1.3.X补丁
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2025-07-02更新
最新编辑:Raveniume
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更新日期:2025-07-02
最新编辑:Raveniume
Patch 1.3.X are all patches beginning with 1.3.
1.3.3f1
Patch 1.3.3f1 (also known as "Quays & Piers") is a patch released on 2025-06-11.[1][2]
See also: Quays & Piers - Developer Diary (2025-06-11)
开发日志
大家好,欢迎阅读这篇介绍堤岸与码头补丁 - 1.3.3f1 中新增内容的开发日志。在我们努力确保《桥梁与港口》扩展包打磨完善并为您呈现最佳状态的同时,我们希望这些内容(原计划随扩展包在免费更新中发布)能在您城市的滨水区找到一席之地。
今天,我们将介绍新的堤岸和码头,它们有何不同,以及如何结合使用。我们还将看看两座新桥梁:一座铁路桥和一座双层矮塔斜拉桥。最后,我们将快速聊聊此补丁中包含的错误修复。
堤岸入城 (QUAY TO THE CITY)
我们已经看到大家如何使用挖填道路在您的城市中建造临时堤岸,但我们也知道建造它们有多具挑战性。道路和人行道的设计是顺应地形,只有在有显著高差变化时才建造挡土墙和桥梁;而堤岸能检测到最轻微的高差变化,并在较低一侧创建挡土墙。这使得用堤岸装饰您的滨水区比使用普通道路要容易得多。此外,堤岸还可以延伸到水中形成突堤码头。
堤岸有三种不同尺寸:窄型堤岸仅支持行人通行,可以在景观菜单中与人行道一起找到。中型和宽型堤岸都有机动车道和人行道,并且支持从宽人行道和树木到公交车道和有轨电车轨道的所有道路升级。它们可以在道路菜单中的小型和中型道路下分别找到。
时尚加固 (SHORING UP IN STYLE)
放置任何堤岸时,您会注意到一个新的吸附选项:吸附至海岸线 (Snap to shoreline)。顾名思义,此选项使堤岸“贴附”在水边,并使其保持在水面上的相同高度(当然,可以根据所选的高度提升)。此选项默认启用,如果您想用任何一种新堤岸装饰您的天然滨水区,这是理想的选择。启用此选项时,堤岸仍然可以延伸到水中放置。
当关闭“吸附至海岸线”选项时,堤岸不仅不再吸附海岸线,而且一旦离开水面,它们就会遵循地形高度。如果您有特定的构想,并希望对堤岸的放置位置和高度有更多控制,关闭“吸附至海岸线”就是您的方法。虽然堤岸对于距离水面的高度有下限要求(以免被淹没),但我们希望这个吸附选项,连同所有常规的道路网络选项,能提供足够的自由度来创建您梦想中的滨水区。
说到自由度,堤岸可能旨在用于海岸线,但它们并不需要水,因此您也可以在斜坡上建造它们,在景观中创建梯田。只是请注意,它们会自动在挡土墙一侧压低地形,因此如果您为此目的使用堤岸,梯田之间至少需要10米的高差。
从码头到那里 (FROM PIER TO THERE)
《城市:天际线 II》中的码头都是关于休闲的。这些抬高的网络仅供行人使用,可以在景观菜单的“路径”下找到。它们有三种不同尺寸:窄、中、宽,可以组合起来创建复杂的码头网络。与桥梁类似,它们有最小高度限制,可以建造延伸到水中,也可以作为俯瞰城市的观景台。
当按照您喜欢的位置、大小和形状建造后,码头为寻求户外休闲的市民提供了一个新选择。他们会来码头散步,或者只是放松和享受大自然。当然,码头需要连接到城市,市民才能到达。您可以使用人行道连接它们,或者将它们直接连接到道路或堤岸上。选择权在您。
此次更新还包括两座具有新设计和功能的新桥梁。在火车运输菜单中,您会发现一座桁架拱桥,它支持两条火车轨道。这种经典风格的桥梁无论您的火车轨道是跨越峡谷还是水道,都能提供令人惊叹的视觉效果——如果建造在足够高的海拔上,它可以轻松跨越狭窄的海道。
如果您正在寻找更灵活和精细的东西,我们有《城市:天际线 II》中的第一座双层桥梁。它将上层甲板的四车道双向高速公路与双火车轨道相结合,当您同时需要公路桥和铁路桥时,提供了一个紧凑且更便宜的选择。凭借其矮塔斜拉桥设计,它在任何城市都看起来棒极了。
修复来了! (FIXES AHOY!)
由于货物运输是《桥梁与港口》游戏玩法的一部分,对我们来说,审视基础游戏并修复尽可能多的与商品流动相关的问题也很重要。其中一些修复很容易发现:停用货运港口后,卡车在完成已开始的行程后就不会再访问它。其他修复则不那么明显,因为它们修复或改进了系统本身,从而在您的城市中实现更顺畅的资源分配。
除了修复,我们还借此机会改进了货物运输建筑的选中信息面板,以更好地展示它们如何进出口各种货物。现在,所有可存储的资源都列在一个可折叠的部分中。资源用颜色编码,让您轻松分辨建筑正在寻求进口哪些资源(赤字),以及哪些资源占用了太多空间以至于它希望出口(盈余)。
货物运输建筑旨在为所有资源和原材料储存稳定的供应,以便城市的工业和商业建筑能够快速补充其内部库存。任何标为红色的资源都显示赤字——不是指城市范围内,而是指该建筑期望的储备量不足。它将尝试进口该资源以达到平衡状态。如果您生产的某种原材料或产品超过了城市需求,它通常会进入运输建筑的仓库,导致盈余(标为绿色)。如果可能,这些资源将被出售给外部连接点并出口。
除了与货物相关的修复和改进外,堤岸与码头补丁还包含大量其他错误修复,以改善您的游戏体验。虽然我们知道仍有问题需要关注,但我们会继续处理报告的错误,并感谢大家分享在游戏中遇到的问题。如果您在此补丁后遇到错误,最好的做法是在我们的支持论坛上报告它,以便我们进行调查。修复可能不会立即发生,但我们衷心感谢您为报告所花费的时间和精力。它帮助我们确定优先级并解决影响您游戏体验的问题。
这就是我们今天要分享的全部内容。希望大家喜欢新的内容和修复,所有这些都可以在补丁说明中找到。如果您想展示您改进后的滨水区,我们很乐意看到您的创作。
New Free Content
- 3 New Piers
- Narrow Wooden Leisure Pier
- Medium Wooden Leisure Pier
- Wide Wooden Leisure Pier
- 2 New Quays
- 2 quays with driving lanes.
- 2 pedestrian quays.
- 2 New Bridges
- Double Train Track Truss Arch Bridge [Train]
- Four-Lane Double Train Track Double-Decked Extradosed Bridge [Highways]
Gameplay Fixes and Improvements
- Fixed Crash to Desktop when creating sharp curves in Cinematic Camera.
- Fixed a rare Crash to Desktop when creating a new save file or overwriting an existing one.
- Fixed Crash to Desktop caused by placing overlapping roads. This changes how roads and pre-made intersections can be placed.
- Fixed high number of taxis & visitors arriving at small parks.
- Fixed citizens not paying for their goods while shopping.
- Fixed Residential, Office, and Industrial taxes not showing any income after the player restores taxes to 10%, after playing for several hours with taxes set at 0%.
- Fixed Commercial buildings can store more than what is allowed. Existing buildings adjust their storage amount over time to match the limit.
- Fixed Commercial buildings that sell Lodging, Recreation, or Entertainment no longer gain the office efficiency bonus from Airport and Office Signature Buildings.
- Fixed Commercial Infoview incorrectly showing a mixed building as occupied when there is no company.
- Fixed the unending industrial demand when lowering the industrial tax rate.
- Many cargo-related fixes:
- Fixed deactivated Cargo Harbor still being used.
- Fixed Cargo Ships overlapping when arriving at a deactivated Cargo Harbor.
- Fixed the dot in the 'Route' panel to properly reflect the percentage of cargo storage at every stop.
- Fixed amount of cargo not being displayed in the Cargo Train Route Selected Info Panel for stations that use building upgrades.
- Fixed missing/duplicate resources for cargo transportation vehicles. Each of these can now carry all raw materials, processed goods, and all types of mail. They do not carry immaterial goods or garbage.
- Fixed resource types for InternationalAirport01.
- Fixed amount of coal transported from the cargo terminals being lower than the amount subtracted from the building’s storage when the resource is sold.
- Fixed an issue where trucks with trailers sometimes did not subtract the correct amount of resources from the target storage when loading cargo.
- Fixed commercial truck not importing from cargo stations.
- Fixed Outside Connection cargo stops always having the same amount of cargo.
- Fixed Outside Connection resource storage having a huge negative resource balance in some old saves.
- Fixed Specialized Industry buildings receiving regular deliveries of nothing from an Outside Connection.
- Fixed extractor companies spawning with output resources in their storage. This will only apply to newly placed extractors..
- Improved the Storage section of the Selected Info Panel of cargo transportation buildings to display all resources that can be stored, the current amount stored, and colored highlights to indicate surplus/balanced/deficit status for the specific storage building.
- Lowered Cargo Harbor warehouse upgrade and Cargo Train Terminal warehouse upgrade's storage size to 7500t to better match the visuals.
- Companies avoid buying big amounts that exceed the max amount of vehicle delivery capacity.
- Fixed industrial Efficiency bonus from Signature Buildings being summed incorrectly.
- Fixed Signature Industrial Buildings descriptions and Selected Info Panels having the same incorrect Industrial Efficiency bonus value
- Fixed a bug causing citizens to be unable to exit burning buildings (causing them to be more likely to die in the fire and causing long-term performance overhead due to pathfinding spam)
- Fixed camera transition when switching to/from map view.
- Fixed Noise Pollution not spreading from networks in Easy mode.
- Adjusted some Easy Mode gameplay values:
- Electricity, water, and garbage consumption.
- Unemployment benefits, pension, and family allowance.
- Adjusted Easy Mode water and sewage import/export costs to match the proportional changes of the electricity import/export costs.
- Various adjustments and fixes to tutorials
- Various fixes for achievements.
UI/controller fixes
- Fixed missing selected object when the player selects an item from any Upgrades panel and switches to another build menu.
- Fixed the positive "Free workplaces" and the negative "Availability of Jobs" residential demand factors sometimes appearing at the same time.
- Fixed bug causing visual issues with Info Views when selecting city service category while another panel was active (eg. notifications, chirper, economy, etc.)
- Fixed issue where quickly toggling panels off and on while it was transitioning out could lead to them rendering fully transparent (interactive but not visible).
- Fixed issue where quickly loading a save while in Photo Mode could result the game to get stuck with Photo Mode not properly deactivated, and cause standard tools to stop not working.
- Fixed Subsidies graph in the Statistics panel always showing 0.
- Fixed Tile Upkeep not being included in Expenses part of the Statistics panel.
- Fixed loan interest category incorrectly being visible in the Statistics panel when playing with Unlimited Money.
- Fixed inconsistency between Economy panel and Statistics panel values for Service Upkeeps and Service Trade.
- Fixed Production statistics in the Economy panel being carried over to a new game.
- Fixed the "Lack of Labor" and "Lack of High-Skill Labor" notifications appearing when the building has collapsed.
- Fixed built-in sub-buildings and extensions incorrectly showing up in the Selected Info Panel upgrades section.
- Fixed citizens appearing without an avatar in Chirper/Citizen Lifepath.
- Fixed issue making it impossible to remove citizens from the "Followed Citizens" list via the Selected Info Panel, if the maximum number of followed citizens is reached.
- Fixed issue with storage and cargo Selected Info Panel sections with uneven items did not render correctly.
- Fixed long names not fitting the storage and cargo Selected Info Panel if the UI was scaled or a non-English language was selected.
- Multiple text and translation fixes.
- Multiple controller fixes.
- Multiple Info View fixes:
- Colors/arrows are limited to the gameplay area.
- Noise, wind, air pollution, and telecom coverage are also shown on the water surface (in addition to the terrain surface).
- Wind and water flow Info Views are mutually exclusive, as both have arrows on water (Affects electricity Info View).
- Added a warning for saves and maps that are missing a required DLC.
- Added hotkey to confirmation and game mode selection.
- Added a green circle highlight when connecting electricity cables, power lines, and pipes at different elevations.
- Added new tooltip for buildings in air pollution, ground pollution, and garbage management Info Views when the City Policy "Advanced Pollution Management" is enabled to show the policy’s effect.
- Added Edge Scrolling sensitivity slider to Gameplay settings.
Art/graphics
- Several fixes for Virtual Texturing (affects glitched road decals, some black buildings in the distance).
- Fixed power lines appearing like thick beige lines over water.
- Fixed color variations not working if the first building level doesn't have them, but subsequent levels do.
- Fixed the University Library upgrade of University having the "No pedestrian access" notifications when placed on the uneven terrain.
- Fixed extractor vehicles sometimes leaving the extraction area.
- Fixed themed and shared trees hue/saturation and brightness to randomize less so that there are not too differently colored leaves in the same tree.
- Fixed loading screen thumbnail/preview override which had an inconsistent halo around the edges of the screen - now it will have a consistent black vignette.
- Fixed new game panels would not have the backdrop blur applied during transition.
- Mitigate tree visual look changes when view distance changes.
- Improved spruce and pine trees to be a bit brighter.
- Improved Poplar, Hickory, Linden, London Plane, Oak, and Birch autumn color to be brighter and more saturated.
- Improved Agricultural area textures so that it does not create a repeating pattern when there is snow.
- Improved water VFX on Fountain Plaza to avoid overlap.
- Improved zone grid visibility on bright snow.
Misc
- Fixed issues with save names that have special characters.
- Fixed the selected monitor in the display option resetting after restarting the game.
- Multiple SFX fixes
- Added optional telemetry consent to settings
- Updated Coherent to 1.64
- Update to Unity 2022.3.60f1
Modding Fixes and Improvements
- DLC dependencies are now registered for maps and saves uploaded to Paradox Mods.
Paradox Mods Fixes and Improvements
- Update PDX SDK to 1.34.0
- Update Mods UI to 1.11.1
- When an asset on Paradox Mods is set to have DLC dependencies, it shows a list of dependencies on that mod page.
Known issues
- While the issue causing commercial buildings to store more resources than their storage capacity has been fixed, commercial buildings that already have more resources stored will not have their storage adjusted. The storage will be reduced as their resources are consumed until they are below their maximum capacity. Once below that threshold, they will respect that limit when purchasing new resources.
- Office company workers can drop to the minimum amount because too few resources are produced by the companies are consumed.
References
- ↑ Forum: Quays & Piers - 1.3.3f1 - Patch Notes (2025-06-11)
- ↑ Paradox: Quays & Piers - 1.3.3f1 - Patch Notes (2025-06-11)