FIxed crash issue when loading the game straight into travel scene then open and close the inventory
Major Changes:
Players can now finish ship-fitting even if they have overcapacity in ship cargo or warehouse. However, they still need to clean up before leaving port
Compulsive beam weapon, when it stops firing, now has 0.5-second(real-world) grace period where its damage won't reset, followed by an additional 1-second period to gradually decrease the damage to its minimum level
Minor Changes:
Added 1x1 Teutonic composite back into PvP
Localization updates for English and Chinese translation
Bug Fixes:
Officer passive bonuses for weapon interceptor damage no longer include bonuses to range and shield damage
Resolved the issue of freezing ship particles in specific circumstances
Recovered VIP officers for some players who lost them due to certain circumstances
Fixed the problem where enemies would sometimes spawn facing away from the player
Resolved a soft-lock issue that occurred when finishing a battle while hiding the UI
Fixed the issue where players could cycle the point of view into destroyed ship
Reload time on weapon tooltips now displays a more accurate timer
Officer skill tooltips now accurately display "%" for skills that involve a percentage-based resource spender. Additionally, these tooltips correctly show the material requirements for the relevant skills
Corrected player's inventory empty space detection for receiving items in Delivery quests
- New "Stretcher" alternative to the standard bed, which can be found in the hospital and sometimes appears at ringside instead of the ladder. - Canvas options now include exposed wood or metal - which sounds different and scores bonus damage! These also now appear as gimmick matches in career mode. - New shark mask and reverse headband. - More feminine sitting poses. - Reinstated the [Tab] key as a way of sleeping or changing characters on PC. - Clicking a health meter to switch characters only works in matches. - Undiscovered characters cannot be called out via the "Interference" option. - Team names are shown in your calendar profile. - Changing your face in-game results in temporary scarring to imply cosmetic surgery! - Wearable objects are removed properly when handed over to somebody else. - Refusing to buy or sell objects isn't always a negative interaction. - Light from flickering flames is applied properly in all environments, and no longer lingers as a strong yellow colour. - Weather & fire FX are affected by the volume setting. - Reducing the sound volume no longer makes crowd sounds disproportionately quiet. - Prevented an issue that may have caused managers to warp onto furniture upon making their entrance. - Roaming into the press room now reveals a row of chairs at the back. - Slight changes to the default rosters and title belts.
Steam Next Fest is over, and for us over at Perfectly Paranormal; we had a blast!
It has been so inspiring and fun to see you engage with the game, bringing feedback, people wishlisting our game, playing the demo, people making videos on youtube, livestreaming our demo on twitch and popping into our livestream! Simply amazing! Reactions to heaven money: Priceless! (Eh.. yeah).
From what we can gather it really seem like you like what we are making and that gives us a warm fuzzy feeling, and we want to thank you all for your engagement and support during Steam Next Fest, and your continuous support! Community <3
Now its time for two cups of coffee, and get back to making more of the Holy Gosh Darn for you!
See ya earlier ;)
-PP
Oh yeah, btw, if you haven't joined our discord, come on in, we would love to have you there! Official Discord
New fashion items will be released on October 19 (Pacific Time). Check out new content & ongoing events!
Patch Note
1. NEW FASHION ITEM - 15 items for the female teen body type - 16 items for the male teen body type - 10 items for the female kid body type - 9 items for the male kid body type - 4 items for the female idol body type - 4 tems for the male idol body type
- Hunt for new rare prizes from the Black Tower! - Adjustments to gem prices! - New limited time IAP bundle items: - Living Cape + 200K gems - Flaming Claw + 500K gems
Thank you for continuing to report bugs all the bugs that you've found in Station to Station! We will continue to squash them as fast as we can for you.
Here's a full list of fixes for this patch:
Added some more variation to trees in Riverbend Woods.
Fixed that completing the fund challenge would in rare circumstances sometimes not save.
Made an automatic backup system for saves, hopefully fixing the issue that in extremely rare cases all progress would be lost. Please contact us if this issue still happens to you!
Fixed that parallel tracks would sometimes not be recognized.
Fixed that while creating a railroad, hovering over lost goods or building spawn indicators would block the railroad.
Fixed that you could have multiple keys assigned to the same key binding after pressing "reset to defaults".
Fixed that the game would not respond to gamepad input when you press select on the level completed popup while using gamepad.
Fixed that the bridge warning would sometimes not appear in level Greendale 4.
Fixed that entering station mode while choosing an industry to build would spawn the new industry in the corner of the map.
Optimized performance while creating a new railroad. Long railroads now reduce the framerate much less.
Minor tweaks and fixes to railroad visuals.
Fixed missing lines in the localization.
Fixed that enabling and disabling cards using gamepad forced the train selection wheel to re-open after it has been closed, causing some issues.
Fixed that a dragged station would automatically be placed when you clicked on the pause button.
Fixed that certain tooltips would persist on the screen during Create Industry and Upgrade City mode while using gamepad.
Fixed that you could break the tutorial by entering station mode in the first second of the first tutorial.
Fixed that the gamepad cursor would sometimes be visible when it should be hidden.
User interface tweaks to remove overlapping UI and out of bound texts in certain cases.
We've heard all the feedback over the last day, and we wanted to answer the questions that we can answer today.
We've written a new FAQ, this one specifically about Paradox Mods. We're looking forward to you all being able to experience it for the first time when it launches.
Will Paradox Mods look different on Cities: Skylines II than on Cities: Skylines (1) or other games that already are on the platform? We've been planning and working on the Paradox Mods platform for Cities: Skylines II from the very beginning of the development of the game, and will continue after it's release.
The version made for Cities: Skylines 1 was made so that a few hand-selected assets could be used on XBOX, and the idea for Cities: Skylines II is much grander. We want to make the creation, uploading, sharing, and downloading experience as smooth as possible for a community that enjoys modding as much as you do. We will have full freedom to make any changes, improve any feature, and take any suggestions and make them into reality, so when you get your hands on the platform we will be listening eagerly to all your voices!
How will the Paradox Mods as a platform perform on it's release? As always, performance (download speed) all depends on how many mods the player is running and their size.
If a user has a significant amount of mods and a large portion has received updates when the game is started, it might take some time for those to download.
We are working on optimizing this process to allow for e.g. differential updates (basically meaning that only the new/updated part of the mod will actually be downloaded) and also being able to sync more than one mod at a time (aka parallelized sync).
Will you have to log into Paradox Mods separately from Steam or Microsoft Store? As long as you have connected your platform (Steam, XBOX, PSN) account with your Paradox account, there is no need to log in separately to Paradox Mods.
Will Cities: Skylines II launch paid mods or Micro-transaction on Paradox Mods? No. There will not be any paid mods for Cities: Skylines II on Paradox Mods.
How will Paradox Mods handle creations with updates? Do they download as soon as Steam is opened? When any mod that you're subscribed to has an update it will start downloading and updating automatically once the game is started.
Will you be able to publish copyrighted buildings or copyrighted brands? You are able to publish anything that you create, but if we receive a cease-and-desist it will be removed. It is the same process as on Steam Workshop.
Will you be able to vote, thumbs up, give stars to creations you like, and what consequences will that have? You are be able to rate mods with stars from 1-5. This will impact "best" and "highest rating" sort orders.
Will there be any way to link two creations together if one needs the other, like Harmony Mod in Cities: Skylines 1? Yes. Additionally, if dependencies exist, players will be asked if they wish to add the dependencies as subscriptions as well.
Is there any way to share comments on the page of a creation? There will be a possibility to display links to common social channels such as Discord, X, YouTube - and Paradox Forum - for each mod. Eventually, a Paradox Forum thread can also be displayed directly with the mod, if the creator chooses to.
Who is handling the moderation of the Paradox Mods assets? The moderation of Paradox Mods will be handled by Paradox, and all reports that are submitted will go through us. (This is also the case for Steam Workshop, so no change in the process).
How big will the game be when I download it? The game will be about 50GB at release.
Will we be able to Pre-Load it before release? No, we will not be able to offer pre-load.