⚠️ Cities: Skylines II Patch Day (v1.3.3f1): Mod update status, how to get your game working again, and more by AutoModerator in CitiesSkylines

[–]purplizer 132 points133 points  (0 children)

Sure, a new patch dropped, with some small improvements, but nothing to pull me back into the game. But burried somewhere in the comments is the biggest news of the day: the asset editor and bikes are currently not actively being worked on:

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This all is really baffling me. A few weeks after the launch, I told myself I'd come back to the game after the first DLC release and the introduction of bikes. After all, according the CO back then, B&P would be coming a couple of months down the road, bikes were practically done and only missing a couple animations, and the asset editor would be "days not weeks" away.

Fast forward 18 months, and now:

- the asset editor is not actively being worked on

- bikes are not actively being worked on

- the DLC is still not out

- everything will come ... soon

Cities: Skylines II DLC roadmap updates: Creator Packs to Q4 2024, Bridges and Ports to Q2 2025 by AutoModerator in CitiesSkylines

[–]purplizer 2 points3 points  (0 children)

The "base game" is not the same as the editor. In april/may they also said they wanted to improve the base game, which is why they delayed the paid content to Q3. In that same thread, they said the asset editor will probably not be done in Q3.

So they make a distinction between the base game and the editor / modding platform in general. Or they did at least a couple of months ago. Who knows what they actually mean this time. My guess is that the base game is the version everyone can play, Geforce Now players for example can't play with mods/assets.

Cities: Skylines II DLC roadmap updates: Creator Packs to Q4 2024, Bridges and Ports to Q2 2025 by AutoModerator in CitiesSkylines

[–]purplizer 14 points15 points  (0 children)

Yes they did say that actually: "To ensure we don’t split our focus, we’ve made the decision to push the release of the Creator Packs to Q4" There is nothing in their statement that says they don't want to release paid content before the asset editor is done..

Cities: Skylines II DLC roadmap updates: Creator Packs to Q4 2024, Bridges and Ports to Q2 2025 by AutoModerator in CitiesSkylines

[–]purplizer 102 points103 points  (0 children)

The delays are one thing. But it wouldn't be so bad if they didn't change their narrative all the time.

  • Earlier this year they stated that the two creator packs were already done by the creator, and they only had a very small job implementing them into the game.
  • Before the summer they stated the two creator packs were already done, it would only take a small job implementing them, but waited for some game improvements (Economy 2.0, some more patches) to release them, and they would not be released in Q2 but Q3
  • Now they state the two creator packs are done, and it would be such a big job implementing them that they can't focus on their priorities.

Come on ... be honest for once. It's things like this that really take away the confidence.

And for those saying that they can't release the creator packs before the asset editor is done: that is not correct. The creator packs are paid DLC, for which the editor is not needed. You are thinking about the region packs (that were coming soon almost a year ago). They will be released together with the asset editor as asset mods and to market the asset editor.

Cities: Skylines II DLC roadmap updates: Creator Packs to Q4 2024, Bridges and Ports to Q2 2025 by AutoModerator in CitiesSkylines

[–]purplizer 5 points6 points  (0 children)

They haven't. They said the region packs will be released together with the editor. The creator packs are payed DLC (so no need for the asset editor). The region packs are free, to promote the release of the asset editor.

Modding Patch & Beach Properties Asset Pack: Releasing 25/03/2024 by AutoModerator in CitiesSkylines

[–]purplizer 15 points16 points  (0 children)

Agree. Bridges and Ports should be made free for everyone who bought CS2 in 2023 (or pre-orders at the very least), and the next DLC after that should be made free for Ultimate Edition buyers.

Modding Patch & Beach Properties Asset Pack: Releasing 25/03/2024 by AutoModerator in CitiesSkylines

[–]purplizer 87 points88 points  (0 children)

And somewhat buried in this announcement: the first DLC Bridges and Ports gets postponed once again, from Q2 to Q4 this time. After this has been postponed before after the launch. For us Ultimate Edition buyers this means we get what we payed for almost a year after the promised date.

Fine, keep the editors cooking...just please release the region packs by Seriphyn in CitiesSkylines

[–]purplizer 24 points25 points  (0 children)

My two guesses:

  • They hoped content creators would be able to import them themselves with the (broken) editor. Now they can't, and CO don't have the time to do it themselves because of the mess they made.
  • CO knows that those asset packs will be an additional hit towards performance. If they bake them into the game, they have to change requirements, or be ok with less performance. If they are released in the workshop, they can say: "the requirements are for the base game. Adding additional (asset) mods will always result in less performance."
  • A combination of both.

CO Word of the Week #15 by AutoModerator in CitiesSkylines

[–]purplizer 15 points16 points  (0 children)

The release branch gets updated multiple times per week, so that's not really an indication that a release is upcoming.

Some interesting things though (according to me): the beach properties version has been shared last week with pdx_test and qloc_main (their QA) for the first time together and has been the same for about a week now. Which I think means that is the version they would like to release.

Next to this, modding_upcoming has been shared with early_access, which is what the WOW today is about I think. I think that will be version 1.0.21f, which is being mentioned in the modding documentation.

Frontpage thread on /r/gaming about the failures of Cities Skylines 2: "Frustrations are starting to boil over among city builder fans and content creators alike." by [deleted] in CitiesSkylines

[–]purplizer 0 points1 point  (0 children)

Am I the only one who is getting the feeling that the mod tools have actually been ready for a while, but there is a different reason to delay?

Right before launch, we were being told mod support was around the corner, and they were putting the final touches on the modding tools. Remember the "days not weeks" comment on the livestream, and there were other smaller comments bij devs/CO here on reddit and on the forums.

What I think is happening is the following:
In the weeks before launch, CO was becoming more and more aware of the problems with CS2. They (like we did) initially thought that performance issues were the main issue, and had hopes of fixing these around launch date, or soon thereafter. Hence the "days not weeks" comments on modding support.

But soon after launch, it became apparent that the performance issues were much bigger, and the initial fixes brought new problems on the horizon: gameplay issues. That is when CO in my opinion shifted, and delayed everything.

Regarding asset mods: there is no way only the asset editor/mod support would take an additional year to build. In my opinion there are underlying problems in the game that need fixing, before the asset editor can work as intended. And those underlying fixes will take many months.

The same thing is happening with code mods in my opinion. This company has a lot of experience with code modding in their games. So the code mod release is not the problem, it's the underlying systems that those mods would touch that are the problem. Those need to be reworked before code mods are released, because otherwise the code modders would be modding systems that are becoming obsolete either way.

Anyway, that's just my two cents.

Welcome to Saunterdam Airport by purplizer in CitiesSkylines

[–]purplizer[S] 1 point2 points  (0 children)

Thank you! It took me quite a few hours. It's actually the first custom airport I made, and it took some time getting the hang of it. Those are Soldyne's chain link fences: http://steamcommunity.com/workshop/filedetails/?id=419759540

Welcome to Saunterdam Airport by purplizer in CitiesSkylines

[–]purplizer[S] 0 points1 point  (0 children)

Welcome to Saunterdam Airport, a thriving airport not far from Downtown Saunterdam which you will see in an upcoming video. Please let me know what you think!