Traffic Manager:PE does most everything Traffic++ can, minus that lane drawing. You can have both installed, just may not be necessary.
1.5 patch and Football update!
This week has been intense! We have been working on a smaller patch to celebrate the start of the 2016 UEFA European Championship and tomorrow there will be a free football (the REAL kind) related mini DLC available for free!
Alongside the mini DLC there will be a small patch to fix a few issues and adding the pre-order content for everyone to enjoy. Most interesting adjustments in the patch are the solar power plants producing now 70% of the daytime output and After Dark’s Tourism specialization attracting more tourists. The full patch notes are listed below.
The team at Colossal will continue to work hard on bringing new content and improvements to Cities: Skylines in the future and I hope you enjoy this little update in the meanwhile!
Cheers,
Mariina
1.5.0-f4
Free Football DLC, available to download on Steam Thursday the 9th of June
Football Stadium Football match mechanics Possibility to customize football team colour New policies New Chirps New Chirper hat
Patch for all the players, available after devs get to the office on Thursday (UTC+2/EET)
Pre-order content added to the base game! Email subscription included on the Paradox account creation page Fixed: 'Unsubscribe All' and 'Add style' are inconsistent with rest of the buttons in Content Manager under Style and Steam Workshop tabs Fixed: Incorrect lighting on H2 3x2 Office13 building during day Fixed: {0} symbol appear next to the price while buying new tile in DE Fixed: Solar Plant producing lower amount of energy during night (Solar power plant now produces 70% of the daytime output during the night) Fixed: Parks & Recreation policy mentioned the Decoration budget (now Decoration is removed) Fixed: Map Editor: Saving a new map (in the map editor) and then loading it result in broken map Fixed: Expansion 1: Design: Tourism Specialization does not attract more tourists Fixed: Expansion 1: Bikers stands backwards when waiting at a red light Fixed: LOC: GER: The "Young Adults" text in a district's Info Panel is cut off Fixed: Text: Names exceeding 14 characters are cut-off Fixed: Text: UI: The text fields of citizens or vehicles info panels can overlap when using long custom names Fixed: UI: The number of unread chirps overlaps city notifications, causing it to flicker as well Fixed: Text: UI: Several characters are cut off when displayed in the City Name text field, of the New Game panel Fixed: Bus doors are on the wrong side when using left hand traffic Fixed: Snowplow blade face the wrong way when using left hand traffic Fixed: Landscaping: Tooltip for "Parks and Recreation" policy in milestone menu mentions "Decoration" Fixed: LOC: RU: The text box for "Cost: {0} / cell" ("Стоимость: {0} / клетка") is overlapping in Hydro Power Plant info
[quote]
Natural Disasters features a catalog of catastrophes to challenge mayor-players everywhere, including planning with early warning systems and emergency routes, devastating and destructive disaster effects, and caring for the populace as they struggle to rebuild. The expansion will also update Cities: Skylines with a new scenario editor and gameplay mode, allowing players to finally win – or lose – the game on their own terms.
Natural Disasters will include:
Deep, Impactful Gameplay: Keep your city going through the devastation of several possible doomsday scenarios, from towering infernos to the day the sky exploded
With Great Power Comes Great Response Abilities: Plan for, and respond to, disasters using early warning systems, countermeasures, and new disaster responses such as helicopters and evacuations – finally, a Paradox game where “Comet Sighted” actually means something
Radio Saved the Video Game: Citizens can go Radio Ga-Ga with a new broadcast network, helping to rapidly spread evacuation warnings and emergency alerts – or simply relax to new in-game music stations
An Objectively Good Feature: Scenario Mode allows players to design custom game objectives, including custom starting cities, win conditions, time limits, and more – and share scenarios to Steam Workshop
Chirpocalypse Now: Heck yeah, new hats for Chirper[/quote]
That phrase is second only to “Visually Stunning”.
Visually Stunning isn’t a 90s movie reference, though.
True enough.
The scenario mode option is also pretty sweet, TBH. Probably the first xpack that is really interesting to me from the game. Nice!
Snowfall was hugely disappointing because it didn’t actually offer seasonal changes. Permanent snow maps sucked.
Hopefully, this is more applicable to regular maps and isn’t limited to set scenarios.
Yeah, I think the devs coded themselves into some really weird corners (object limits hitting large cities, model/texture limits preventing “too many” building types or changes in a given map, etc.) and are really reluctant to dig out of that hole, as it could significantly raise minspec for the game. I can sympathize with that, to be sure, but it’s sort of a drag sometimes :(
“Among the disasters will be Japanese monsters such as a teal Oni.”
I don’t think Snowfall sold all that well either, or if it did, no one played it.
I have the achievement called The Plowmaster (possible best adult film star name ever?), you get it for having snowplows collect 2000000 units of snow. I think I got it after about 10 hours of Snowfall DLC play. Less than .62% of all players have it.
The upcoming natural disaster dlc really doesn’t add anything I want, from what I have seen. With so much game focus on traffic, I wish they would add traffic accidents.
I never understood the point of disasters in SimCity. Why destroy my carefully crafted city? But I do enjoy fixing floods in Cities Skylines (my first attempt at building canals was quite the adventure), so who knows.
It could be fun to deal with a crisis, but I can’t see paying extra for them.
I wish they would quit with the DLC for this game and get on with with the sequel (surely they are already working on it). Cities is a good game, but it felt like it lacked complexity. I think it could rival the great SimCity titles with a little bit of work, but it’s obvious that the DLC isn’t go to do it.
What fun is it to erect all those fire stations, police departments and hospitals if you can see their little vehicles race down to the towering inferno in the middle of the city where there are no highways… oops.
The first Content Creator DLC has been announced.
The Content Creator Pack: Art Deco will sell for $4.99. It will include buildings created by community member Matt “Shroomblaze” Crux.
[quote]
These buildings are new and original creations created by Crux, exclusive to the Art Deco pack, and Crux will receive a share of revenue from their sale in addition to an initial payment from Paradox to cover the cost of production. Other community creators will be highlighted in upcoming packs planned for the near future.[/quote]
Yay for him, I guess, but nah. I’m good.
I wish they would add content that would actually make me want to play the game!
Ooh. I love Art Deco. This might actually get me to reinstall the game. Well, that and I’ve been meaning to pick up the proper expansions too.
Regarding the Disasters expansion:
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The disasters themselves can be toggled as a random event on any map, or the player can select one and target a map area.
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The scenario editor is part of the free update for everyone.
Meh…
Meh is right. Zone everything, watch it grown. Then have a disaster and re-zone it again to watch it grow again.