Lord of Rigel - IcebergBrady
Greetings Lords of Rigel,

This week has been more under the hood bug fixes and quality of life changes and optimizations but some of the major ones are:

This Patch:
• Empire, Fleets, Diplomacy, Planets, and Ship Designer menu optimizations and visual enhancements on the sort menus. Menus and filters should be faster for slower systems. There is also smart filtering added on categories. (ex. Filtering out asteroids when sorting by gravity or minerals in Planets menu)
• Tutorial menu anchor and render order fixes and adjustments to match with new menu features in New Game, Ship Designer, and Build Queue.
• Autoturn stop trigger adjustments- Turns off when hostile fleets are approaching your systems instead of detecting fleets in general

Still coming down the pipeline for EA1 are:
• Auto ship design generator: With the optimizations done on ship designer we’ll be adding in an “auto” button to have the AI generate a design of your selected size class.
• Loading and saving build queues: You’ll be able to select various buildings and items to set up a build queue order. Unavailable items will be filtered out. These queues will be tied to your user settings and should be able to be shared between games. Along with the existing auto construction tool this should provide a lot of control for automation for players

As for another deep dive this week:

Selach Ships!
The aquatic traders, the Selach, have been a fan favorite. Selach ships are meant to be sleek and aquatic, with flowing forms similar to marine mammals and fish. Their ships are large due to the size of the Selach but have smaller crews. The ships are also massive as they have open spaces containing seawater and have large engines to counter the mass. Selach starbases have radial symmetry and a central “fishbowl” with docking ports and utility arms that have the weaponry. The large docking areas also fit with their role as traders. The reactor cores are also typically at the base. Texture wise Selach ships have a slight water caustics styling, and this is also seen on their ground units like the hovertanks.

Selach ships also have a separate animated material for the fluid inside. There is a slight emissive glow and fluid flow animation. Finally, the smooth lines on their ships are visible in the normal maps and parallax occlusion maps that help details pop out more on their ships.


Image 1. Selach Cruiser


Image 2. Selach Starbase


Image 3. Selach Heavy Assault Vehicle (Hovertank)


Image 4. Selach Window Material


Image 5. Selach Frigate Normal and Parallax Occlusion Maps

Let us know what further changes you would like to see or if you have encountered any technical issues. Please post on the forums, reach out to us via Discord or send an email: contact@rhombus-studios.net Saved games and clear steps to reproduce the bug are critical. It helps us more quickly track down the bug and get it fixed. Additional information on bug reporting tips can be found here: https://steamcommunity.com/app/437440/discussions/.


As always, we appreciate the feedback, conversations, and support from all of you!

SubwaySim Hamburg - JulianTM [Aerosoft]
In SubwaySim Hamburg you transport your passengers in the DT5 on the U3 line safely from station to station.
How much do you know about the history of the DT5 though?
Did you know that the development process started in 2003 and took 10 years until the DT5 began operating regularly on the U3 in 2013?

Mar 21, 2023
Ash of Gods: The Way Prologue - Jelle


Hello friends!

Today, we’d like to tell you about the importance of preparation in Ash of Gods: The Way. If you’re struggling with a specific battle, this blog may be useful to you!

If you’re enjoying the Prologue so far, be sure to wishlist Ash of Gods: The Way and follow the page to be notified when it releases:

https://store.steampowered.com/app/1293460/Ash_of_Gods_The_Way/


Why prepare?



Every battle in Ash of Gods: The Way is a new situation, a new ‘problem’. Whether it be a horde of bandits, an extremely narrow battlefield or a series of one-on-one fights, there are usually certain strategies that will work better than others. A battle is like a puzzle you need to solve, though there are always multiple different solutions.

If you’re struggling with a certain battle and you’re using the same general build you used in the last battle, you may need to switch it up. In this case, it would be good to review what went wrong in the battle. What cards did they use? What weakness in your build did they exploit? Were you missing a specific tool to respond to their plays? Solving this issue and adapting your deck may just give you the win.

Getting started



Before you even enter a battle, Eik has already reviewed the rules and may have some useful advice for you. He will greet you whenever you click on a battle; you’ll see him on the left side of the screen. It’s recommended you heed this advice, and see if you can make changes to your deck in advance.

You can also choose to read the rules of the battle and just see what comes at you. Take note of the battlefield and the cards your foe uses. There’s often a theme going on – a lot of ranged units, a lot of armor, a lot of spells. etc.

Let’s get buildin’

For this blog, I’m going to use one of Mirina’s Qualification battles as an example. This battle features an extremely strong unit, aptly called ‘The Punisher’. This guy has 85 health, 20 armor and has a special ability that lets him one-shot your commander, regardless of the amount of health you have. If you let him get close, you’ll quickly be reunited with the tournament overview screen. And before you ask – he’s also immune to poison.



His main weakness – and therefore your key to success – is that the Punisher cannot move sideways, only forwards. This means that as long as you place one of your own units directly in front of him, he cannot get to your commander.

Now that we’ve set the scene, let’s define our objective. Your objective is to eliminate the enemy commander. This is important! It means that you don’t actually have to take out the Punisher, you just have to keep him busy long enough for you to take out the commander.

So, what do we need to block the Punisher for a while? We can place a defensive unit in front of him; a Guardian, to be precise. A Guardian gains 2 armor when you give him an item. Since he has 3 slots for items, that’s 6 armor to block the Punisher’s 7 attack.



As for items, look for ones that increase health or health regeneration, like the Herbalist’s Pouch. Additionally, the Guardian has an optional upgrade that will give him passive health regeneration of 3 health each turn.

Okay, now that you have the Punisher under control, you can focus on the battle. As your time is limited by how long you can keep the Punisher busy, you’ll want some cards that can quickly get to the other side of the battlefield and swiftly deal with any enemies they may come across.

The Blade Master is a powerful card that gains 2 attack every turn she’s alive for. Great for quickly dealing with enemies! Another option is the Crusher, who has the ability to attack twice in one turn if it gets hit by an enemy. This allows you to take down strong foes quite quickly, but also requires him to, well… get hit. You also have the Archer, who is great to support a Blade Master or Crusher.



As for support cards, Berkanan Boots give a unit extra speed, the Veteran’s Ring is great to give a unit extra attack each turn, the Guard’s Sword straight up gives you more attack and the Spear of the Victor gives a card the ability to retaliate when hit. For spells, you may find an Inspiration or Shock card useful to boost your cards or damage an enemy card respectively!

Now that you’re all kitted out, you should have no problem finishing this battle! The randomness of your cards can throw a wrench in your plan, but you can surrender the battle at any time and start over!




Got questions? Check the FAQ, make a discussion thread, or join the conversation on our Discord channel!

Remember to wishlist & follow Ash of Gods: The Way to become one of the early supporters of the game!

https://store.steampowered.com/app/1293460/Ash_of_Gods_The_Way/
Mar 21, 2023
Ash of Gods: The Way - Jelle


Hello friends!

Today, we’d like to tell you about the importance of preparation in Ash of Gods: The Way. If you’re struggling with a specific battle, this blog may be useful to you!

If you’re enjoying the Prologue so far, be sure to wishlist Ash of Gods: The Way and follow the page to be notified when it releases:

https://store.steampowered.com/app/1293460/Ash_of_Gods_The_Way/


Why prepare?



Every battle in Ash of Gods: The Way is a new situation, a new ‘problem’. Whether it be a horde of bandits, an extremely narrow battlefield or a series of one-on-one fights, there are usually certain strategies that will work better than others. A battle is like a puzzle you need to solve, though there are always multiple different solutions.

If you’re struggling with a certain battle and you’re using the same general build you used in the last battle, you may need to switch it up. In this case, it would be good to review what went wrong in the battle. What cards did they use? What weakness in your build did they exploit? Were you missing a specific tool to respond to their plays? Solving this issue and adapting your deck may just give you the win.

Getting started



Before you even enter a battle, Eik has already reviewed the rules and may have some useful advice for you. He will greet you whenever you click on a battle; you’ll see him on the left side of the screen. It’s recommended you heed this advice, and see if you can make changes to your deck in advance.

You can also choose to read the rules of the battle and just see what comes at you. Take note of the battlefield and the cards your foe uses. There’s often a theme going on – a lot of ranged units, a lot of armor, a lot of spells. etc.

Let’s get buildin’

For this blog, I’m going to use one of Mirina’s Qualification battles as an example. This battle features an extremely strong unit, aptly called ‘The Punisher’. This guy has 85 health, 20 armor and has a special ability that lets him one-shot your commander, regardless of the amount of health you have. If you let him get close, you’ll quickly be reunited with the tournament overview screen. And before you ask – he’s also immune to poison.



His main weakness – and therefore your key to success – is that the Punisher cannot move sideways, only forwards. This means that as long as you place one of your own units directly in front of him, he cannot get to your commander.

Now that we’ve set the scene, let’s define our objective. Your objective is to eliminate the enemy commander. This is important! It means that you don’t actually have to take out the Punisher, you just have to keep him busy long enough for you to take out the commander.

So, what do we need to block the Punisher for a while? We can place a defensive unit in front of him; a Guardian, to be precise. A Guardian gains 2 armor when you give him an item. Since he has 3 slots for items, that’s 6 armor to block the Punisher’s 7 attack.



As for items, look for ones that increase health or health regeneration, like the Herbalist’s Pouch. Additionally, the Guardian has an optional upgrade that will give him passive health regeneration of 3 health each turn.

Okay, now that you have the Punisher under control, you can focus on the battle. As your time is limited by how long you can keep the Punisher busy, you’ll want some cards that can quickly get to the other side of the battlefield and swiftly deal with any enemies they may come across.

The Blade Master is a powerful card that gains 2 attack every turn she’s alive for. Great for quickly dealing with enemies! Another option is the Crusher, who has the ability to attack twice in one turn if it gets hit by an enemy. This allows you to take down strong foes quite quickly, but also requires him to, well… get hit. You also have the Archer, who is great to support a Blade Master or Crusher.



As for support cards, Berkanan Boots give a unit extra speed, the Veteran’s Ring is great to give a unit extra attack each turn, the Guard’s Sword straight up gives you more attack and the Spear of the Victor gives a card the ability to retaliate when hit. For spells, you may find an Inspiration or Shock card useful to boost your cards or damage an enemy card respectively!

Now that you’re all kitted out, you should have no problem finishing this battle! The randomness of your cards can throw a wrench in your plan, but you can surrender the battle at any time and start over!




Got questions? Check the FAQ, make a discussion thread, or join the conversation on our Discord channel!

Remember to wishlist & follow Ash of Gods: The Way to become one of the early supporters of the game!

https://store.steampowered.com/app/1293460/Ash_of_Gods_The_Way/
Back to the Dawn - SpiralUpGames - Bjorn
Greetings Inmates!

In this post, we would like to share with you how Back to the Dawn - an exciting RPG set in a maximum-security prison populated by animals of every shape and size - came about.

As long time gamers ourselves, we’ve always enjoyed games that will lead you on different paths based on how you play the game. When we hope onto the journey of game development, we wanted to create a game that is aligned with our interest and something we would be excited to play, and that's exactly what we've done with Back to the Dawn.


Back to the Dawn is set in a maximum-security prison environment

We loved the idea of creating a game with a small environment where players could explore and interact with different characters in a variety of ways. We also wanted to make this environment feel dangerous and unpredictable, where players would need to use their wits to survive. That’s when the idea of a maximum-security prison environment came to us.


We were inspired by prison themed shows like Prison Break (left), Prison On Fire (right)

Our interest in prison culture and gang triads goes back to our growing years. We've watched many TV shows and movies, read numerous books about prison stories and have always been fascinated by the dynamics of these groups and how they operate. We are heavily inspired by classic prison themed shows like Prison Break and Chow Yun-Fatt’s Prison on Fire which explore the harsh realities of life behind bars and the complex synergies that form between inmates. This fascination inspired us to create Back to the Dawn and to offer players a unique perspective on prison life.



The story of Back to the Dawn is about Thomas, a reporter who was framed and incarcerated by higher powers. You must navigate the harsh reality of prison life, where survival and escape become top priorities. Gather evidence to clear your name and expose the corruption that led to your imprisonment. We wanted to create a compelling story that would immerse players in an experience of what it feels like to be wrongly incarcerated and how that can impact a person's life.



From the moment you step into the game, you'll be thrust into a world of constant surveillance, wary alliances, and intense rivalries. You'll navigate a variety of areas within the prison, each with its own activities to engage in. By forming relationships with other inmates and working in areas like the kitchen, laundry room, or rooftop, you can gain access to private areas of the prison and earn privileges. Whether you're looking to explore every nook and cranny of the prison, form lasting relationships with your fellow inmates, or simply survive to see another day, there's always something new and exciting to discover.



Back to the Dawn is a game that offers players a lot of flexibility and choice. We wanted to offer players a variety of choices and paths to take, so that no two playthroughs would be the same. Every decision you make and every action you take will have consequences that will impact the rest of the game.


Meet the boss of Sharp Tooth Gang (left), Black Claw Gang (center) & Big Foot Gang (right)

For example, there are different gangs in the game, each with their own motivations and agendas. You can choose to join the ones that resonate best with your ideals. Depending on who you join, you will gain different allies or enemies and open up new opportunities or danger for yourself. The multiple endings that are available in the game reflect the variety of paths that players can take, and we hope that players will enjoy exploring all the possibilities that Back to the Dawn has to offer.

While it's every man for himself in prison, it's still possible to find true friendship and allies where you could build relationships with different inmates and learn about their unique stories. Each inmate has their own back story and reason for being incarcerated, and you will have the opportunity to learn about those stories as they play.


What choices will you make in prison?

Our goal is to provide players with a deeply immersive experience of day-to-day prison life. While we want players to have a great time playing Back to the Dawn, we also want them to think about the choices they make in the game. We believe that games can be a powerful medium for exploring different perspectives and ideas. Whether you choose to uphold justice, take revenge, or be plain selfish, we want you to feel like you've had a meaningful and thought-provoking experience.

We hope you're as excited about Back to the Dawn as we are, and we can't wait to share more about the game in the coming months. Be sure to wishlist the game to be notified of any new updates, and get ready to plot your escape out of prison and navigate your way to freedom!

https://store.steampowered.com/app/1735700/Back_to_the_Dawn/

Back to the Dawn Twitter
Back to the Dawn Discord
Spiral Up Games Facebook
Spiral Up Games Youtube
MARVEL SNAP - Artoria Pendragon
PATCH HIGHLIGHTS
  • MORE TOKENS: Players who have not yet finished Series 3 will now earn 4x more tokens than before.
  • SHOP UPDATE: Cards can now be acquired from the Shop in two different sections:
    • CHOOSE YOUR CARD: Series 3 cards have been separated into their own shop section. Instead of purchasing one Series 3 card a month with tokens, players can now choose one Series 3 card to unlock each month for free! So, save those tokens for Series 4 and Series 5!
    • THE TOKEN SHOP: The Token Shop now contains only Series 4, Series 5, and Ultimate Variants.
 
GENERAL UPDATES
  • Seasonal Series Drop: Some cards have dropped down to a lower series!
    • Cards dropping from Series 5 to Series 4:
      • Zabu
      • Sauron
      • Shanna
      • Dazzler
      • Shadow King
    • Series 4 to 3:
      • M’baku
      • Orka
      • Attuma
  • When you tap on a card for more details during a match, the big card detail screen now features Artist Credits and Card Mods.
 
AUDIO
  • New Card Sounds for:
    • Thanos
    • Nimrod
    • Master Mold
    • Negasonic Teenage Warhead
  • New Location Sounds for:
    • Morag
    • Bar Sinister
 
ART & VISUAL EFFECTS
  • The almighty Thanos now has VFX along with all of the Infinity Stones.
 
BALANCE UPDATES
The unscheduled changes to Zabu and Silver Surfer made the metagame shifts for the last month more difficult for us to predict, and we weren’t able to make timely adjustments for technical reasons. In that time, Thanos became one of our most dominant decks yet–his weak matchups vs. Zabu and Surfer had really been holding the Mad Titan back. Shuri-based decks were another big winner here, and both of these archetypes have exceeded our tolerances for game balance. This patch’s adjustments are aimed at restoring order and weakening each of them.We’re continuing to explore updates and improvements to both our balance technology and our philosophy around scheduling changes, and we look forward to sharing that with you soon. 
CARD UPDATES
  • Thanos: 6/11 -> 6/10
Developer Comments: We increased Thanos’s Power in a previous patch that was built during a time when Zabu and Silver Surfer were suppressing the success of Thanos-based decks. We’re happy to keep him at 9+ Power for Shang-Chi’s sake, but given his recent success we thought it appropriate to pull back on that buff just a touch. This change won’t dramatically impact the success of Thanos decks, as most of the strength is in the Stone interactions.
  • Space Stone: On Reveal: Next turn you can move 1 card at this location. Draw a card. -> On Reveal: Next turn, you can move one card to this location. Draw a card.
Developer Comments: This is among the strongest Stones in Thanos decks due to its ability to create bonus Lockjaw triggers and disguise where strong cards might move. This change reduces its efficacy with Lockjaw by removing the incentive to play Space Stone itself for a Lockjaw trigger, flattening the number of bonus trigger opportunities for Lockjaw, and restricting the strategic options for late-game movement. We expect this to reduce the tactical flexibility of Thanos decks and make them more fun to play against.
  • Quinjet: Now reduces costs to a minimum of 1.
Developer Comments: Cost reduction is powerful, and Quinjet was one of very few cards capable of reducing multiple cards’ Energy cost to 0. While we’ve enjoyed this interaction in some cases, such as The Hood’s Demon, ultimately it creates both an ongoing risk for future design space as well as fueling the dominant Thanos decks of today. This change should be a meaningful net reduction in strength to Thanos decks across the board.
  • Red Skull: 5/15 - Ongoing: Enemy cards at this location have +2 Power -> 5/13 - Ongoing: Enemy cards at this location have +1 Power.
Developer Comments: This change is singularly aimed at reducing the strength of combining Red Skull with Shuri and Taskmaster. Outside of those interactions, this change is mostly a buff to the base case usage for Red Skull, giving you 9 or 10 Power at crowded locations rather than 7 or 9.
  • She-Hulk: 6/10 -> 6/9
Developer Comments: She-Hulk is a key component in the strongest Shuri decks, but it sees widespread play in various decks thanks to its strength alongside Sunspot, Wave, and Moon Girl. We mostly think that’s cool, but that she’s more powerful than she needs to be for those combos. In addition, we want to encourage playing actively to locations, rather than holding cards for explosive turn 6s, so we’re continuing to weaken a few of the best cards for the latter.
  • Aero: 5/7 - On Reveal: Move all enemy cards played this turn to this location. -> 5/8 - On Reveal: Move the last enemy card played this turn to this location.
Developer Comments: Aero is a tricky card for us. The actual game balance for Aero has been healthy, and she fulfills a vital role in our game by providing interaction, especially against dangerously polarizing cards like Galactus. It’s important for Aero to be versatile and strong in order to be a widely playable “tech card,” but we don’t want her pushing the majority of other 5-Cost cards out of decks. Unfortunately, that’s the behavior we’re seeing. Aero can also be frustrating to see, denying players the option to play their own endgames. This change seeks to keep Aero strong where she’s needed, foster more competition among 5-Cost cards, and add counterplay to make her more fun to play against.
  • Mystique, Absorbing Man, and Taskmaster - These cards now require the previously played card to be in play in order to copy its attributes. Here are their updated templates:
    • Mystique: On Reveal: If the last card you played has an Ongoing, copy its text. (if it's in play)
    • Absorbing Man: If the last card you played has an On Reveal, copy its text. (if it's in play)
    • Taskmaster: On Reveal: Set this card’s Power equal to that of the last card you played. (if that card's in play)
Developer Comments: This adjustment is part balance, part matching expectations. A meaningful chunk of Taskmaster’s strength in Shuri decks is his ability to copy a card’s Power even if it’s been destroyed by Shang-Chi or similar, an interaction that somewhat often gets reported as a bug. Hopefully this change weakens Shuri decks slightly and more cleanly matches players’ intuition when they see these cards for the first time.
  • Morbius: Morbius’s Power no longer updates in-hand or in-deck, only at a location.
Developer Comments: We previously adjusted Morbius’s Power to update when he wasn’t in play to simplify calculating his future Power. However, this has proven a bit confusing in comparison to similar cards, and also unnecessary given Morbius is often played very early in the game and isn’t very hard to calculate. We’re reverting this change, but we expect to add future functionality to Morbius and all cards with Ongoing buffs to their own Power that communicates their Power, in order to make these cards simpler to play with.
  • Knull: Knull’s Power still updates in-hand, but no longer updates in-deck.
Developer Comments: The future improvements discussed above will also apply to Knull, but until we make them he will continue to function differently relative to Devil Dinosaur and others. The reason for this is that it’s very important for Knull players to be able to quickly and precisely calculate his Power while making endgame decisions about their 6-Cost card. As a placeholder adjustment, Knull will no longer update his Power in your deck, so his functionality with Mister Negative will be the same as his fellow Ongoing cards. Notably, he will use his potential Power for effects like The Peak location until we’re able to make our desired improvements–that’s a trade we’ve decided to accept for improving the general use cases of Knull.
  • Widow’s Bite (text-only): While this is in your hand, cards in your deck cannot be drawn. -> While this is in your hand, you can't draw cards.
Developer Comments: Widow’s Bite inaccurately described its in-game effect. While we considered updating the effect of Widow’s Bite to only prevent drawing your own cards and effects like Cable from drawing your cards, we ultimately decided it was a better experience to just simplify the text and keep the current effect rather than create these edge cases. 
BUG FIXES
  • Cards created by Sacred Timeline no longer retain power/energy alterations when copied to the player’s hand.
  • Fixed an issue that would cause some players, who had not played for several months before updating to the latest build, to see Battle Mode as locked.
  • You can no longer see un-owned cards’ abilities when toggling the artist view in the Collection.
  • You can no longer click objects behind the Retreat UI.
  • When inbox messages are long, characters no longer disappear.
  • Fixed another instance of Attilan VFX getting stuck on screen when it activates.
  • The end of round UI/VFX now plays in the correct order when an opponent retreats.
  • SFX now appear when collecting a card from a Collector’s Reserve.
  • Clicking Gold/Credits from within the card detail view now take you properly to the shop.
  • X-Mansion and Nova Roma now have text when they’re featured on the Carousel.
  • Jessica Jones’ VFX should move with her now when she moves to another location.
  • The Raft’s card VFX no longer goes towards the player who did not receive the card.
  • Fixed an issue that would cause card descriptions to disappear when focusing a card in Fast Upgrade then one in the Collection screen.
  • Cards that lose their ability due to Leech no longer get that ability back if they’re pulled back in play by another card.
  • Daredevil VFX no longer gets stuck on screen if a player retreats during turn 5.
  • Claimed text UI banners no longer overlap with Season Caches.
  • Increased the size of some fonts in Thai that were too small in certain UI elements.
  • [PC] Collection Sort/Filter options no longer disappear when resizing the client.
  • [PC] Improved the scroll on the Collection Level Track
 
KNOWN ISSUES LIST
  • The game can crash on some Android devices when switching languages.
  • If Morph spawns randomly (eg: via X-Mansion) and copies Kang, there is an infinite loop.
  • It can be difficult to interact with the emotes in-match on some devices.
  • The Season Pass spotlight card text is too large in some languages.
  • Set as Favorite icon overlaps with the text icon in some languages.
  • The Series 3 Token Shop does not display properly when you have collected all Series 3 cards.
  • If you have the Series 3 card focused when the shop rolls, the screen will be blank for a moment.
  • Tapping duplicate Kang’s in play while the turn is rewinding will cause that card to disappear.
  • Banner VFX displays the wrong turn timer when Kang rewinds time.
  • It can be hard to add or delete letters in the deck name on Android.
  • Spotlight cards in the Season Pass UI can only be focused by tapping on the lower-left of the card.
  • Reconnecting text doesn’t show all the time when Reconnecting to a Friendly battle.
  • Credit/Gold deep linking does not navigate to the shop from the Reward/Mission detail view.
  • Two players snapping on the same turn can cause the displayed energy pips to be incorrect.
  • Several UI elements display with empty info for a brief moment when switching to the shop screen.
  • Sandman and Electro may not visually show the power on a location if the location is locked down.
  • Some text is hard to read/missing in Russian language.
  • [PC] The Carousel can be hard to scroll.
  • [PC] Switching languages after switching between Windowed and Windowed Fullscreen can cause text elements to disappear in the UI.
 
Cities: Skylines - CO_Avanya


Ready for more content? Today we have a look at the 2nd half of the free update Hubs & Transports, which will be available tomorrow. Yesterday we covered the new transport options being added to the base game as well as After Dark, Snowfall, Natural Disasters, and Mass Transit, but today is all about the base game and Natural Disasters. So let’s start unpacking the gift bag!

For anyone with Natural Disasters, we have a set of higher capacity helicopter depots. Whether you play with random disasters enabled or not helicopter services offer a quick way to reach remote or difficult-to-get-to areas of the city. With Hubs & Transports, you will have access to higher capacity depots for fire, police, and medical services, as well as a new Disaster Response Air Base, all with significantly more helicopters ready to respond to your city’s needs bypassing any terrain obstacles or traffic jams.


The new helicopter depots can be found in their respective service menu.

New Decorations
Next up we have a series of new decorations for your city, which you may have spotted in the screenshots yesterday. Parking lots have been a popular request and we have three decorative parking lots as our gift to you! Both the Small and Large Decorative Parking Lots can be placed side-by-side to create a large area filled with parking spots, or you can save space with the Multistory Decorative Parking Lot which comes in 2 variations. These are all available to everyone who owns the base game and will automatically be added to your game in the patch tomorrow.


Beautify your cities with the new decorative parking lots.

The Landscaping menu has 7 new items which do not require any expansions - as long as you have the base game, you will get these too. The new Suburban Fence offers a decorative option for your neighborhoods or parks, while the new City Quay brings new life to your waterfronts - the trees can of course be replaced with your favorites like on roads. And speaking of trees, MrMaison has done it again and added 5 additional trees to the official collection with several species native to Africa in celebration of the Cities: Skylines World Tour.


Give your cities a unique look with the new decorative options.

And, as the icing on the cake, we have a special plaza to commemorate Cities: Skylines' 8-year anniversary: The Birthday Plaza. This decorative plaza offers a place for your citizens to gather and celebrate Cities: Skylines, providing entertainment to the surrounding area. And it of course has a giant cake so there’s enough for all your citizens to grab a slice.


What better way to celebrate than with a giant cake?

New Options & Improvements
A free patch is a great opportunity for us to add quality-of-life options and improve on existing content, and Hubs & Transport is no different. The first of these improvements is new filters in 3 menus: Roads, Public Transport Hubs, and Content Creator Packs under Unique Buildings. In the Roads menu, you can filter all your roads by one-way or two-way, by decorations, or only display roads including public transport lanes - a great way to find the new roads added by Hubs & Transport! Similarly, Public Transport Hubs have a filter for each transport type, which can be enabled or disabled. Looking for a hub that combines metro and trams? Just select the metro and tram filters and you will see hubs that feature both these options! And last but not least the Content Creator Pack tab under Unique Buildings has filters for each pack, so you can jump directly to the buildings you want to browse.


Filters help narrow down the options when browsing.

However, filters are not the only new option to help you find a specific item, we have also added a search function to all menus. Simply click the magnifying glass to open it and type anything. The search is applied to the entire menu, for example searching ‘bicycle’ in the Roads menu will display all roads with ‘bicycle’ in their name, regardless of how small or large they are. No need to dig through each tab to find the item you’re looking for! Another place you can search is when loading a save, so if you have a LOT of savegames finding the right one is about to get a whole lot easier!


Search for asset names in a category to find what you are looking for.

Roads & Vehicles expanded the options for public transport vehicles quite a bit and with the new vehicles in Hubs & Transport, we take that one step further. As a result, we decided to rebalance the vehicle upkeep costs to account for the new passenger capacity options. Instead of a flat upkeep per vehicle, the cost of a transport vehicle now has a base cost and a multiplier for passenger capacity. This means vehicles carrying only a few passengers are cheaper than ones with higher capacity, and selecting the high-capacity options for busy lines is cheaper than having many more low-capacity vehicles. All in all, this means optimizing transport vehicles for weekly passengers doesn’t just make your lines more efficient, it also makes them cheaper to run.

We also improved the forest fire spread mechanic in Natural Disasters. If you’ve ever had a forest fire spread out of control in your city, these changes will give you a better chance to respond to the fires and limit the spread. The changes include the following improvements:
  • Forest fires have a noticeably lower chance of spreading
  • Forest fires burn with slightly less intensity
  • Fire helicopters can carry twice as much water
  • Fire helicopters can put out fires faster


Forest fires can still be devastating to the city if your city lacks fire helicopters.

And now, to the last item in our goodie bag! In 1.16.0 we added the option to select specific submesh variations for most ploppable buildings. With Hubs & Transport, we’re expanding this selection to growable buildings. This option is automatically available on growables that use the random submesh feature, whether they’re official buildings or from the workshop, and lets you choose between the different options. If you have a particular mural from Plazas & Promenades you love, you can now select it for your Wall-to-Wall specialization buildings.


Variations are selectable for growables using the submesh variations system.

That leaves us with just one thing to cover: The patch notes, which can be found here. Thanks to your diligent bug reports we have a long list of over 65 bug fixes along with improvements and, of course, a list of all the new content. We hope you will enjoy these new additions and improvements.
Cities: Skylines - CO_Avanya
We’re excited for you to get your hands on the new content coming in 1.16.1-f2. Below you can find a list of the new additions added with Hubs & Transport, the new Content Creator Packs, and the radio stations. We also have over 65 bug fixes and several improvements for you. Get ready for a long list. ːsteamhappyː

Added to Base Game:
  • 8 Years Birthday Plaza
  • 6 New Metro Trains
    • Metro - Capacity 450
    • Metro - Capacity 360
    • Metro - Capacity 240
    • Metro - Capacity 120
    • Metro - Capacity 500
    • Metro - Capacity 250
  • Train - Capacity 240
  • Suburban Fence
  • City Quay
  • 5 New Trees by MrMaison
  • 4 New Roads
    • Three-Lane One-Way Road with Bus Lane
    • Four-Lane Road with Wide Sidewalks
    • Four-Lane Road with Wide Sidewalks and Grass
    • Four-Lane Road with Wide Sidewalks and Trees
  • 2 New Transport Hubs
    • Harbor-Bus Hub
    • Multi-level Metro Hub
  • 3 Decorative Parking Lots
    • Small Decorative Parking Lot
    • Large Decorative Parking Lot
    • Multistory Decorative Parking Lot
  • New Build Menu Sorting Filters:
    • Filter Roads By:
      • One-way vs two-way
      • Decorations
      • Public transport lanes
    • Filter Public Transport Hubs By Transport Type
    • Filter Content Creator Pack Unique Buildings
  • New Build Menu Search Option

After Dark (added to paid content):
  • Black Taxi Cab

Snowfall (added to paid content):
  • Metro-Tram Hub with Road
  • Bus-Train-Tram Hub

Natural Disasters (added to paid content):
  • Articulated Evacuation Bus – Capacity 100
  • Disaster Response Air Base
  • Higher Capacity Police Helicopter Depot
  • Higher Capacity Medical Helicopter Depot
  • Higher Capacity Fire Helicopter Depot

Mass Transit (added to paid content):
  • 2 New Monorail Vehicles
    • Monorail - Capacity 120
    • Monorail - Capacity 240
  • 4 New Ferries
    • Ferry - Capacity 10
    • Ferry - Capacity 20
    • Ferry - Capacity 30
    • Ferry - Capacity 40
  • 9 New Roads
    • Asymmetrical Five-Lane Road
    • Asymmetrical Seven-Lane Road
    • Monorail Tracks on Four-Lane Road with Trees
    • Monorail Tracks on Six-Lane Road
    • Monorail Tracks on Six-Lane Road with Trees
    • Asymmetrical Three-Lane Highway
    • Asymmetrical Three-Lane Highway with Barriers
    • Four-Lane Two-Way Highway
    • Four-Lane Two-Way Highway with Barriers
  • 2 New Transport Hubs
    • Harbor-Bus-Monorail Hub
    • Harbor-Ferry Hub

Mass Transit (added to paid content and unlocks when you also own Snowfall):
  • 2 New Roads
    • Monorail Tracks on Two-Lane Road with Tram Tracks
    • Monorail Tracks on Six-Lane Road with Tram Tracks
  • 3 New Transport Hubs
    • Monorail-Tram Hub with Road
    • Metro-Train-Monorail-Tram Hub with Road
    • Ferry-Tram Hub

Paid content Content Creator Pack: Shopping Malls
  • 1 New District Style
  • 53 New Low Density Commercial Buildings
  • 6 New Unique Buildings
  • 10 New Props

Paid content Content Creator Pack: Sports Venues
  • 12 New Unique Stadiums
  • 10 New Parks
  • 1 New Metro Station
  • 4 New Props

Paid content Content Creator Pack: Africa in Miniature
  • 11 New Unique Buildings
  • 2 New Monuments
  • 2 New Parks
  • 3 New Service Buildings
  • 2 New Props
  • 9 New Growable Buildings

Paid content 80's Movies Tunes Radio Station:
  • 15 New Songs
  • DJ Content

Paid content Jadia Radio Station:
  • 16 New Songs
  • DJ Content

Paid content Punk-Pop Radio Station:
  • 16 New Songs
  • DJ Content

Improvements to the game:
  • Station track networks & prop moved from Train Stations CCP to the base game
    • Metro Station Below Ground Bypass
    • Metro Station Below Ground Dual Island
    • Metro Station Below Ground Island
    • Metro Station Track Elevated Bypass
    • Metro Station Track Elevated Dual Island
    • Metro Station Track Elevated Island Platform
    • Train Station Track Elevated Bypass
    • Train Station Track Elevated Dual Island
    • Train Station Track Elevated Island
    • Train Station Track Ground Bypass
    • Train Station Track Ground Dual Island
    • Train Station Track Ground Island
    • 4LaneRailwayPowerline
  • Added "New Game" option to Pause menu
  • Added missing text to Content manager
  • Added city imports and exports to City Statistics
  • Added TrolleybusTrailerAI
  • Added option in the asset editor to disable seagull spawning for park buildings
  • Added capacity text to all public transport vehicles
  • Added keyboard shortcut for selling and buying shares
  • Added missing template for oil extractors
  • Added submesh variation selection added for growable buildings
  • Added search field for save games
  • Added cache for workshop items details. Updated not more than once a day for mods and once a week for assets
  • Added automatic suffixes to road elevations for newly created roads to avoid duplicate errors
  • Multiple assets can now be enabled or disabled at the same time in Content manager
  • Bus lanes are now visible when Bus line tool is selected
  • Trees on quays are no longer affected by shoreline effects
  • Vehicle upkeep rebalanced to include base cost + multiplier for passenger capacity
  • Improved Large bank and Stock Exchange LOD models
  • Improved framerate when Economy panel is open
  • Improved framerate in Main menu
  • Improved assembly resolver that should improve mod compatibility and troubleshooting
  • Rebalanced forest fire spreading
    • Forest fire spreads with noticeably less probability
    • Forest fire burns with slightly less intensity
    • Fire helicopters can carry twice as much water as before
    • Fire helicopter has a larger fire fighting rate
  • Stadiums get the full prize money if there is only one or the events are on separate days, but the prize is split if the event is on the same day.

Bug fixes:
  • Fixed: No building fires without Natural disaster DLC
  • Fixed: Traffic routes for pedestrians & cyclists are invisible
  • Fixed: Missing trailers on metro assets when spawned on overground or ground metro station tracks
  • Fixed: Steam achievement Creator cannot be unlocked
  • Fixed: Problems unlocking the Steam achievements "We Have a Winner!" & "The Underdog"
  • Fixed: Vehicles getting stuck at cargo train station (internal cargo trains)
  • Fixed: Elevation steps are missing when building paths
  • Fixed: Small improvements to processing facility to fix that it cannot be completely filled with materials
  • Fixed: Emergency services do not use bus-only lanes of highways
  • Fixed: Various road prop-related issues
  • Fixed: Fishing industry info view in Scenario editor without Sunset harbor
  • Fixed: Industry specialization zoned buildings can have incorrect icon for Abandonment
  • Fixed: Service Vehicle Selector unavailable for some buildings
  • Fixed: Incorrect thumbnails in Content manager → Styles
  • Fixed: "Int16 out of bounds: <number>" when saving game
  • Fixed: Sorting transport lines by name doesn't work when combining letters and numbers
  • Fixed: Opening Lines Overview from Intercity Bus Station Info Panel opens Sightseeing Bus Tours tab
  • Fixed: Chirper Balloon Tours upkeep isn't reflected in the Budget panel
  • Fixed: Several localization issues

After Dark-related fixes:
  • Fixed: Taxis never finish their shift and never use a taxi stand

Snowfall-related fixes:
  • Fixed: Telemetry for Tram Depot fails

Natural Disasters-related fixes:
  • Fixed: Bus line tool is unavailable in By The Dam scenario despite bus depot being placed
  • Fixed: Natural disaster dlc's Evacuation bus is missing left-hand traffic version

Mass Transit-related fixes:
  • Fixed: Difficult to place Helicopter stop to Metropolitan Airport
  • Fixed: Metro-Monorail-Train Hub does not receive intercity trains

Parklife-related fixes:
  • Fixed: Loading a save with Park Areas updates the park area visitor count to show different value

Industries-related fixes:
  • Fixed: Forestry Industry has the option for "Conifer" but conifer trees are not available in all biomes
  • Fixed: Materials can be delivered to storage buildings that are set on empty mode and even if there is another storage nearby with balanced mode
  • Fixed: Warehouses and Storage Buildings import resources excessively and then immediately export the resource on balanced mode

Airports-related fixes:
  • Fixed: Airport Cargo Train Station only accepts outside trains to one track
  • Fixed: Airport Terminals do not always get visits from needed Service Vehicles
  • Fixed: Airline HQ does not get any visitors
  • Fixed: Visitors to Airline Lounge invisible
  • Fixed: Cargo Aircraft Stands receive aircrafts after removing the terminal
  • Fixed: Great Maintenance Chirp is missing text

Plazas & Promenades-related fixes:
  • Fixed: Elevation steps missing when pedestrian streets are selected from the pedestrian area menu
  • Fixed: Buildings at the edge of pedestrian area do not have "Not in pedestrian area" notification
  • Fixed: Garbage buildings fail to send any vehicles when Pedestrian area does not have enough garbage service points or the truck capacity is full
  • Fixed: Monorail Station with Road placed next to a pedestrian street causes pathfinding issues to pedestrians
  • Fixed: Plazas & Promenades props are in incorrect order
  • Fixed: Citizens only travel to next bus stop when using Pedestrian streets with bus-only lanes
  • Fixed: Sunken Plaza Shopping Mall has foundation/incorrectly UV mapped parts
  • Fixed: The Four-lane road with bus lanes allows bus stops to be placed at tunnel entrances/exits
  • Fixed: Parallel Underground Metro Station platform difficult to connect to tracks

Roads & Vehicles-related fixes:
  • Fixed: Bus stations cannot be connected to bus lines when placed on Six-Lane Road with Tram Tracks, Bus and Bicycle Lanes
  • Fixed: Buses are invisible in left-hand traffic city
  • Fixed: Trams Capacity 132 and Capacity 72 get "squashed" at stops
  • Fixed: Some Roads & Vehicles roads with bicycle lanes have z-fighting sidewalks
  • Fixed: Four-Lane Road with Decorative Trees and Bicycle Lanes has extra traffic lights
  • Fixed: Trams ride below speed limit on six lane roads
  • Fixed: Trams have headlights at the back of the vehicle

Financial Districts-related fixes:
  • Fixed: Investments can be bought even if player cannot afford them
  • Fixed: Financial districts props missing text in Editor
  • Fixed: Financial Office specialization cannot be removed from a district
  • Fixed: Healthcare and Deathcare investments are swapped

Fixes for Content Creator Packs:
  • Fixed: Map pack 2 map Windling River has unusable train outside connection
  • Fixed: Map pack 2 maps Bay of Rivers and River Delta have incomplete junctions in intersections
  • Fixed: Heart of Korea buildings have misaligned textures

Modding-related fixes:
  • Fixed: 16bit, 32bit and gif thumbnail images for workshop items cause issues with the workshop
  • Fixed: "Mod was not made for current game version" is not localized
  • Fixed: LOD issue with custom road tags
  • Fixed: "GetPluginsInfo()" causes null reference exception
  • Fixed: Missing nodes for networks with pavement width of 0
  • Fixed: Custom-made helicopter propellers are not working correctly
  • Fixed: Custom roads have a random number added to their names causing them to disappear from saves
  • Fixed: A network tag count is assumed to be exclusive but is inclusive
  • Fixed: Submesh variations do not show as expected when there are additional submeshes
  • Fixed: Custom cargo airplanes are invisible
Community Announcements - dingzhongnj
S55 global service officially opened! Absolutely beautiful goddesses and charming maids are waiting for you. Join the community to receive various gift codes!
Official Community: https://discord.gg/uC8Nt52gxY
Mar 21, 2023
XENOTILT: HOSTILE PINBALL ACTION - flarb
XENOTILT AT PAX RISING
Your next chance to play XENOTILT before it drops is this week! We're in the PAX RISING section of PAX EAST all four days of the event. Stop by our booth and say hi! Also we'll have some exclusive merch not previously available. We usually sell out of our shirts fast, so get to PAX early!



Oh, and don't forget--DEMON'S TILT is on sale!
https://store.steampowered.com/app/422510/DEMONS_TILT/

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