MORE MODS FOR EVERYONE

We know you have been waiting, and now it’s time to share the latest developments regarding modding in Cities: Skylines II.

First and foremost, our in-game editor is currently in its beta phase and will launch shortly after release. While we look forward to unleashing the power of creative modification to all of you, in preparation, we are collaborating with a talented group of creators working behind the scenes - ensuring you’ll have amazing mods to dive into on its launch.

While the modding tool will have a basic framework at its inception, we are dedicated to its continuous expansion and enhancement, making it a central focus of our development efforts moving forward. More in-depth details about the editor and its roadmap ahead will be shared shortly - keep an eye out for our dev diaries.

Secondly, we’re introducing Paradox Mods as the new mods platform for Cities: Skylines II. One of the core reasons for this is its inclusivity; modding capabilities will be extended to players across platforms - both PC and console - aligning with our commitment to provide as many as possible with the opportunity to modify and enjoy the game.

For console users, this means you will be able to access Asset Mods in the library. Yes, you read that right! We know it is a huge part of the Cities: Skylines experience and we’re beyond excited to introduce a solution that makes mods available to everyone. As with all major updates, we are fully aware of the learning curve it might present, but we’re committed to providing resources to ensure a smooth transition to Paradox Mods.

A NOTE ON PERFORMANCE AND OUR COMMITMENT TO PLAYERS

On another note, we’ve noticed the concerns raised about Cities: Skylines II performance, especially after our previous statement with raised minimum and recommended specs. As we’ve always believed in transparency, we’d like to further shed some light on the current state of the build.

Cities: Skylines II is a next-gen title, and naturally, it demands certain hardware requirements. With that said, while our team has worked tirelessly to deliver the best experience possible, we have not achieved the benchmark we targeted.

In light of this, we still think for the long-term of the project, releasing now is the best way forward. We are proud of the unique gameplay and features in Cities: Skylines II, and we genuinely believe that it offers a great experience that you will enjoy.

We will continually improve the game over the coming months, but we also want to manage expectations on performance for the coming release. Our ambition is for Cities: Skylines II to be enjoyed by as many players as possible, and we’re committed to ensuring it reaches its full potential.

Thanks for your understanding and continuous support. We’re lucky to have a community as passionate and dedicated as you.

  • Scrubbles@poptalk.scrubbles.tech
    link
    fedilink
    English
    arrow-up
    30
    ·
    8 months ago

    Don’t know how to feel about their own mod service. Not that workshop is perfect, but I like it being separate. I guess I’ve just been burned by Creator’s Club with Bethesda,

    • BananaTrifleViolin@kbin.social
      link
      fedilink
      arrow-up
      22
      ·
      8 months ago

      I think they want to be vendor neutral to reap the benefits regardless of where people bought the game (i.e. not be limited to steam workshop)

      I’m more bothered by the Mods being for Console and PC. I worry that PC modding is going to be held back by the inherent limitations of modding on and for consoles.

      • AngryMob@lemmy.one
        link
        fedilink
        English
        arrow-up
        6
        ·
        8 months ago

        Modders have never let these types of things limit them before. Look at mods for games that dont even support modding to begin with. I expect there will wind up being mods on nexus or something for the complicated stuff that consoles don’t support.

    • rustyricotta@lemmy.ml
      link
      fedilink
      English
      arrow-up
      10
      ·
      8 months ago

      To provide an example it it being done near perfectly, see the Factorio mod scene.

      That being said, I do feel similar to you about this. Something might be wonky about this. We’ll just have to see how it shakes out.

    • micka190@lemmy.world
      link
      fedilink
      English
      arrow-up
      7
      arrow-down
      1
      ·
      8 months ago

      Woopsie doopsie, we needed to update the mods that were on sale, and now every Skyrim mod needs to update or be incompatible with our game version. 🤭

      • Scrubbles@poptalk.scrubbles.tech
        link
        fedilink
        English
        arrow-up
        10
        ·
        8 months ago

        Congratulations! Your mod has been selected to be auto included in our next re-re-re-release of the game! You should be so proud of yourself!

        No, we will not give you a cut of our profits

  • Naatan@lemdro.id
    link
    fedilink
    English
    arrow-up
    15
    arrow-down
    2
    ·
    8 months ago

    On another note, we’ve noticed the concerns raised about Cities: Skylines II performance

    Cities: Skylines II is a next-gen title, and naturally, it demands certain hardware requirements

    In light of this, we still think for the long-term of the project, releasing now is the best way forward

    You do the math.