Skip to content

Releases: VictorPhilipp/Cities-Skylines-Traffic-Manager-President-Edition

TM:PE Version 1.10.7

29 May 20:26
Compare
Choose a tag to compare
  • Bugfix: U-turn routing is inconsistent on transport lines vs. bus paths (#137, thanks to @Zorgoth for reporting this issue)
  • Bugfix: Junction restrictions for pedestrian crossings are sometimes not preserved (#142, thanks to Anrew and @wizardrazer for reporting this issue)
  • Fixed: Geometry subscription feature may cause performance issues (#145)
  • Fixed: Parking AI: Transport mode storage causes performance issues during loading (#147, thanks to @hannebambel002 and @oneeyets for reporting and further for providing logs and savegames)

TM:PE Version 1.10.6

25 May 20:59
Compare
Choose a tag to compare
  • Updated for game version 1.10.0-f3
  • Accessibility: New option: Main menu size can be controlled
  • Accessibility: New option: GUI and overlay transparency can be controlled
  • New option: Penalties for switching between different public transport lines can be toggled
  • Cims can now be removed from the game
  • Improved window design
  • Path-finding: Service vehicles are now allowed to ignore lane arrows right after leaving their source building, thus service buildings should now work properly at dead-end roads with median
  • Lane connector can be used on monorail tracks
  • Advanced Vehicle AI: Tuned parameters
  • Dynamic Lane Selection: Absolute speed measurements are used instead of relative measurements
  • Improved randomization for realistic speeds such that vehicles may change their target velocity over time
  • Improved vehicle position tracking
  • Improved mod compatibility checks
  • Parking AI: Improved behavior in situations where vehicles are parked near public transport hubs and road connections are partially unavailable
  • Bugfix: Parking AI: Not all possible paths are regarded during path-finding
  • Bugfix: Parking AI: Cims become confused when trying to return their abandoned car back home (special thanks to Wildcard-25 for reporting and solving this issue)
  • Bugfix: Parking AI: Cims do not search for parking building when road-side parking spaces are found
  • Bugfix: Parking AI: Parked vehicles are spawned near the source building even when cims are already en route
  • Bugfix: Parking AI: Cims sometimes get stuck in an infinite loop while trying to enter their parked car
  • Bugfix: Lane connector does not work for roads with more than ten lanes
  • Bugfix: Allowing/Disallowing vehicles to enter a blocked junction does not work for certain junctions
  • Updated Korean translation (thanks to @toothless FLY [ROK]LSh.st for translating)

TM:PE Version 1.10.5

06 Jan 01:20
Compare
Choose a tag to compare
  • UI scaling removed
  • Simplified Chinese translation updated (thanks to Emphasia for translating)
  • Polish translation updated (thanks to @Krzychu1245 for translating)
  • Introduced randomization for lane changing costs
  • Introduced randomization for "trucks prefer innermost lanes on highways" costs
  • Removed unnecessary calculations in path-finding
  • Added path-finding costs for public transport transitions
  • Pedestrian traffic lights do not show up if crossing the street is prohibited
  • Busses are allowed to switch multiple lanes after leaving a bus stop
  • Bugfix: Main menu button might be out of view
  • Bugfix: Division by zero occurs for low speed roads
  • Bugfix: Automatic pedestrian lights at railroad do not work as expected
  • Bugfix: Timed traffic lights show up for bicycles (they should not)
  • Bugfix: Due to a multi-threading issue junction restrictions may cause the game state to become inconsistent
  • Bugfix: Routing rules prevents vehicles from spawning when starting building lies too close to an intersection/road end
  • Bugfix: Disabling tutorial message has no effect
  • Bugfix: "Stay on lane" feature does not work as intended for certain nodes

TM:PE Version 1.10.4

28 Oct 21:50
Compare
Choose a tag to compare
  • Updated for game version 1.9.0-f5
  • Added possibility to add priority signs at multiple junctions at once (press Shift)
  • Added tutorials (can be disabled in the options window globally)

TM:PE Version 1.10.3

18 Aug 20:24
Compare
Choose a tag to compare
  • Bugfix: Setting unlimited speed limit causes vehicles to crawl at low speed (thanks to @sethisuwan for reporting this issue)
  • Bugfix: Vehicle-separated traffic lights do not show up for trams & monorails (thanks to @thecitiesdork for reporting this issue)

TM:PE Version 1.10.2

18 Aug 20:22
Compare
Choose a tag to compare
  • Updated for game version 1.8.0-f3
  • Improved performance
  • Bugfix: Pedestrians sometimes ignore red traffic light signals (thanks to @(c)RIKUPI™ for reporting this issue)
  • Bugfix: Timed traffic lights do not correctly recognize set vehicle restrictions (thanks to @alborzka for reporting this issue)

TM:PE Version 1.10.1

05 Aug 08:04
Compare
Choose a tag to compare
  • Bugfix: Default routing is disabled if the lane connector is used on a subset of all available lanes only
  • Bugfix: Parking AI cannot be enabled/disabled
  • Bugfix: Lane connection points can connected to themselves

TM:PE Version 1.10.0

30 Jul 21:23
Compare
Choose a tag to compare
  • New feature: Dynamic Lane Selection
  • New feature: Adaptive step switching
  • New feature: Individual vehicles may be removed from the game
  • New option: Vehicle restrictions aggression
  • New option: Vehicles follow priority rules at junctions with timed traffic lights
  • Improved path-finding performance
  • Improved performance traffic measurement engine performance
  • Improved vehicle state tracking
  • Reorganized global configuration file (sorry, your main menu and main button positions are reset)
  • The option "Road condition has a bigger impact on vehicle speed" is only shown if the Snowfall DLC is owned
  • The flow/wait calculation mode to be used is now configurable via the global configuration file
  • Added path-find statistics label
  • Added confirmation dialog for "Clear Traffic" button
  • Currently active timed traffic light step is remembered
  • Trains do not wait for each other anymore near timed traffic lights
  • It is now possible to connect train station tracks and outside connections with the lane connector
  • Disabling the Parking AI triggers graceful clean up procedure
  • Relocated some options
  • Workaround for a base game issue that causes trams to get stuck
  • Trains do not longer stop in front of green timed traffic lights
  • Vehicles use queue skipping to prioritize path-finding runs that are caused by road modifications
  • Adding a vehicle separate light to a timed traffic lights applies the main light configuration
  • Parking AI: Vehicles can now find parking spaces at the opposite road side
  • Parking AI: Included an improved fallback logic for some edge cases
  • Parking AI: Citizens should now be more successful in returning their cars back home
  • Parking AI: Tuned parking radius parameters
  • Parking AI: If the limit for parked vehicles is reached and parking fails due to it, no alternative parking space is queried
  • Vehicle AI: Busses prefer lanes with correct lane arrow over incorrect ones
  • Bugfix: Using the bulldozer tool might lead to inconsistent road geometry information
  • Bugfix: Citizens that fail to approach their parked car fly towards their target building
  • Bugfix: Parking AI: Path-finding fails if cars are parked too far away from a road
  • Bugfix: Parking AI: Citizens approaching a car start to float away
  • Bugfix: "Heavy vehicles prefer outer lanes on highways" does not work
  • Bugfix: The lane connector does not allow connecting all available lane end points at train stations and on bidirectional one-lane train tracks
  • Bugfix: Vehicles may get stuck in several situations
  • Upgrading to a road with bus lanes now copies an already existing traffic light state to the new traffic light

TM:PE Version 1.9.6

27 May 23:04
Compare
Choose a tag to compare
  • Updated Simplified Chinese translation
  • Bugfix: Vehicles cannot perform u-turns at junctions with only one outgoing segment (thanks to @Sunbird for reporting this issue)
  • Bugfix: Path-finding costs for large distances exceed the maximum allowed value (thanks to @Huitsi for reporting this issue)
  • Bugfix: Under certain circumstances path-finding at railroad crossings allow switching from road to rail tracks

TM:PE Version 1.9.5

24 May 19:29
Compare
Choose a tag to compare
  • Updated for game version 1.7.1-f1
  • Updated Polish, Korean and Italian translation
  • Language can now be switched without requiring a game restart
  • Bugfix: Routing calculation does not work as expected for one-way roads with tram tracks (thanks to @bigblade66, @Battelman2 and @AS_ for reporting and providing extensive information)
  • Bugfix: Copying timed traffic lights lead to inconsistent internal states which causes timed traffic lights to be omitted during the save process (thanks to @jakeroot and @t1a2l for reporting this issue)
  • Bugfix: In certain situations unnecessary vehicle-seperate traffic lights are being created
  • Bugfix: Upgrading a train track segment next to a timed traffic light causes trains to ignore the traffic light
  • Hotfix: Cable cars despawn at end-of-line stations