Releases: VictorPhilipp/Cities-Skylines-Traffic-Manager-President-Edition
Releases · VictorPhilipp/Cities-Skylines-Traffic-Manager-President-Edition
TM:PE Version 1.10.7
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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