 
	
	
 
	Hey everyone! An update to the demo!
Tokyo Game Show has been a great testing ground for the Sproutlings' new Japanese skills and for collecting more feedback on Green Again. I've been working on implementing them in the demo, including improvements to the game's recent localization, a number of bug fixes and a lot of refactoring in the background.
Changelog:
Fixed a number of localization issues.
Fixed Loreleaf Monolith spawning bugs
Optimized resolution of some textures
Improved planet map selection FX
Fixed decoration unlocks triggering in creative mode
Fixed Loreleaf Monolith spawning in creative mode
Tweaked quest list font size
Reduced default tool tip delay
 
	
	For the past few months, this update has been growing and improving on the Experimental branch thanks to your testing and feedback. We truly appreciate how many of you joined, shared ideas, and helped us polish every part of it.
Now all those changes arrive on the Main branch, bringing smoother logistics, new behavior options, and many quality-of-life upgrades across the board.
💾 Your existing save files will load without issues, but keep in mind that some production recipes now use different components (installed in buildings or bots), so you may need to adjust a few of your production chains before everything runs smoothly again.
Scroll down for the highlights and the full list of changes 👇
https://store.steampowered.com/app/1450900/Desynced/

Custom Map Options. New map preview and sliders, global difficulty, bug evolution and new aggressive mode with new enemy types.
 
 
Improved Logistics. More control over base logistics with recurring requests, more construction site options, and flyers that can work outside your logistics grid.

New Tech & Production. Virus / Alien components and units and advanced production components. A suite of new foundations to help visualize base layouts.

More behavior instructions. A set of new and useful instructions to help with automation.

QoL upgrades. Tonnes of UI upgrades for a smoother experience as well as stability and performance fixes.

New instruction: "Loop Repair Ingredients", allow access to all ingredient requirements (For example, the "Repair The mothership" mission)
Added bitwise op and check bit behavior instructions
Added "Set Logistics" behavior instruction
New instruction Wait Component that will pause execution of behavior until another component has finished working
Added "Up to amount/specific amount" option to Request Item instruction (Similar to Request Wait)
Number check filters added to "Loop Signal" instruction
Added and updated many help texts for various behavior instructions
Added a usage hint to the description of the Virus Teleporter component
Show an error message in the behavior editor when trying to connect a node from inside a loop to outside of it
In behavior editor, added a tooltip to an outgoing connection point indicating what happens ("Continue to X", "Advance loop Y" or "Restart behavior")
Simplify renaming and deleting of behavior parameters by adding a dedicated remove button and making a click on the name rename it
Improve tooltip of behavior parameters (clarify difference between "Behavior Initial Value" and "Inspected Current Value")
Make a right-click on the behavior parameter value box clear it
Enable ctrl+drag in the unit/blueprint editor to copy a component
Support dragging between components, registers and item slots in the unit/blueprint editor to copy values, similar to the regular unit interface
Support copy and paste with C and V keys on item slots in the unit/blueprint editor to copy values, similar to the regular unit interface
Show the component progress circle in the link editor
Support "Max Range" filter on the filters of the Units tab in the Control Center (use range from faction home)
Make units clickable in Power tab of Control Center
Added power list sorting button to faction view
Support negating a radar filter (not supported by filters with number input "Set Number" and "Max Range")
Add option in behavior selection menu of an Integrated Behavior Controller to remove it
Added new Advanced Assembler component and moved some mid/late game recipes to it
Added Small AoE Repair Component
Added new alien power generator building, available in alien tech tree
Add Large Power Field component to human hybrid tech tree
Added Alien hybrid component equivalents to many Alien buildings
Added new virus components and units that can be unlocked via the virus tech trees
Added blight crystal power
Added new foundation sets and put them in tech tree
Added unique icon to deployment component of Command Center bot given at the start of the game
Added new world event
Added map variation options to new game and updated some current options to sliders
Show a world preview of the generated map in the "New Game" screen
Added option to enable bug creep in hostile mode
Added new bugs
Added Difficulty setting
Added new setting to disable "Anomaly" notifications
On construction sites, also show power button and logistics network options (to customize channels and set only item transporter/flying)
Optionally allow requesting items on a specific logistics channel (supports both Request Item button on unit user interface and Request Item behavior instructions)
Add recurring item requests (creates a request order to keep a unit filled up to the given amount)
Allow inputting of any value when holding Ctrl while clicking a register or behavior instruction argument
Added stability in sidebar and tooltip descriptions
Add Individual resource deposit icons
Added unit type filtering to turret
Added bug type frames to register selection
Added all picked up items to register selection
Added plants and resources to default unit types in register selection
Show information in the tooltip of a docked/reserved unit (components/inventory)
Allow registers to show a warning message even if no value is specified
Add clicking middle mouse button to open System Index
Make "Researched at" units clickable when viewing tech in System Index
Show a yellow outline on selected item in the System Index
Show percentages on sliders for custom map settings
Show in the tooltip whether a unit or component has been Re-Simulated
Added checkbox to show or hide components that produce zero power
Show tooltips on icons inlined in text (for example in the codex or in the tutorial)
Added stability in sidebar and tooltip descriptions
After picking up an alien key the player can see the values in the balance mini-game (on alien explorables)
Make a click (down and up without moving) on the middle mouse button do attack move
Added "Change Game Settings" button to in-game menu to change peaceful and minigame settings during the game

Allow selection of only positive numbers on behavior arguments for slot or component index
Allow selection of only tech definitions on behavior arguments for a tech definition
Allow properly specifying a value input for the first input of math instructions
Added duration parameter to Notify instruction
Changed "Add Integrated Behavior" to "Set Integrated Behavior"
Allow setting reg remotely to units that are adjacent (autobase can still set it in the same logistics network)
In behavior editor, change undo/redo keyboard bindings from just Z/Y presses to CTRL+Z/CTRL+Y to avoid issues where these keys are used for scrolling (for example on AZERTY keyboard layout)
While using "Change Frame" in the Unit Editor, if storage inventory slots increase while the original frame had fixed slots, auto fix the new slots. (Useful for upgrading Storage Blocks)
Make "Show Unit Interface in Bottom Left Corner" option available directly in the unit user interface
Bring back square register line connections in the link editor
Update info text line at the bottom of the tooltip
Open System Index with a wider list before an item is selected
Apply same sorting to System Index as used in the register selection
Make listed things include resource deposits and flower types
Make listed things include known integrated components so these can be specified for example in behaviors
Make slider on numerical register input go up to 10000 instead of 9357
Always show queue when clicking on Goto register
In the Input options, improve titles and tooltips of actions bound to the three mouse buttons
Don't show grid around cursor when the mouse is hovering over a user interface element
Remove right click menu on units popup menu with multiple bots selected
Refactored Aggressive Mode
Based off bug hive locations instead of spawning randomly
Evolution and spreading of bug hives
Changes to bug behaviors
Added Virus protection to hives
Added limits on the amount of bug evolution
Give bitlock an area of effect but don't affect units with virus protection/cure
Bitlock still affects units with virus protection, but not cure
Slow down virus spread
Changed how the virus affects units
Added new bug icons
Added components as ingredients to many component recipes
Set metal plates back to take 2 metal bars, increased metal and crystal rich nodes to compensate for recent recipe changes
Adjusted foundation materials to stop blooming
Adjusted some foundation stats, unlock a few new foundation types in research
Reduced defense block to 5 reinforced plates and added %50 efficiency boost
Increased Defense Block Build time
Reduced Wall build times
Increase power usage of larger repairer
Allow components to be selected as filters in the Units tab of the Control Center to show all units equipped with a specific component
Don't take over an order from a carrier which is in another logistics grid (it might be a carrier that has temporarily left the grid for example due to use of a Unit Teleporter)
Allow placing relocation outside of power grid after flyers have been unlocked
Allow a production component to consume a reserved stack not yet assigned to a carrier which was ordered to be taken out via automation (i.e. via Shared Storage or Store register)
Consider dropped items to be on all channels when making an order from them (i.e. when dragging a dropped item onto a building)
Allow force attack for buildings
Improve construction sites detecting whether finishing would block off access to other construction sites
Flyers don't take orders unless docked in a Landing Pad (similar to drones)
Flyers will do any order with a fixed source where either source or target (but not both) is in the Flyers power grid
Flyers will do any construction/relocation orders targeting outside its own power grid sourcing items from inside its own power grid
Make flyers also do orders from dropped item (anywhere in the world) to construction site (anywhere in the world), so it'll fulfill relocation requests anywhere
Rename flying unit which docks into a "Flyer" item slot from "Shuttle Bot" to "Flyer"
Rename flying units which dock into a "Garage" item slot from "Flyer Bot"/"Human Flyer" to "Shuttle Bot"/"Human Shuttle"
Rename technology "Shuttles" to "Flyers" to match the unit renaming
Added description for flyer usage
Removed Flyer packages
Adjustments to weapons, buildings and bug
standard turret line becomes move and fire
pulse weapons bonus vs air x1.5
beam weapons penalty vs air x0.5
increase in some building health
bug health and damage adjustments
A range of adjustments to weapons (damage, move/fire)
Changed beam weapons to have degraded damage the more it hits
Make beam weapons hit more tiles when shooting in non-cardinal direction (before two tiles on the hit line could be diagonally apart leaving a gap for a diagonally moving enemy)
Upped damage of missile turrets
Upped pulse laser effectiveness vs air
Added effectiveness vs air to all descriptions with vs. air modifier
Upped health of blight wall
Show modified damage and dps based on overclock boost
Weapon damage adjustments
Renamed some booster components for clarity: "Efficiency" to "Overclock", "Speed Module" to "Movement Speed Module"
Updated Re-Simulator Core icon
Added category for resource nodes, walls, foundations, bugs
Assign category to Drop Pod and Command Center
Readjusted position of boost modules in the robots tree
Make camera zoom, rotate and pitch functions speed up by holding shift (3x) and/or ctrl (5x) to match camera panning with WASD
Make speed of camera rotate and pitch change via keyboard not be affected by the framerate
Remove "Unlocked Items" codex page (has been superseded by System Index)
Added proper entity number for final talking head

Fix "Request Wait" instruction causing lines to following instructions to be colored like a loop body in the behavior editor
Don't hide Bit Set by default for checkbit instruction
Allow dragging of "Is Empty", "Get Season" and "Is Day/Night" behavior nodes between two other nodes
Add extra buffer spawn in behavior UI for comments when using auto-layout
Fix behavior description not showing in tooltip of loaded Behavior Controller
Fix behavior name not showing on Integrated Behavior Controller in unit/blueprint editor
Fixed description of "Is Unit A" behavior instruction
Try to recover when calling mine instruction when path is blocked
Abort behavior components on units changing ownership due to Hacking Tool component (fixes issues with behavior editor on hacked units not working and multiplayer potentially going out of sync)
Fix component registers in blueprints showing wrong names/icons when swapping components
Fix blueprints involving a mix of integrated and regular components having unrelated links sometimes disappear when removing components
Fix blueprint preview not updating when switching a socket from "Laser Mining Tool" to "Miner"
Keep blueprint description when copying between library/favorites or pasting from clipboard
Fix logging Lua errors when switching from "Favorites" tab to "Library" tab while having unsaved changes in an open blueprint editor
Fix Save to Favorites/Copy to Library of an item that has had one of its dependencies (another blueprint or behavior) deleted
Fix Re-Simulator losing stored Data Cubes after relocating or acquiring into a Deployer component or performing an upgrade using the Unit Editor
When having both link editor and docked unit display enabled, show both views on the left side of the screen instead of just one of them
Store Target register add button, allow shift+clicking to add multiple units to the list
Fix multiple drones docked in a building larger than 1x1 sometimes fighting over carrying out the same order (and never actually fulfilling it)
Fix multiple drones docked in a building larger than 1x1 sometimes fighting over carrying out the same fixed source order (this was previously fixed but only for dynamically sourced orders)
Fix automatically assigned order source reserve becoming stuck if afterwards manually specifying a source (by dragging an item)
On a building, the "Can Serve Construction" option now appears on the "Logistic Settings" menu if an Item Transporting component has been equipped.
Fix for "Building does not have an Item Transporter equipped" message appearing by mistake
Properly use the crystal node for the ai base event
Improve construction site detection of blocked access (implicit from related bug fixes in pathfinding)
Fix for bugs getting stuck to stop pathsearching and find a home
Fix for bugs turning on the spot repeatedly
Fix bug for overly spawning large hives near each other
Fix for how bugs react to path blocked and viruses
Trigger larva from further away so they don’t just stand there and get shot
Detect movement goal inside a blocked off area of any size (abort path finding before evaluating large parts of the world)
At end of path search, throw away data not used anymore (avoid bloating save files)
Enable collisions on bugs missing them
Fix bug collisions not being removed properly in some cases affecting mouse selection
Make bug units (bugs and hives) not drop silica sand when destroyed by a mean other than killed (i.e. deconstructing, upgrade or relocating)
Increase mining base silica amount so its actually a relevant amount for the effort
Fix for beam weapon not hitting specific target if not an enemy
Fix for beacon on minimap colored red like an enemy
Fix for player owned bugs on minimap colored red like an enemy
Fix the DOT effect (damage over time) to cause a killed unit to drop loot even if the unit that emitted the DOT effect is killed first
Fix calculation of "Movement Speed Increase" stat of foundation tooltip
Fix component boost not showing on tooltips of buildings in build menu
Fix for tech tree logging a Lua error when trying to render lines that are off screen
Fix for large tree event spawning when you spawn
Make clicking on an unlock of a technology in the tech tree show the details instead of doing nothing
Clarify in the first blight talking head that automated bots can still enter the blight but that you will not have direct control over them
Fix for missions not showing destroyed mission text
Properly use the crystal node for the ai base event
Fixed capitalization on Laterite Ore and Silica Sand
Added extra buffer spawn in behavior UI for comments when using auto-layout
Added clarification text for blight talking head
Hide inaccessible menu button and construction site options from the user interface when viewing allied units
Make ingredient list in production selection wrap if there are more than 6 ingredients (for complex bot blueprints with many components)
Show explorable name (i.e. Factory) instead of generic name (i.e. Human Explorable)
Hide color and tech values from the register selection of a radar register
When holding one of WASD and then clicking into a text input box, fix the WASD-scrolling continuing even after releasing the key
Fix backwards slider in New Game customization for "Blight Corruption"
Fix faction home getting cleared when relocating the faction home building
Fix right-clicking on something in the world only applying to the very first equipped component
Show explorable name instead of generic one
Update layout to show both link and docked unit view simultaneously
Calculate a large network of unit teleporters over multiple game ticks to avoid the game slowing down if a unit teleporter is equipped on a moving bot
Fix for GoTo Register not being reset by teleporting using Right Clicking on a teleporter
Fix rare issue where a bot with its Goto register linked from a radar output won't go to a new target
Fix floating units (drones, flyers, shuttles) from raising infinitely upwards when on a high plateau
Fix game crash if a mod switches the faction of an entity not placed on the map
Fix loading a save, which had a mod corrupt the map settings table, overwrite the frontend (main menu) state
Ignore frontend (main menu) state if it was overwritten by a non-frontend state (avoid not being able to load the main menu)
Don’t infect units within range of a unit with a cure
Fix for how bugs react to path blocked and viruses
Fix Lua error getting logged on Blight components being active when docked in garage slots
Fix Lua error getting logged on units with repair components equipped and in use trying to spawn effects when docked
Prevent popup about Robot Datacubes appearing when Versus game starts
Fix for radar resetting while it is working
Fix for large tree event spawning when you spawn
Fix for bugs getting stuck to stop pathsearching and find a home

Add ability for a mod to validate data definitions after loading with package:validate_data (only run in mod dev mode)
Add support for Lua callback string tags (with one tag implemented, <lua var="seed"/> gets replaced with the current map seed)
Thank you for playing, experimenting and sharing your thoughts with us. Your feedback helps us make Desynced better with every update!
If you are enjoying the game, please consider leaving a Steam review. It really helps more players discover it. And if you want to talk, share feedback or show your creations, join us in the Desynced Discord and the Forklift Interactive Discord.
Enjoy the game!
Looking for more?
Another Forklift-published game is currently accepting applications for its second playtest. Fill out the form if you’d like to join.
https://store.steampowered.com/app/3856460/Cursed_Words/
 
	
	Salutations, everyone!
We've just pushed a major update for the the demo, focused entirely on your feedback and adding a new layer of visual polish. Thank you so much for all the detailed suggestions!
Here’s what’s new:
A More Dynamic Game Flow This was our top priority based on your feedback! We heard you: the game flow could feel a bit "stuck" during explanations. Now, you can click during any dialogue or feedback animation to instantly display the full text and skip the "typing" effect. This makes the whole experience much faster and more dynamic, putting you in control of the pace.
Updated Intro Cinematic We’ve made some small but impactful modifications to the text in the opening cinematic for better clarity and a bit more drama.
BOT.vinnik's True Presence (Sprite Fix) Some of our character sprites had incorrect proportions. BOT.vinnik, bless him, was looking a bit... skinny. This has been corrected. He and Laika now have the proper size and presence they were always meant to have!
More "Alive" Characters & Title Screen We've added some subtle visual enhancements to make the academy feel more alive:
A slight, pulsing light now glows behind the characters to help them stand out.
BOT.vinnik and Laika now have a subtle "breathing" animation.
The Title Screen now moves subtly along with your mouse for a more immersive feel.
While this update is live, we are continuing to work hard on the full game content. The feedback you've sent so far has been incredibly valuable, and we are always open to more suggestions. Making this game the best it can be for launch is our number one goal.
Thank you for your support!
All the best,
— Deep Green Games Team
 
	
	Hello everyone,
Thanks so much for your continued support in our Early Access. This update is fairly straight forward, but it's a good one. The title is no lie, we've just released 18 new Relics into the game!


We don't want to spoil them all for you, but know that they are largely focused around the Soldier & Healer's core mechanics in order to build them out! There are some very powerful functions available now, so go discover what's brewing in the cauldron and just how many Reinforcement Dice you can roll.

As a heads up, you'll have to play against Death as both the Healer and the Soldier to discover all that is new, as quite a few of these relics are Class specific!
In addition to the new Relics, we've also gone through the most recent round of bug reports and implemented fixes, especially to the new Combat Log. Issues regarding certain relics activations like Sanguine Dice and Summoner's Coin have also been fixed.
Thanks so much for all the help in making the game the best it can be, and for the Steam Reviews! (if you haven't left one yet please do!)
Cheers,
Connagh & Joel
Sea Glass
 
	
	
You can now get your hands on the new Captain Chirper Plushie from Makeship! Your favorite blue bird comes dressed in a Captain's hat and is ready to enjoy all that your new Ports have to offer! 🐦
You can get yours now at https://pdxint.at/CptChirper!
 
	
	
Hello Mayors!
Bridges & Ports has docked, and we have a shipment of Patch Notes! We hope that you have enjoyed the two Developer Diaries and the two Feature Highlight videos, but if you have missed them, you can find them here.
Bridges & Ports are now available on PC via the Ultimate Edition or for purchase for $19.99/£16.99/€19.99 — or bundle it with the brand-new Cold Wave Channel Radio Station for $22.49/£18.89/€22.49.
https://store.steampowered.com/app/2427743/Cities_Skylines_II__Bridges__Ports/
Important changes:
Increased noise pollution from zoned industry: This includes both the amount and the radius affected by noise pollution. New cities will need additional space between industrial and residential zones, and existing cities may need to rezone residential areas that are too close to industrial zones.
Population drop when loading an existing save: This is expected, as we have fixed some incorrect calculations in the citizen numbers. The numbers are corrected when you first load your save, but the population should stabilize after a short while (5-10 min).
Increased truck traffic: With the resource balancing and addition of resources being delivered to buildings before they level up, existing saves are expected to see significantly more traffic for a while. This will normalize once the buildings waiting to level up have received resources, but may require improving areas with traffic jams.
Known issues:
Fish amount is not displayed correctly for custom maps. This affects the New Game map selection and the Info View, both in-game and in the Editor. Despite the missing information in the UI, the fish resource is simulated and functions normally.
Bridges & Ports
10 New Moveable Bridges:
Two-Lane Drawbridge \[Small Roads]
Four-Lane Drawbridge \[Medium Roads]
Six-Lane Drawbridge \[Large Roads]
Four-Lane Highway Double Train Track Double-Decked Liftbridge \[Highways]
Two-Way Train Track Liftbridge \[Train]
Double Train Track Liftbridge \[Train]
Double Tram Track Lift Bridge \[Tram]
Double subway track Lift Bridge \[Subway]
Cable-Stayed Pedestrian Drawbridge \[Pathways]
Pedestrian Bascule Bridge \[Pathways]
2 New Double-Decked Bridges
Two-Lane + Four-Lane Double-Decked Extradosed Bridge \[Medium Roads]
Three-Lane Highway Double-Decked Suspension Bridge \[Highways]
8 New Bridges
Four-Lane Truss Arch Bridge \[Medium Roads]
Two-Lane Suspension Bridge \[Small Roads]
Four-Lane Extradosed Bridge \[Medium Roads]
Four-Lane One-Way Extradosed Bridge \[Medium Roads]
Six-Lane Suspension Bridge \[Large Roads]
Six-Lane One-Way Suspension Bridge \[Large Roads]
Double Subway Track Truss Arch Bridge \[Subway]
Wooden Covered Pedestrian Bridge \[Pathways]
7 New Quays
2 Medium Quays with Driving Lanes \[Small Roads]
2 Wide Quays with Driving Lanes \[Medium Roads]
2 Pedestrian Quay \[Pathways]
1 Port Quay \[Transportation Water]
Passenger Ferry
Ferry Depot
2 Ferry stops
Ferry Terminal
Ferry Line Tool
Narrow Boatway
New Port Assets
3 Port Sizes \[Transportation Water]
23 Port Upgrades
2 Auxiliary Gates
Customs Office \[Medium & Large Port]
Reach Stacker Garage \[Large Port]
Passenger Terminal
Employee Canteen
Port Security
Emergency Response
3 Cargo Container Yards
3 Cargo Warehouses
3 Tank Farms
3 Bulk Storage Yards
2 Container Cranes
Intermodal Train Terminal
7 Port Roads \[Transportation Water & Port Upgrade]
3 New Storage Yards \[Transportation Road]
New Specialized Industry: Fishing
Fishing & Open Water Fish Farming \[Specialized Industry]
Fishing Area \[Fishing Harbor Upgrade]
Open Water Fish Farming Area \[Fishing Harbor Upgrade]
3 Cold Storages \[Fishing Harbor Upgrade]
Fishing Harbor Pier \[Fishing Harbor Upgrade]
Fishing Routes \[Fishing Harbor Upgrade]
Inland Fish Farming \[Specialized Industry]
3 Cold Storages \[Inland Fish Farming Upgrade]
New Specialized Industry: Offshore Oil Industry
Offshore Oil Drilling Hub \[Specialized Industry]
2 Oil Platforms \[Offshore Oil Drilling Upgrade]
3 Tank Farms \[Offshore Oil Drilling Upgrade]
Oil Harbor Pier \[Offshore Oil Drilling Upgrade]
Oil Tanker Routes \[Offshore Oil Drilling Upgrade]
4 New Lighthouses
Small Lighthouse \[Parks & Recreation]
Lighthouse \[Parks & Recreation]
Large Lighthouse \[Large Parks]
Old Lighthouse \[Tourist Attractions]
9 New Large Parks
Bouncy Castle Park
Merry Mare-Go-Round Carousel Park
Jetset Jubilee Carousel Park
Parkside Cafe
The Parkview Eatery
The Pavillion Restaurant
Haunted House Park
Old Ferris Ride Park
Spin Vista Park
8 New Leisure Piers \[Pathways]
Narrow Concrete Leisure Pier with Concrete Pillars
Narrow Concrete Leisure Pier with Metal Pillars
Medium Concrete Leisure Pier with Concrete Pillars
Medium Concrete Leisure Pier with Metal Pillars
Medium Solid Concrete Leisure Pier
Wide Concrete Leisure Pier with Concrete Pillars
Wide Concrete Leisure Pier with Metal Pillars
Wide Solid Concrete Leisure Pier
4 New Commercial Signature Buildings
Bait & Bistro
Villa Maré
Maritime Museum
Conference Center
2 New Industrial Signature Buildings
Seafarer Shipyard
Fish & Chippery Seafood Factory
New North American Low Density Waterfront Business Zone (21 buildings, 63 assets)
New European Low Density Waterfront Business Zone (21 buildings, 63 assets)
New Props:
Yacht \[Nature]
Sailing Boat \[Nature]
8 New Industrial Props \[Industrial Props]
5 New Maps
Driftwood Reach
Lakeside Harbour
Ribbon Isles
Sanctuary Bay
Verdant Vale
New Companies
New Chirps
6 New Achievements
What’s New Panel
Cold Wave Radio
16 New Songs
New DJ Content
Gameplay Fixes & Improvements:
Fixed game crashes to desktop after hovering the Small Elevated Subway Station over a Bus Stop.
Fixed a rare crash to desktop related to extractor areas
Fixed office max workers decrease to 5/5
Fixed incorrect calculation of max number of employees in commercial zone buildings
Fixed Recycling Center not exporting produced resources.
Fixed Post Facility with full storage not delivering local mail
Fixed MotorbikeDelivery01 not spawning
Fixed prison vans not spawning
Fixed issues related to specialized industry buildings not leveling up, earning a profit, and constantly collapsing
Fixes to the building leveling process
Fixed office/industrial demand not showing empty building factor when there is a need to fill empty office/industrial buildings.
Fixed “High Rent” for single homes and adjusted the home pathfinding to make the rich household prefer low density and the poor prefer high density.
Re-enabled building abandonment and fixed bugs related to it
Balanced resource chains and company profitability.
Increased the number of vehicles for warehouses from 3 to 10
Rebalanced signature building company profit
Rebalanced pollution
Increased the amount of noise pollution generated by both zoned and specialized industry
Increased the range of how far noise pollution spreads from buildings
Updated Residential Suitability to consider air and noise pollution
Increased the penalty citizens take from noise pollution slightly
Updates and fixes to all maps in relation to the water system updates
Water added outside the playable area
Updated City Hall bonuses to:
-5% City Service Base Upkeep Cost (city-wide)
-15% City Service Import Cost (city-wide)
Updated Central Bank bonuses to:
-50% Loan Interest (city-wide)
+1% Happiness Tax Tolerance (city-wide)
Updated Sickness to now reduce target citizen health by 50%
Added unemployment effect to citizen wellbeing
Added “Not enough Clearance” notification for bridges
Added small electricity and water consumptions for Small Emergency Shelter
Increased Overground Parking Building’s upgrade (Car Wash) Comfort Level to increase its effect.
Lowered Maximum City Specialization Bonus to 10%. Cities now also need to produce more Resources to gain the City Specialization Bonus
UI/controller fixes:
Multiple controller fixes
Improved production panel with more information for the production chains
Improved warehouses' Selected Info Panel
Added InfoView showing buildings that trade with Outside Connections
Added new tooltip when hovering over zoned buildings:
Residential and mixed zones show building level and number of residents
Other zones show building level
Added vehicle multiselect. This allows for one or more vehicles to spawn for a selected line.
Art/graphics:
Fixed prop outside the lot of Large Hadron Collider
Fixed visual issues with citizen models
Fixed birds sinking when idling on water
Updated road textures
Updated oil and agriculture lot range colors so they are more visible in different lighting conditions
Added animation to Radio Telescope and Satellite Uplink
Added swaying for watercrafts
Added animation for Oil Drilling Rig and Oil Pump
Misc:
Added an error message & better handling for corrupted packages error.
Water system updates
Replaced old water source system with a new and improved one
Option to convert maps to the new water system in the Editor
Improved water simulation
Updated all maps to use the new water system
Modding Fixes & Improvements:
LocalizationManager tracks locale sources added by mods and reloads them when localization gets rebuilt. This fixes code mod localization getting lost for the rest of the session when saving assets or maps in the Editor.
Paradox Mods Fixes & Improvements:
Updated to PDX Mods UI 1.12.1 and PDX SDK 1.38.1
Added the functionality to cancel mod downloads; mod downloads are then resumed if the previous attempt was canceled.
Reworked the cache files to fix playset conflict notifications.
Fixed crashes on startup related to invalid files or files not being accessible
Fixed selected mod version not updating correctly during the same session.
Fixed new playset sometimes getting the same ID as a previous one.
Fixed image and metadata files not getting deleted when updating a mod to a newer version.
 
	
	
Hello Mayors!
Bridges & Ports, the newest major expansion for Cities: Skylines II, is now available, and it’s all about bringing life to your shores!
https://store.steampowered.com/app/2427743/Cities_Skylines_II__Bridges__Ports/
Bridges & Ports are now available on PC via the Ultimate Edition or for purchase for $19.99/£16.99/€19.99 — or bundle it with the brand-new Cold Wave Channel Radio Station for $22.49/£18.89/€22.49.
You can find more information and links to all Store Pages here:
Features of Bridges & Ports include:
20 new bridges: Including an array of drawbridges and lift bridges, these movable road structures can now allow ships through city waterways and offer new ways to manage traffic from shore to shore. Multiple sizes and styles allow players to prioritize vehicles, pedestrians, or rail traffic.
Ferries: With smoother seaways, ferries become a natural choice to connect neighborhoods and get commuters where they’re going. Ferries also bring city life closer to the shore by making it part of people's daily routines. But why not make it a destination?
Customizable ports: Three different sizes of harbor gates give players a range of options to scale up for more traffic. Available also are expansions and upgrades that boost the port’s efficiency, safety, and security. New storage facilities and ore yards, passenger terminals, a customs office, and an emergency response unit help fill out local services, while options like maritime museums and conference centers attract tourism.
Expanded maritime industries: Bring new business on shore with fishing operations, from fishing piers to inland fish farms, or harvest the bounty of the seas with offshore oil rigs, pipelines, and tankers.
An ocean of new content: Over 100 new assets, plus new achievements, and never-before-seen maps, including a peninsula, a bay, and vast great lakes.
Download it now and sea all the new cool things that you can build right now!
 
	
	They say there are no easy paths in the Zone. But sometimes, good offers do appear.
Upgrade your edition — from Standard to Deluxe or Ultimate — and get bonus outfits, weapons, and additional quests.
Details and FAQ:https://www.stalker2.com/news/edition-upgrade-f-a-qhttps://stalker2.com/news/edition-upgrade-f-a-q
Don’t wait — the Zone is calling.