First Cities: Skylines Expansion to Release on September 24th
Sneak in After Dark and Read Colossal Order’s Diary
STOCKHOLM – Aug. 20, 2015 — Paradox Interactive, a publisher of games and a civic-minded somnambulist, today announced that “After Dark,” the first expansion for the hit city-building game Cities: Skylines, will release worldwide on September 24, 2015.
The expansion, which will include a broad variety of features, such as a day-and-night cycle, new nighttime city services and options, and much more, will be available to players of Cities: Skylines on PC, Mac, and Linux for $14.99 via digital distributors everywhere.
To give curious city constructors a glimpse of what awaits them in After Dark, Paradox has released a design diary from Cities: Skylines developer Colossal Order, along with a new batch of in-game screenshots showing several of the substantial sundown surprises that await players.
In After Dark, the sun will set on mayor-players’ in-game cities – but it will rise once nighttime is over, so nobody needs to worry. Towns will look – and behave – differently at night, with new leisure-focused nightspots, popular beachfront properties that thrive during the daytime, and new systems such as taxicabs, prisons, bike lanes, and much more.
First Cities: Skylines Expansion to Release on September 24th
Sneak in After Dark and Read Colossal Order’s Diary
STOCKHOLM – Aug. 20, 2015 — Paradox Interactive, a publisher of games and a civic-minded somnambulist, today announced that “After Dark,” the first expansion for the hit city-building game Cities: Skylines, will release worldwide on September 24, 2015.
The expansion, which will include a broad variety of features, such as a day-and-night cycle, new nighttime city services and options, and much more, will be available to players of Cities: Skylines on PC, Mac, and Linux for $14.99 via digital distributors everywhere.
To give curious city constructors a glimpse of what awaits them in After Dark, Paradox has released a design diary from Cities: Skylines developer Colossal Order, along with a new batch of in-game screenshots showing several of the substantial sundown surprises that await players.
In After Dark, the sun will set on mayor-players’ in-game cities – but it will rise once nighttime is over, so nobody needs to worry. Towns will look – and behave – differently at night, with new leisure-focused nightspots, popular beachfront properties that thrive during the daytime, and new systems such as taxicabs, prisons, bike lanes, and much more.
Paradox Interactive and Colossal Order are extremely excited to announce our first expansion; After Dark.
Night time is fun time! The game expands on the repertoire of features and customizations designed to enhance the thrill as well as maintain the challenge of the city building experience.
https://www.youtube.com/watch?v=lfFPIjdPJRk In After Dark, mayor-players’ in-game cities will go from day to night and back again, and their bustling burgs will look – and behave – differently. New leisure-focused commercial areas will become popular nightspots, with citizens flocking to nightclubs, karaoke bars, and other downtown destinations when their day is done. During the day, newly popular beachfront properties will do big business, including beach restaurants, jetski rentals, and more. For citizens who have a little too much fun, the addition of prisons will sort things out – while new taxi mechanics will help nighttime revelers get around efficiently and safely.
After Dark will include:
Leisure and Luxury: Nightclubs, restaurants, bowling alleys, and other new leisure areas will become especially active at night
Service with a Smile: New city services will transport criminals from police stations to prisons, while cargo hubs and international airports will allow
industry and tourism to expand and thrive
Surf and Turf: Commercial areas on the shoreline can specialize in new beach properties such as fishing tours, marinas, and beach bars
We Get Around: New taxi services help citizens and tourists travel around the city, while new dedicated bus lanes and bike lanes encourage alternate transportation
New Chirps: Because everyone loves Chirper #youknowit #heisadorable
Paradox Interactive and Colossal Order are extremely excited to announce our first expansion; After Dark.
Night time is fun time! The game expands on the repertoire of features and customizations designed to enhance the thrill as well as maintain the challenge of the city building experience.
https://www.youtube.com/watch?v=lfFPIjdPJRk In After Dark, mayor-players’ in-game cities will go from day to night and back again, and their bustling burgs will look – and behave – differently. New leisure-focused commercial areas will become popular nightspots, with citizens flocking to nightclubs, karaoke bars, and other downtown destinations when their day is done. During the day, newly popular beachfront properties will do big business, including beach restaurants, jetski rentals, and more. For citizens who have a little too much fun, the addition of prisons will sort things out – while new taxi mechanics will help nighttime revelers get around efficiently and safely.
After Dark will include:
Leisure and Luxury: Nightclubs, restaurants, bowling alleys, and other new leisure areas will become especially active at night
Service with a Smile: New city services will transport criminals from police stations to prisons, while cargo hubs and international airports will allow
industry and tourism to expand and thrive
Surf and Turf: Commercial areas on the shoreline can specialize in new beach properties such as fishing tours, marinas, and beach bars
We Get Around: New taxi services help citizens and tourists travel around the city, while new dedicated bus lanes and bike lanes encourage alternate transportation
New Chirps: Because everyone loves Chirper #youknowit #heisadorable
As most of us are leaving on summer vacation the coming week(s) we figured it was a good idea to give you something to play with until we're back in action come August. I had a sit down with Jonathan (Azurespecter) and he suggested we'd host a competition for our awesome asset creators - so here we are - doing just that. With no further ado I present to you...
The Extravagant Large-Sized Monument And Or Statue Contest
Or, for short, The Extremely Monumental Production Task Eloquently Delivered - TEMPTED.
The goal of this competition is to create a city monument that is the World's Biggest of something. These type of monuments serve as tourist attractions and bragging rights for cities. Be creative, because you certainly wouldn't want another modeller to make the same thing, but bigger, than yours!
You may advertise your model, but spamming any community or forum is not acceptable. Getting removed/disciplined for spam on a 3rd party site may lead to judges invalidating your entry.
No obscene or graphic models. Keep it clean!
You are allowed to participate with as many models as you wish (they will be judged individually).
Your entry MUST be tagged with #TEMPTED in the Steam Workshop TITLE to be eligible.
If we (Paradox) suspect vote manipulation we maintain the rights to disqualify entries.
Winners must be able to supply us with their home address & shipping location within a week of finishing the contest.
Your model MUST BE in the unique building category. It does not need to hold any particular gameplay functionality or values, nor does doing so disqualify it.
Models uploaded to the Workshop prior to 00:01 July 16th GMT+2 will be disqualified.
Your building may NOT portray or copy anything that is currently trademarked or under copyright, meaning no brands that aren't Paradox affiliated (unless you are able to display that brand owner's written permission).
ONLY original models, you may not submit another persons work, be it modified or as-is.
The contest will run in two stages.
Stage one: Production
This starts July 2nd and ends July 15th. We have opted to give everyone participating the same shot at producing something of great quality and not reward only the fastest asset creators. During this time you are not allowed to upload your asset on the Steam workshop or any third party site. Users are allowed to talk about their creations, share images and discuss progress.
Stage two: Workshop voting
Running from 00:00 the night between July 15-16 GMT+2/CEST to midnight on July 22nd (so it ends as us Swedes pass into the 23rd). This is the part where your model will be judged by the public. Popularity is valued by the amount of subscriptions you have at the end date of stage two. There will be a contest thread on Paradoxplaza where you are allowed to post your workshop entry once to spread the word.
The top three most subscribed participating assets will be crowned winners.
#TEMPTED will be moderated and managed by Jonathan/Azurespecter as I'm on vacation.
That's it! Go! Be creative! We're really looking forward to seeing your results!
As most of us are leaving on summer vacation the coming week(s) we figured it was a good idea to give you something to play with until we're back in action come August. I had a sit down with Jonathan (Azurespecter) and he suggested we'd host a competition for our awesome asset creators - so here we are - doing just that. With no further ado I present to you...
The Extravagant Large-Sized Monument And Or Statue Contest
Or, for short, The Extremely Monumental Production Task Eloquently Delivered - TEMPTED.
The goal of this competition is to create a city monument that is the World's Biggest of something. These type of monuments serve as tourist attractions and bragging rights for cities. Be creative, because you certainly wouldn't want another modeller to make the same thing, but bigger, than yours!
You may advertise your model, but spamming any community or forum is not acceptable. Getting removed/disciplined for spam on a 3rd party site may lead to judges invalidating your entry.
No obscene or graphic models. Keep it clean!
You are allowed to participate with as many models as you wish (they will be judged individually).
Your entry MUST be tagged with #TEMPTED in the Steam Workshop TITLE to be eligible.
If we (Paradox) suspect vote manipulation we maintain the rights to disqualify entries.
Winners must be able to supply us with their home address & shipping location within a week of finishing the contest.
Your model MUST BE in the unique building category. It does not need to hold any particular gameplay functionality or values, nor does doing so disqualify it.
Models uploaded to the Workshop prior to 00:01 July 16th GMT+2 will be disqualified.
Your building may NOT portray or copy anything that is currently trademarked or under copyright, meaning no brands that aren't Paradox affiliated (unless you are able to display that brand owner's written permission).
ONLY original models, you may not submit another persons work, be it modified or as-is.
The contest will run in two stages.
Stage one: Production
This starts July 2nd and ends July 15th. We have opted to give everyone participating the same shot at producing something of great quality and not reward only the fastest asset creators. During this time you are not allowed to upload your asset on the Steam workshop or any third party site. Users are allowed to talk about their creations, share images and discuss progress.
Stage two: Workshop voting
Running from 00:00 the night between July 15-16 GMT+2/CEST to midnight on July 22nd (so it ends as us Swedes pass into the 23rd). This is the part where your model will be judged by the public. Popularity is valued by the amount of subscriptions you have at the end date of stage two. There will be a contest thread on Paradoxplaza where you are allowed to post your workshop entry once to spread the word.
The top three most subscribed participating assets will be crowned winners.
#TEMPTED will be moderated and managed by Jonathan/Azurespecter as I'm on vacation.
That's it! Go! Be creative! We're really looking forward to seeing your results!
Today we are very happy to bring you a bug-fixing oriented patch aimed to address some of the most common issues and points of feedback. Of course, as with any patch, not every problem has been solved - yet we're satisfied with the list of fixes that has been achieved.
Once again we would like to give you all our most heartfelt thanks for the amazing amount of feedback, bug reports and support you've been giving us. It helps us greatly not only with information but also motivation.
Mod compatibility in 1.1.1b
Due to some improvements with how mod-specific options are displayed in-game a fair amount of popular mods will be incompatible with 1.1.1b. We recommend using the steam launch options "-disableMods" and "-noWorkshop" until the mod creators have done the necessary, albeit very small, changes. More info on what needs to be done by our modders can be found here.
Meanwhile we'll be doing our best to list the known incompatible popular mods below.
Traffic++ (mod creators are notified)
Patch notes
Added 30 new buildings (growables)
Added tunnels for Pedestrian path
Improved error handling for when a mod does unholy operations
Added "unsubscribe all" button in the Steam Workshop category in Content Manager
Fixed De-zoning areas sometimes results in zoned tiles reappearing
Fixed trains stuck to map borders
Important note: This takes a few minutes to go into effect on old saves experiencing this issue. Please let it work its magic!
New option panel layout
Auto-save option added for games
Graphics: visual glitches with pavement on steep slopes fixed
Fixed polish UI audio volume not fitting the Options panel
Fixed the keymapping in all languages not fitting to fit on 2 lines
Fixed missing info tooltips for markers (smoke, large smoke, info tooltip shot, invisible parking space and steam)
Fixed the "-noWorkshop" toggle to completely disable the Steam workshop integration
Fixed mouse wheel to scroll the build toolbar
Added shutter sound to snapshots in map editor
Fixed left and right mouse button references in all languages
Ability to reset keybindings to default without losing all other settings
Installing multiple workshop items at once should not freeze the game anymore
Asset editor: Added new thumbshot and infoshot tools for capturing thumbnail and infotooltip images, respectively
Asset editor: Automatic snapshot, thumbshot, and infoshot are taken when opening the save panel for an asset (unless the user already took them)
Asset editor: Save asset panel now has the ability to select which to use of available thumbnails and infotooltips
Asset editor: Trailer and LOD colors show correctly in the editor when editing color variations
Asset editor: Removed color variation property from trees since it is not used by the game
Asset editor: Optimizations on saving/loading custom assets
Asset editor: Fixed a bug where creating several new assets during the same session would get the same ID, resulting in e.g. snapshots going to the same folder
Asset editor: Fixed additional polygons sometimes appearing in the models when scaling and/or rotating models
Asset editor: Scaling the model larger no longer makes it vanish from the preview camera
Asset editor: Overriding only some of the lod textures (e.g. assetname_lod_d) now works again without having to override any of the others
Asset Editor: Railtracks now available in Intersection editor
Asset Editor: Loading an asset does not reset the previously entered description
Asset Editor: Level 2 specialized industrial buildings can now be imported and edited
Design: Now possible to see what all future milestones unlock
RUS/GER: Fixed the "View on steam workshop" text cut-off in Content Manager.
Today we are very happy to bring you a bug-fixing oriented patch aimed to address some of the most common issues and points of feedback. Of course, as with any patch, not every problem has been solved - yet we're satisfied with the list of fixes that has been achieved.
Once again we would like to give you all our most heartfelt thanks for the amazing amount of feedback, bug reports and support you've been giving us. It helps us greatly not only with information but also motivation.
Mod compatibility in 1.1.1b
Due to some improvements with how mod-specific options are displayed in-game a fair amount of popular mods will be incompatible with 1.1.1b. We recommend using the steam launch options "-disableMods" and "-noWorkshop" until the mod creators have done the necessary, albeit very small, changes. More info on what needs to be done by our modders can be found here.
Meanwhile we'll be doing our best to list the known incompatible popular mods below.
Traffic++ (mod creators are notified)
Patch notes
Added 30 new buildings (growables)
Added tunnels for Pedestrian path
Improved error handling for when a mod does unholy operations
Added "unsubscribe all" button in the Steam Workshop category in Content Manager
Fixed De-zoning areas sometimes results in zoned tiles reappearing
Fixed trains stuck to map borders
Important note: This takes a few minutes to go into effect on old saves experiencing this issue. Please let it work its magic!
New option panel layout
Auto-save option added for games
Graphics: visual glitches with pavement on steep slopes fixed
Fixed polish UI audio volume not fitting the Options panel
Fixed the keymapping in all languages not fitting to fit on 2 lines
Fixed missing info tooltips for markers (smoke, large smoke, info tooltip shot, invisible parking space and steam)
Fixed the "-noWorkshop" toggle to completely disable the Steam workshop integration
Fixed mouse wheel to scroll the build toolbar
Added shutter sound to snapshots in map editor
Fixed left and right mouse button references in all languages
Ability to reset keybindings to default without losing all other settings
Installing multiple workshop items at once should not freeze the game anymore
Asset editor: Added new thumbshot and infoshot tools for capturing thumbnail and infotooltip images, respectively
Asset editor: Automatic snapshot, thumbshot, and infoshot are taken when opening the save panel for an asset (unless the user already took them)
Asset editor: Save asset panel now has the ability to select which to use of available thumbnails and infotooltips
Asset editor: Trailer and LOD colors show correctly in the editor when editing color variations
Asset editor: Removed color variation property from trees since it is not used by the game
Asset editor: Optimizations on saving/loading custom assets
Asset editor: Fixed a bug where creating several new assets during the same session would get the same ID, resulting in e.g. snapshots going to the same folder
Asset editor: Fixed additional polygons sometimes appearing in the models when scaling and/or rotating models
Asset editor: Scaling the model larger no longer makes it vanish from the preview camera
Asset editor: Overriding only some of the lod textures (e.g. assetname_lod_d) now works again without having to override any of the others
Asset Editor: Railtracks now available in Intersection editor
Asset Editor: Loading an asset does not reset the previously entered description
Asset Editor: Level 2 specialized industrial buildings can now be imported and edited
Design: Now possible to see what all future milestones unlock
RUS/GER: Fixed the "View on steam workshop" text cut-off in Content Manager.