simulation and a living economy, this is world-building without limits.

Last week in my comments on the forum, I tried in my very (and sometimes too) direct way to say that we made different design choices with Cities: Skylines II compared to its predecessor, and we understand that some may prefer one over the other or wish we had gone in a different direction. My poor choice of words did not make it clear that this of course does not apply to any bugs or issues you’re experiencing with the game. Naturally, this led to frustration for a lot of you, and I apologize for this. We know that we still have a lot to do before Cities Skylines II meets the performance standard and polish we are aiming for and that you expect, and you can be sure we are hard at work to reach these goals. One of the best parts of Cities: Skylines is its active community. As devs we want to be present on the forums, listening to the feedback and answering questions. Our goal is to create the best city builder ever made, and your feedback is extremely important to us in reaching that goal. All of us in the community have different personalities and cultural backgrounds, our preferences and opinions vary and priorities differ. We know as devs we can’t please everyone, but each and every one of you makes our community richer. Cities: Skylines II is about creativity that can spark interesting conversations and new ideas. The community, and modding, are what make a Colossal Order game! And I promise, we’re working as fast as possible to get the modding support into the game. In the meantime, we released gameplay bug fixes last week. Most notably we touched upon mail service and storage transfer, and fixed bugs related to the pathfinding. You can find the full patch notes with all the fixes [url=https://store.steampowered.com/news/app/949230/view/3865840010278875953?l=english]here[/url]. All the fixes for the simulation may require a bit of time to take effect. However, please report if you still experience the issues and we’ll take a look! The next patch (the last one this year) is coming out next week before we start our holiday break on the 18th of December. The patch will have the performance improvements I mentioned previously and the gameplay bug fixes we can manage to squeeze in. The focus is on the characters and a dentist has been consulted. There will also be improvements in the level of detail models for selected assets, as well as geometry improvements for better performances and reduced memory usage. Asset-related work will continue next year, but we should already have a good amount of improvements ready before the holidays. On the gameplay side, we’re looking into the airports having problems with the export and we are working to fix some statistics. We have received reports of more stray dogs, now at the train stations. I can’t believe how terrible the citizens are at taking care of their pets! While I won’t promise we’ll have all of the dog-related issues fixed before the holidays, we are aware of the poor pups being left behind and will make sure their owners learn responsibility eventually. Please keep the feedback and the bug reports coming, we’ll go through all of them! In the next CO Word of the Week, we’ll go over the final patch of the year and what we plan to work on next year. Sincerely, Mariina