Cities: Skylines

Cities: Skylines

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Bugfixing-patch 1.0.6b is here!

Greetings Chirpies!

Colossal Order have been hard at work and we're now ready to release the first post-launch patch for Cities: Skylines. The main theme of this patch, as you can see, is bug fixing!

We have isolated and eliminated a large part of the most pressing technical issues, meaning this should get the game working for many who haven't been able to play before.

As we're rolling out the update via Steam, it might take up to two hours, or so, for it to go live everywhere. Please restart your Steam client or Verify the game cache if the game does not automatically download the patch.

You can see which version number you're running in the lower right corner of the main menu, if you're not sure that you've gotten it.

1.0.6 - Patch notes

  • Windows: dependencies to the visual studio runtime have been removed. Addresses the issue where ColossalNative.dll would fail to load for users missing/having wrong msvcrt dlls.
  • Windows/OSX: fixed an issue where some users would not have permissions to access an user folder

  • Linux: fixed some cases where the first time launch would show the game half way out of the screen on dual monitors
  • Linux: various runtime optimizations
  • Linux: hopefully fixed the performance problems and the log spam, we were unable to reproduce that issue so this is a bit of a blindfolded fix
  • Linux: added support for $XDG_DATA_HOME. If you are using a custom path for XDG and already played the game on that machine, you will need to manually move the user files from the default folder ~/.local/share/Colossal Order/Cities_Skylines to $XDG_DATA_HOME/Colossal Order/Cities_Skylines

  • Mac/Linux: fixed a crash when selecting a building in the Asset importer

  • All platforms: added some debug info which may be useful when trying to help users in trouble.
  • All platforms: added support for -screen-height & -screen-width and lowered severity of argument error unsupported launch options so they would cause the new game button to be greyed.

  • Modding API: fixed OnCalculateResidentialDemand, OnCalculateCommercialDemand and OnCalculateWorkplaceDemand to call their respective counterpart properly. Also fixed for office buildings calling industrial level up.
  • Nerfed parks decreasing commercial demand
  • Noad upgrade tool now works between two-way and one-way roads and right mouse-button changes direction of one-way roads
  • Building effect radius is more accurate
  • Added a Film grain slider in the Graphics options, like for the Tilt shift. (Users with the Disable Film Grain mod subscribed from Steam workshop and enabled will be notified with a "Console warning" when the game start and the game will automatically disable the mod and set the film grain amount to 0 so that no action from users is required apart from closing the Console panel).
  • Added a chirper volume slider in the Audio options
  • Intro screen can now be skipped with mouse click or key press.
  • Fixed a case where an error would occur if the Source folder was not found while sharing a Mod to the workshop
  • Fixed Publish workshop panel caption to not always show Savegame regardless which asset type was selected
  • Removed the clicking sounds that could be heard on a quiet night during full moon and near the end of the loading screen
  • Buildings uploaded to the workshop will now go to their respective tags automatically. (Buildings already on the workshop will not, we are currently investigating how to make it happen without users having to do anything about it)

  • Fixed holding down mouse button and release over ui keeps some tools active
  • Fixed tooltip stays visible when using shortcut to open area view
  • Fxed parking spaces still working for burned down buildings.
  • Fixed mouse raycast use normal mesh for burned down buildings.
  • Removed airplane engine sound from unlockpanel... :p
  • Fixed minor text issues in different languages
  • Fixed wrong tree shadow alpha with pollution or water
  • Fixed bulldozeing ship/airplane paths in map editor even when they are not visible
  • Fixed pedestrian bridge color slightly wrong from far distance

Please note: if your specific issue has not been fixed, it's on our to-do list. Do not worry!

Huge thanks to everyone who has contributed to bug researching, reporting and helping us :)

The Cities: Skylines Team
Last edited by CULT mixfriesjohn; Mar 19, 2015 @ 11:49am
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Showing 1-15 of 449 comments
Greygor Mar 19, 2015 @ 4:42am 
As Mr. Burns would say, Excellent
[FR] Klxeex Mar 19, 2015 @ 4:42am 
:) thx
Sentient Entropy Mar 19, 2015 @ 4:42am 
Keep up the good work! :happymeat:
JimFromAcounting Mar 19, 2015 @ 4:42am 
Awesome. Thank you :)
kokonut Mar 19, 2015 @ 4:42am 
Tyvm!!! that's fast response to all player needs
FreshDaniel Mar 19, 2015 @ 4:43am 
Great! Now all that's left to fix is traffic and I'm happy :)
Nethonink Mar 19, 2015 @ 4:43am 
This is awesome, thx. Great job!
Roku Mar 19, 2015 @ 4:43am 
Awesome, thank you!
AlCapone Mar 19, 2015 @ 4:43am 
Very nice! :3 Thanks a lot :)
theyseN Mar 19, 2015 @ 4:43am 
Awesome work guys, you just made an ace with your game
FishyFrags Mar 19, 2015 @ 4:43am 
Sounds great! Can't wait for more updates !!!
Cracker_ Mar 19, 2015 @ 4:44am 
Thanks, Great update!
TacoDip Mar 19, 2015 @ 4:44am 
Did I miss something or is the traffic not fixed? Hope it'll be better in the future but already loving this game a ton!
zaabi1995 Mar 19, 2015 @ 4:44am 
catraps Mar 19, 2015 @ 4:44am 
Thenk you a lot! Do you work on traffic problems? Such as a lot of cars standing in one line instead of spreading on others?
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Date Posted: Mar 19, 2015 @ 4:37am
Posts: 449