Cities: Skylines - TotalyMoo
Greetings Chirpies!

Last time I wrote an official update we mentioned competitions. We're fans of staying true to what is said, so with no further ado we have teamed up with a site called Claimony and their partner Logitech for the first summer competition!

In short; build a city (Claimonyville) that is as creative, fun, good looking, interesting, well working - whatever - as you want and tweet it to us. In a week the people at Claimony will chose a winner that gets sweet sweet hardware.
  • Logitech G930 Wireless Gaming Headset
  • Logitech G910 Orion Spark
  • Logitech G502 Proteus Core
You'll need to sign up to their site in order to participate. Good thing is that will let you get points for your Steam achievements too (5x during the competition dates) which can be used to claim other prizes... and maybe get the surprise package!

Dates: June 22-28

How to:
  • Create your representation of Claimonyville: the most rewarding city in the world
  • Upload a screenshot to twitter with your Claimony username, #CitiesSkylines, #Claimonyville and a short note on your interpretation
Link to competition site.

On future competitions: we're aiming to run more stuff during the summer. Some things aimed at modders, some that everyone can participate in. If you can't join in on one - please feel free to give us (me/Azurespecter) constructive feedback on what you'd like to do and maybe we'll find something that appeals to your audience in a future format.

Cheers,
John
Cities: Skylines - TotalyMoo
Greetings Chirpies!

Last time I wrote an official update we mentioned competitions. We're fans of staying true to what is said, so with no further ado we have teamed up with a site called Claimony and their partner Logitech for the first summer competition!

In short; build a city (Claimonyville) that is as creative, fun, good looking, interesting, well working - whatever - as you want and tweet it to us. In a week the people at Claimony will chose a winner that gets sweet sweet hardware.
  • Logitech G930 Wireless Gaming Headset
  • Logitech G910 Orion Spark
  • Logitech G502 Proteus Core
You'll need to sign up to their site in order to participate. Good thing is that will let you get points for your Steam achievements too (5x during the competition dates) which can be used to claim other prizes... and maybe get the surprise package!

Dates: June 22-28

How to:
  • Create your representation of Claimonyville: the most rewarding city in the world
  • Upload a screenshot to twitter with your Claimony username, #CitiesSkylines, #Claimonyville and a short note on your interpretation
Link to competition site.

On future competitions: we're aiming to run more stuff during the summer. Some things aimed at modders, some that everyone can participate in. If you can't join in on one - please feel free to give us (me/Azurespecter) constructive feedback on what you'd like to do and maybe we'll find something that appeals to your audience in a future format.

Cheers,
John
Prison Architect - contact@rockpapershotgun.com (Ben Barrett)

A band of vagabonds ride through the streets in a stolen car, hollering obscenities and passing out cash cards - small bits of cardboard with FUNBUCKS written on them in comic sans. The citizens of Steamville are disdainful to their wild actions, preoccupied by the green tide of deals swarming around their feet.

What are the best Steam Summer Sale deals? Each day for the duration of the sale, we’ll be offering our picks – based on price, what we like, and what we think more people should play. Read on for the five best deals from day 3 of the sale.>

… [visit site to read more]

PlanetSide 2 - contact@rockpapershotgun.com (Scott Constantine)

Hi folks!

Here’s what happened in May in the RPS community.

In this alliterative edition: Blood Bowl [official site] brethren batter and bludgeon in preparation for the new game; Cities: Skylines [official site] succession games subsequently succeed; Dirt Rally [official site] roadsters rack-up a riveting league; Guild Wars 2 [official site] troopers take to hammering out their differences; and PlanetSide 2 [official site] players participate profoundly in another smashing of servers.

… [visit site to read more]

Cities: Skylines - contact@rockpapershotgun.com (Alec Meer)

Sorry for the delay on concluding this – one person got behind, then we had a domino effect where everyone else was off-schedule, then we got distracted by a bumblebee and… Here it is, though: the final part of the Cities: Skyline succession game I’ve been playing with Jonathan Shipley and Dan Corns, in which we pass our savefile onto the next person whenever our shared city levels up. In this last part: so much death, and yet not enough.> … [visit site to read more]

Cities: Skylines

As themes go, "European" is a pretty broad category—encompassing centuries of history and architecture across multiple countries. Nevertheless, a new update for Cities: Skylines does attempt to make everything look less gosh-darn American. Patch 1.1.0—or European Theme, as it's also known—brings 72 new European buildings, and the ability for these buildings to form into terraces.

These buildings are part of a new European biome, meaning they'll only appear if you start a city on that map theme.

Also in 1.1.0, tunnels; a feature that Colossal Order say was "one of the community s most requested features". In addition, the asset editor has been expanded and now allows for the import of custom vehicles.

Here are the update's main additions and features:

  • New: European theme added
  • New: 72 European buildings in the European theme
  • New: Support for corner and adjacent buildings in the European theme
  • New: 3 maps added with European theme (Cliffside Bay, Foggy Hills and Grand River)
  • New: Tunnels for roads and rail added
  • New: Metro tunnels can be built at different levels
  • Options: V sync option added
  • Options: Invert Y mouse axis added

The full thing is much broader in its scope, and you can see the complete changelist over at the Paradox forums. Patch 1.1.0 is out now.

Cities: Skylines - TotalyMoo


Important note for users with modded games: Please use "--noWorkshop" and "--disableMods" as launch options when running 1.1.0 for the first time to ensure there are no conflicts. Several of your favorite mods will need to be updated before working properly with this version.

---------------------------------------------------------------------------------------------------------

Greetings my dear Chirpies!

Today we are proud and excited to bring you our first large content update: Cities: Skylines 1.1.0 - European Buildings. This update is, as promised, totally free to all our players - current and future.

So what are you getting today?
  • Over 50 European style buildings
  • Wall-to-wall buildings enabling players to build those European streets and neighbourhoods
  • Three new starter maps
  • Tunnels, one of the community’s most requested features
  • A number of Asset Editor additions including the ability to import custom vehicles
  • A multitude of smaller cosmetic additions and bug fixes.
Please note:
  • The European style buildings are a map theme, meaning you will need to play a map in the European biome in order to see them.
  • Many mods and (some) custom assets will not work with 1.1.0 and will need updating by their author. We have worked hard to cause as few conflicts as possible with popular mods, yet this is a substantial update and with the code & functionality changes some issues have been impossible to avoid. Going forward we aim to find a solution where we can work with our core modders pre-launch to give them ample time to adjust their creations before the public have access.
Our brand manager (the handsome guy you've seen in several videos) has the following to say about the expansion plans for Cities: Skylines.

“Cities: Skylines will continue to follow the traditions set by other recent Paradox releases such as Crusader Kings II and Europa Universalis IV of paid expansions combined with large updates of free content ensuring that all players, whether they choose to purchase the expansions or not, will have plenty of new features to look forward to. One of the major differences, however, between those titles and Cities: Skylines will be that minor DLC updates will be uncommon. The majority of content updates will be significant upgrades and additions.

Going forward, we will focus on giving away the main features for free and improving the modding tools, while also selling major expansions around new mechanics. But we will also continue to offer free content such as new buildings and road types.”


Full patch notes for Cities: Skylines 1.0.7 - 1.1.0

Features & New
  • New: European theme added
  • New: 72 European buildings in the European theme
  • New: Support for corner and adjacent buildings in the European theme
  • New: 3 maps added with European theme (Cliffside Bay, Foggy Hills and Grand River)
  • New: Tunnels for roads and rail added
  • New: Metro tunnels can be built at different levels
  • Options: V sync option added
  • Options: Invert Y mouse axis added

Editor & Modding
  • Launch options: added -noWorkshop to disable Steam workshop
  • Asset editor: Increased limit for bridge pillar count
  • Asset editor: Hedge added to residential props
  • Asset editor: Added custom vehicle importing
  • Asset editor: Added the ability to set custom thumbnails and tooltip images for all types of assets (in the save panel)
  • Asset editor: New editable properties exposed
  • Asset editor: Added ability to inherit building unlock milestone from template
  • Asset editor: vehicles have a Steam tag "Vehicle"
  • Asset editor: Fixed cut off text and missing spaces in the Properties box
  • Asset editor: Water Service buildings can now have proper pipe connections
  • Asset editor: Custom harbors and cargo harbors are now usable in-game
  • Asset editor: Custom airports now get visited by planes, like an actual airport
  • Asset editor: Fixed issue where some custom assets could not be loaded in-game after editing
  • Asset editor: Fixed missing texture for landfills
  • Asset Editor: Fixed a rare issue where holding and releasing the mouse button would not be recognized
  • Content manager: Introduced a new layout
  • Modding API: Added OnEnabled/OnDisabled support for IUserMod. Called everytime a mod is becoming active or inactive
  • Map editor: Fixed issue where users could place a water source outside the map area
  • Map editor: Fixed free camera hotkey not working

Bugfixes & Misc
  • Linux: support for JPG workshop previews added
  • Linux: users can now use numpad-Enter in-game
  • Linux: Fixed rare issue where users crashed due to a faulty asset
  • Fixed issue with 1x1 buildings "disappearing" when zoomed out too far
  • Fixed several localization issues
  • devInfo.txt is no longer needed
  • Achievements are now properly localized
  • Small contrast changes in some information windows to improve colorblind accessibility
  • Fixed issue where some elevated roads became immune to interaction
  • Metro and train lines now properly update when changed
  • Cruise ships no longer travel over land :’(
  • The 2x2 OreCrusher now has a purpose in life
  • Ireland is properly represented on the Union Jack
  • Cursor no longer disappears when you press Esc whilst rotating the camera
  • Adjusted upkeep cost of some roads to the one displayed in their tooltip
  • People no longer die when your city is at 0 population
  • Fixed an issue where right clicking a button would highlight it incorrectly
  • Fixed an issue where free camera mode was not enabled after viewing milestones
  • Fixed an issue where changing language in-game would not change language for some menus
  • Fixed an issue with mouse button key bindings
  • Fixed an issue where the options menu would not be closed properly by hitting the esc key
  • Fixed an issue where temporary save files would sometimes be visible
  • Fixed an issue where roads would snap to inaccessible sections of hydro dams
  • Fixed a graphics issue where text would sometimes be corrupted at the bottom of save and load menus
  • Trees in terrain heights view should now have the proper colors for their elevation
  • Fixed an issue where users could elevate the height of gravel paths, even though they could not place them
  • Fixed a minor graphical issue in the content manager
  • Fixed some text alignment problems
  • Text references to left and right mouse buttons now take left-handed mouse settings into account
  • Added confirmation prompt for Reset Unique Buildings






Cheers,
The Cities: Skylines Team
Cities: Skylines - TotalyMoo


Important note for users with modded games: Please use "--noWorkshop" and "--disableMods" as launch options when running 1.1.0 for the first time to ensure there are no conflicts. Several of your favorite mods will need to be updated before working properly with this version.

---------------------------------------------------------------------------------------------------------

Greetings my dear Chirpies!

Today we are proud and excited to bring you our first large content update: Cities: Skylines 1.1.0 - European Buildings. This update is, as promised, totally free to all our players - current and future.

So what are you getting today?
  • Over 50 European style buildings
  • Wall-to-wall buildings enabling players to build those European streets and neighbourhoods
  • Three new starter maps
  • Tunnels, one of the community’s most requested features
  • A number of Asset Editor additions including the ability to import custom vehicles
  • A multitude of smaller cosmetic additions and bug fixes.
Please note:
  • The European style buildings are a map theme, meaning you will need to play a map in the European biome in order to see them.
  • Many mods and (some) custom assets will not work with 1.1.0 and will need updating by their author. We have worked hard to cause as few conflicts as possible with popular mods, yet this is a substantial update and with the code & functionality changes some issues have been impossible to avoid. Going forward we aim to find a solution where we can work with our core modders pre-launch to give them ample time to adjust their creations before the public have access.
Our brand manager (the handsome guy you've seen in several videos) has the following to say about the expansion plans for Cities: Skylines.

“Cities: Skylines will continue to follow the traditions set by other recent Paradox releases such as Crusader Kings II and Europa Universalis IV of paid expansions combined with large updates of free content ensuring that all players, whether they choose to purchase the expansions or not, will have plenty of new features to look forward to. One of the major differences, however, between those titles and Cities: Skylines will be that minor DLC updates will be uncommon. The majority of content updates will be significant upgrades and additions.

Going forward, we will focus on giving away the main features for free and improving the modding tools, while also selling major expansions around new mechanics. But we will also continue to offer free content such as new buildings and road types.”


Full patch notes for Cities: Skylines 1.0.7 - 1.1.0

Features & New
  • New: European theme added
  • New: 72 European buildings in the European theme
  • New: Support for corner and adjacent buildings in the European theme
  • New: 3 maps added with European theme (Cliffside Bay, Foggy Hills and Grand River)
  • New: Tunnels for roads and rail added
  • New: Metro tunnels can be built at different levels
  • Options: V sync option added
  • Options: Invert Y mouse axis added

Editor & Modding
  • Launch options: added -noWorkshop to disable Steam workshop
  • Asset editor: Increased limit for bridge pillar count
  • Asset editor: Hedge added to residential props
  • Asset editor: Added custom vehicle importing
  • Asset editor: Added the ability to set custom thumbnails and tooltip images for all types of assets (in the save panel)
  • Asset editor: New editable properties exposed
  • Asset editor: Added ability to inherit building unlock milestone from template
  • Asset editor: vehicles have a Steam tag "Vehicle"
  • Asset editor: Fixed cut off text and missing spaces in the Properties box
  • Asset editor: Water Service buildings can now have proper pipe connections
  • Asset editor: Custom harbors and cargo harbors are now usable in-game
  • Asset editor: Custom airports now get visited by planes, like an actual airport
  • Asset editor: Fixed issue where some custom assets could not be loaded in-game after editing
  • Asset editor: Fixed missing texture for landfills
  • Asset Editor: Fixed a rare issue where holding and releasing the mouse button would not be recognized
  • Content manager: Introduced a new layout
  • Modding API: Added OnEnabled/OnDisabled support for IUserMod. Called everytime a mod is becoming active or inactive
  • Map editor: Fixed issue where users could place a water source outside the map area
  • Map editor: Fixed free camera hotkey not working

Bugfixes & Misc
  • Linux: support for JPG workshop previews added
  • Linux: users can now use numpad-Enter in-game
  • Linux: Fixed rare issue where users crashed due to a faulty asset
  • Fixed issue with 1x1 buildings "disappearing" when zoomed out too far
  • Fixed several localization issues
  • devInfo.txt is no longer needed
  • Achievements are now properly localized
  • Small contrast changes in some information windows to improve colorblind accessibility
  • Fixed issue where some elevated roads became immune to interaction
  • Metro and train lines now properly update when changed
  • Cruise ships no longer travel over land :’(
  • The 2x2 OreCrusher now has a purpose in life
  • Ireland is properly represented on the Union Jack
  • Cursor no longer disappears when you press Esc whilst rotating the camera
  • Adjusted upkeep cost of some roads to the one displayed in their tooltip
  • People no longer die when your city is at 0 population
  • Fixed an issue where right clicking a button would highlight it incorrectly
  • Fixed an issue where free camera mode was not enabled after viewing milestones
  • Fixed an issue where changing language in-game would not change language for some menus
  • Fixed an issue with mouse button key bindings
  • Fixed an issue where the options menu would not be closed properly by hitting the esc key
  • Fixed an issue where temporary save files would sometimes be visible
  • Fixed an issue where roads would snap to inaccessible sections of hydro dams
  • Fixed a graphics issue where text would sometimes be corrupted at the bottom of save and load menus
  • Trees in terrain heights view should now have the proper colors for their elevation
  • Fixed an issue where users could elevate the height of gravel paths, even though they could not place them
  • Fixed a minor graphical issue in the content manager
  • Fixed some text alignment problems
  • Text references to left and right mouse buttons now take left-handed mouse settings into account
  • Added confirmation prompt for Reset Unique Buildings






Cheers,
The Cities: Skylines Team
Cities: Skylines - contact@rockpapershotgun.com (Adam Smith)

this is the steepest slope possible, not representative of ALL tunnels

Soon, you’ll be able to add tunnels to your urban creations in Cities: Skylines [official site]. Even before the game had been released, Colossal Order had told me that tunnels were the one big feature they had been hoping to include at launch. I think the eventual outcome was the best possible scenario – the game was lovely at launch, mods instantly started to make it even lovelier, and now the tunnels are arriving in the form of a free update later this week.

… [visit site to read more]

Cities: Skylines

Are you still playing Cities: Skylines? Personally, the only city I'm visiting these days is Los Santos in GTA 5, but the nice thing about mods is that they can pull you back into a game you haven't played in a while. The CityCopter mod, created by modder InconsolableCellist and currently in alpha, is a good example. It gives you a helicopter hangar and landing pad, and lets you hop into a chopper's cockpit and fly around your city in first-person.

There are no real goals, it's just kind of enjoyable to fly around a city you've built from the ground up instead of one someone else made. You can entertain yourself by checking out your city from some new vantage points, by trying to land on chopper pads on top of buildings, by threading the needle through your city's arch, and by trying to swoop around and not collide with things (though there's no penalty for doing so).

No training necessary. Plop the building and you're a pilot.

With the mod installed and activated, you'll first want to place your chopper pad, which appears on the unique level 3 building menu. You'll also see a new settings icon, in green, in the top right corner of your screen. Here you can change the hotkey to climb into your chopper (by default, it's Ctrl+G), and tweak other settings, like field of view and whether or not you want building and ground collisions on or off. Your mouse controls your pitch and yaw, and WASD controls the throttle and roll. Holding shift while moving the mouse lets you look around the cockpit without changing direction.

From out here the trash collection problems don't look so bad.

You can also activate night mode, which blankets your city in darkness, along with a chopper spotlight, so you can freak out people on the ground by shining a light on them. You can also turn off height limitations and look at your city from far, far above.

Please disperse. Being in a playground at night is creepy.

In its current state the controls are a little awkward, but with some practice I got pretty good at piloting my helicopter around. I'm looking forward to seeing where the mod ultimately goes.

You can subscribe to CityCopter on the Steam Workshop. There is also a donation link on that page if you'd like to contribute to the modder.

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