1. Update v1.1.5f1:
  2. Building Upgrade Rework
  3. More control over upgrades from the Selected Info Panel of City Service buildings.
  4. All upgrade types can be removed from the Selected Info Panel of a City Service building.
  5. Sub-buildings can be removed by using the bulldozer as well.
  6. Sub-buildings can be relocated.
  7. Sub-building can be turned on/off.
  8. Sub-buildings can be selected.
  9. Sub-building upgrades can now be placed freely within a radius limit from the main building.
  10. Updated City Service tutorial.
  11.  
  12. Economy updates
  13. Government subsidies for the city have been removed to make the economy more challenging and transparent.
  14. Taxes and Services tabs in the Economy panel now unlock at milestone 1 and the Production tab unlocks at milestone 2.
  15. Added “Import City Services” city policy to toggle import of city services from Outside Connections.
  16. Separate imported service items in the budget panel.
  17. Outside Connections won't send service vehicles if the policy is toggled off.
  18. Added imported service expenses for ambulance, hearse, fire engine, garbage, and police. The fee scales with the city's population.
  19.  
  20. City Service changes:
  21. Increased chance of entering and graduating both Elementary School and High School.
  22. Adults can now apply to High School if they didn’t finish it (1% chance, can apply 3 times).
  23. Garbage accumulation accounts for students, employees, prisoners, occupants, and homeless people in the calculation.
  24. Balanced garbage city service upgrades.
  25. Buildings now pay a fixed fee for garbage collection instead of a variable amount based on garbage collected.
  26. Adjusted garbage accumulation values.
  27. Adjusted upkeep costs of most City Service Buildings.
  28. Wages for city service employees are paid from player money
  29. Increased electricity import price.
  30. Increased the time it takes for Ambulance and Hearse notifications to appear.
  31. Adjusted the Service Fee curves for efficiency and consumption.
  32. Adjusted water service fees (With old saves the game will force reset the value to the new default position).
  33. Increased the amount of workers for
  34. Medical Clinic
  35. Small Coal Power Plant
  36. Police Station
  37. Cemetery
  38. Fire House
  39. Landfill
  40.  
  41. Demand changes:
  42. Residential density depends on household wealth and family size.
  43. Household spawns are based on average citizen happiness, homelessness, tax, available student positions, and available jobs.
  44. Commercial companies spawn based on household needs, reducing how often the same companies appear in the city.
  45. Commercial and industrial demand has been adjusted to avoid “Not enough customers” complaints for newly spawned companies.
  46. Taxes now have more effect on demand.
  47.  
  48. Employment changes:
  49. Workers from Outside Connections no longer pay tax.
  50. Workers from Outside Connections are not included in population or workplace infoviews.
  51. Workers from Outside Connections will look for new job more frequently.
  52. Workplaces in Outside Connections are less desirable than workplaces in the city.
  53. Only citizens who don't have health problems (such as Sick or Injured) count as valid employable citizens.
  54. Citizens can only receive unemployment for a limited amount of time. When they run out of unemployment, they will complain about “High Rent” and move away.
  55. Fixed population jobs & workers amount issue.
  56.  
  57. Households & happiness changes:
  58. Households without adults will now move away.
  59. Rich households prefer larger homes in attractive neighborhoods (higher land value, good service coverage, etc), poor households prefer cheaper houses and don’t mind services being far away.
  60. Household needs are calculated based on their spendable money (what’s left after paying rent), so they now spend their money more reasonably.
  61. Reduced the number of senior citizens moving into the city.
  62. Adjusted wealth happiness factor to a reasonable value.
  63. Low happiness affects the chance a household will move out of the city.
  64. Households consider the garbage fee when calculating their spendable money.
  65. Added curve parameter to death rate to smooth the death of senior citizens (existing cities will experience an immediate death wave)
  66.  
  67. Production and Company changes:
  68. Adjusted values for:
  69. Resource production.
  70. Resource price.
  71. Household wages.
  72. Tax income.
  73.  
  74. Resource price now has two parts, a lower one for industrial processing, and another for commercial companies’ service prices. Customers (households) pay full price, which is both parts combined.
  75. Changed the workforce needed per unit for resource processing to a preconfigured amount instead of automatically calculated at the start of the game.
  76. Companies now go bankrupt instead of looking for new locations if their current property isn’t suitable for profit.
  77. Changed Industrial Manufacturing space multiplier from 1 to 5 to allow more workers per grid so fewer buildings are needed.
  78. Adjusted office employee amount.
  79. Adjusted amount of work required per product to decrease city income.
  80. Adjusted simulated service prices.
  81. Improved companies to move away not just because of bankruptcy, but also because of the tax rate and workforce factors.
  82. Rebalanced Extractor Resource greatly reducing profitability.
  83. Balanced Industrial and Office companies Default Output Amount, Max Workers Per cell, Resources Initial Price, and Work needed per unit. Increased Space multiplier of Industrial and Office zones.
  84.  
  85. Rent and Building Level changes:
  86. Removed the virtual landlord so building upkeep is now paid equally by all renters.
  87. Added new rent calculation: Rent = (LandValue + (ZoneType * Building Level)) * LotSize * SpaceMultiplier.
  88. Tweaked “High Rent” notifications to be based on the household’s income. Even if they currently don’t have enough money in their balance, they won’t complain and will instead spend less money on resource consumption.
  89. Building level is now based on whether renters can pay the upkeep fee. When they pay the full fee, the building condition increases by a constant amount, if they cannot pay it, the building condition decreases by the same amount.
  90.  
  91. Crime rate adjustments:
  92. Fixed police service coverage for zoneable assets. The police station will patrol regularly to decrease the crime rate, and all zone type buildings will increase crime rate depending on the police service coverage.
  93. NA and EU PoliceVehicle02 Crime Reduction value changed to match the NA and EU policevehicle01 value.
  94. Removed crime scene pathfinding limitation of building's crime rate to avoid all criminals having the same pathfinding result to queue up to do crime.
  95. Added new crime factor to lower crime probability in cities with larger populations.
  96. Lower crime recurrence probability due to criminals needing to wait a long while to remove criminal tag.
  97. Increased the cost of purchasing Map Tiles.
  98. Added upkeep fee for new map tiles
  99. The 9 starting are excluded and do not have have map tile upkeep fee
  100. Added option to “Unlock all map tiles” (also disables achievements and the tile upkeep cost)
  101. Increased construction cost and upkeep costs for roads.
  102. Moved upkeep breakdown from Tooltip to Selected info panel.
  103. Reduced the amount of money the player gets back from bulldozing roads and buildings.
  104. Adjusted the max shopping amount of the household from 4000 to 2000.
  105. Adjusted Specialized Industry Unlocking to start from milestone 0.
  106. Fixed taxes being collected after bulldozing the entire City.
  107. Fixed Citizen Wealth Infoview not highlighting households with 'Wretched' wealth level.
  108. Fixed the wrong moving away statistic data being displayed.
  109. Fixed a newly spawned company complaining about a lack of workers.
  110. Fixed commercial zones incur massive amounts of debt for the citizens.
  111. Fixed refund inconsistencies when replacing roads and stops.
  112. Fixed high death possibility issue:
  113. Fire accidents now will only cause 1% death compared to the previous 50% death of an on fire medium/high density building.
  114. The building's destruction event will now cause 50% death compared to previous 90% death of citizens who are still in it.
  115. Fixed Outside Connection workers won't find a job.
  116. Fixed trade cost divided by zero bug.
  117.  
  118. Modding
  119. Updated mod publisher to use auto login from Paradox SDK.
  120. Updated Paradox Mods to Version 1.5.2
  121. Added new feature: Mod details will now show what dependencies are installed and if any are missing
  122. Improvement: When started, it will now try to go online again if being offline before
  123. Improvement: Change the close X hover effect when using a gamepad
  124. Improvement: Improve text on empty state when on library or playset details when offline
  125. Fix: Offline mode will now start with your active playset
  126. Fixed double back click from following creators view
  127. Fixed broken bumper navigation when offline and using a gamepad
  128. Fixed gamepad legend when offline on library or playset details
  129. Fix: Pressing the B button on a gamepad will now close the Sync modal
  130. Fixed a warning with font weights
  131. Fixed a warning with height not being set correctly in scrollbars
  132. Added support for custom units for sliders used in mod settings
  133. Added support for keybindings for mods:
  134. Mods can introduce their own input action which are integrated into the game input system.
  135. Added key binding field to the automatic option which allows mods to provide key rebinding for their actions.
  136. Added built-in conflict detection between the game bindings and mods bindings based on action usage.
  137. Added warning sign next to each binding which has conflicts.
  138. Added main menu notification if a mod has a key binding conflict.
  139. Added support for 3 different types of actions: press (1 button), axis (negative and positive button), vector (up, down, left, right buttons)
  140. Added the ability to set separate keyboard key and gamepad button for one action.
  141. Added the ability to use built-in and write custom processors and interactions for actions.
  142. Fixed issue where downloading a certain number of mods in a specific way resulted in a crash to desktop.
  143. Fixed a bug where SettingsUISetterAttribute could not use private methods and properties
  144. Fixed installing notification getting stuck when downloading a mod failed.
  145. Updated notification texts.
  146. Updated "mod loading error" dialog to show the error.
  147. Fixed issue with mods not loading if playset was changed using the web version or there are mod updates.
  148. Fixed some cases when mods are not loaded or "enabled code mods are changed" notification does not appear.
  149. Fixed "mod page" and "disable" buttons being visible on mod loading error message box with local mods.
  150. Fixed endless "mod loading..." notification if mods failed to load.
  151. Fixed Unity installation not being found if the game is running on a different account than the one who installed Unity
  152. Fixed issue where modding toolchain install/uninstall warning dialog overflows when the list of dependencies is long by making the panel scrollable
  153.  
  154. Performance
  155. UI performance optimizations for the economy panel.
  156. Other UI performance optimizations with audio bindings, rendering, cursors, and updating panels.
  157. Performance optimization for Chirper panel.
  158. Optimizations for particle effects.
  159. Optimizations for audio memory usage.
  160. Optimized placement to improve FPS when placing complex buildings or roads.
  161. Fixed job-finding performance issue when there were no available workplaces and no employable workers, causing endless job pathfinding queries which heavily affect the performance.
  162.  
  163. Fixes & improvements
  164. Unity update 2022.3.29f1
  165. Fixed a crash to desktop when using the quick load function while relocating and rotating a building.
  166. Fixed a crash to desktop after deleting Train Station with a broken Subway connection and trying to place new subway tracks.
  167. Fixed crash to desktop in SetupFindHomeJob
  168. Fixed crash to desktop caused by removed renter.
  169. Fixed crash to desktop when resizing oil extractor area so that some pumps get deleted
  170. Improved likelihood of household members traveling together as a group.
  171. Improved hue, saturation, and randomness values of tree leaves.
  172. Improved collision radius for BirchTree, PineTree, and SpruceTree to better match the visual empty space. The bushes etc. can now be propped closer to the trees.
  173. Improved citizens and delivery vehicles pathfinding to take building construction time and path duration into account to avoid arriving at construction sites.
  174. Ambulances transport some patients in emergency mode (randomized with health level).
  175. Lowered building fire spreading probability to other buildings.
  176. Changed default glass material from tinted brown to non-tinted.
  177. Updated EU and NA theme icons.
  178. Improved wealth info view color and citizen wealth state parameters.
  179. Fixed wealth info view color not matching household wealth, changed it from household member based wealth to household based wealth.
  180. Improved Airport development tree node icon.
  181. Adjusted XP values for low construction cost building.
  182. Fixed depots so trains/subway can now only drive through them by using dedicated by-pass track (the track without “No Track Connection”).
  183. Fixed Several Signature Buildings don't get occupied (must be rebuilt for the fix to take effect)
  184. Changed signature building info view color priority higher in RCIO infoviews
  185. Fixed Ludo Square and Cane Residences signature building bonuses to be more consistent.
  186. Fixed issue with some settings not getting saved.
  187. Fixed achievements progression on saves that have used mods not being disabled.
  188. Fixed specialized industry main building missing.
  189. Fixed Forestry and Ore Industrial Storage yard props not showing.
  190. Fixed farming extraction area color so it’s visible on fertile land with the info view open.
  191. Fixed crematorium sub-building car access when snapped to the main building. Main building or sub-building(s) need to be moved/replopped for this to take effect.
  192. Fixed specific situation causing taxis from Outside Connections to get stuck for a long while.
  193. Fixed wrong passenger count/capacity displayed for personal cars that have a trailer attached.
  194. Fixed driver not included in passenger count and capacity for personal vehicles.
  195. Fixed vehicles driving through parking facilities or transport stations without intending to use their services.
  196. Fixed citizens parking their cars at public transport stations without the intention to board a transport line there.
  197. Fixed traffic jams occurring inside Parking buildings.
  198. Fixed airplanes driving through the runway without landing at the airport.
  199. Fixed issue where fire engines are unable to react to and extinguish the additional buildings from the specialized industry areas
  200. Fixed Garbage Trucks collecting garbage outside their operating district if their way goes through different district.
  201. Fixed resource piles on spawnable storage yards not instantly updating when delivery truck unloads cargo.
  202. Fixed trucks keep going back and forth between commercial and industry.
  203. Fixed commercial companies accidentally exporting goods to other companies.
  204. Fixed broken pathfinding warning after rebuilding destroyed service building that has extension upgrades.
  205. Fixed mail getting stuck due to heavy traffic at the cargo terminal by adding a trip needed buffer amount as another cost in resource trade pathfinding.
  206. Added a penalty for resource pathfinding when the cargo station has more requests or sent out most of the vehicles.
  207. Fixed Water Tower’s viewing upgrade not providing entertainment.
  208. Fixed Hospitals and Clinics not refilling their pharmaceuticals storage
  209. Fixed cargo train terminal left and back paths not connecting to roads too
  210. Fixed City Policies not clearing properly and carrying over between different save game loads
  211. Fixed The Deep End achievement not unlocking at exactly 200000 loan
  212. Fixed citizens stopped finding jobs when unemployment was high
  213. Fixed high unemployment rate issue by adding variety to the citizen education levels when spawning
  214. Fixed population infoview jobs didn't match workplace info view's data
  215. Fixed discrepancy in workplace count by excluded the Outside Connection workplaces from population's calculation
  216. Fixed DateTime overflow error by reducing the max starting year for a map to 3000.
  217. Fixed floating prop issues with Deuclidia Apartments, Nuclear Power Plant and Technical University.
  218. Fixed hotel renter deserialization bug causing unknown mayhem for tourist / hotel logic.
  219. Fixed tourists with "Leaving the city" status not leaving the hotel.
  220. Fixed Parallel and grid roads misplace connected road lane.
  221. Fixed Roundabouts disappear when connecting roads at a certain angle.
  222. Fixed track slope causing tight curve warning / no connection when built a certain way.
  223. Fixed connection notifications with buildings over a train truck tunnel.
  224. Fixed net-tool replace mode is enabled when no compatible assets exist.
  225. Fixed destroyed buildings still create Noise Pollution.
  226. Fixed 'No Pedestrian Access' warning appearing for Medical University after adding Extension Wing upgrade
  227. Fixed issue where the cost of purchasing multiple map tiles varied depending on the order in which the map tiles were selected
  228. Fixed workplace links in citizen Selected Info Panel not working when the workplace was a service building.
  229. Fixed screen resolution set in the launcher right after the game launch not being applied.
  230. Fixed all overlay shaders broken when using dynamic resolution scaling.
  231. Fixed minor inconsistencies with infoview coloring for cables/pipes/lot for buildings under construction, destroyed or otherwise without mesh.
  232. Added secondary infoview background color so that roads don't disappear on terrain.
  233. Improved RCIO tax statistic colors to correspond zone colors
  234. Removed car paths and parking on NA_MixedRight01_L1_4x6 (and L2) and NA_MixedLeft01_L1_4x6 (and L2) to prevent pathfinding fails due to how the buildings can spawn
  235. Several improvements and fixes for controllers:
  236. Added more controller hints.
  237. Improved options navigation with controller so that moving between page content and search is consistent when tabs or advanced options are visible
  238. Improved multiline text to be focusable so that scrollable panel can scroll to it while using a controller
  239. Fixed navigating with the controller over an upkeep section required multiple up/down presses on the controller.
  240. Fixed options menu controller navigation issues when "Show advanced" toggle is present.
  241. Fixed not all locked toolbar items were focusable with the controller making it impossible to see the conditions to unlock a given feature.
  242. Fixed requirement tooltips for placing a building not updating properly when moving the building with a controller
  243. Fixed an issue with controller that it was impossible to scroll to the end of the building info panel list if the building did not have any upgrades
  244. Fixed tooltips not rendering properly on top of the controller hints.
  245. Fixed issue with opening mods UI profile page with gamepad
  246. Fixed issue where names of tabs inside the City Services panel cannot be accessed when using a controller
  247. Fixed building effects not rendering correctly in the UI.
  248. Fixed a bug where placing a road could cause tooltips to jump between their target positions
  249. Fixed building effects when viewing detail tooltip where placing a building could overlap with building icon
  250. Fixed options slider field slider position not updating properly if its value was changed outside of the options menu - ie. changing radio volume in radio panel
  251. Fixed issue where closing citizen lifepath detail view the list would not re-focus on the last focused entry
  252. Several fixes for UI interface scaling when using bigger text size.
  253. Fixed UI disappearing on some tutorial step transitions.
  254. Fixed UI disappearing on closing signature building unlock dialog.
  255. Fixed options description not changing after scrolling certain dropdown lists.
  256. Fixed loading warning popup staying on top of the frozen/busy state of loading screen and not fading out.
  257. Fixed non-centered error message in Paradox Account -panel.
  258. Fixed Paradox account link button overflowing in various languages.
  259. Fixed Economy budget panel overlapping text in some languages.
  260. Fixed tooltips rendering outside of the screen.
  261. Fixed edge case of quitting the main menu or starting a new game by opening the pause menu from the button in the upper-right corner while using map tiles view.
  262. Rebalanced all citizen audio volumes.
  263. Fixed cemetery sounds not playing.
  264. Fixed audio source position that was not correctly set for multiple assets:
  265. Fixed sounds of Residential Signature Buildings play even if buildings are not functional
  266. Fixed sound effect of navigating through the Main Menu is almost inaudible
  267. Fixed Overground Parking's upgrade does not add new sounds
  268.  
  269. Keybinding:
  270. Block all actions while listening for key press when the rebinding process is ongoing.
  271. Added the ability to reset key binding to the default.
  272. Added controller button icons to key binding options.
  273. Added support for rebinding some specific tool actions and camera rotation
  274. Added batch rebinding option which allows changing multiple keybinds without receiving the "cannot be rebound" error
  275. Fixed controller hint when two direction action has bindings when one direction has binding with modifier and another one without modifier.
  276. Added auto-detect for keyboard layout. Keybinds are converted to the current layout and keep their physical location (for example, WASD key bindings on French keyboard will be shown as ZQSD). It converts only Latin-based layouts, while US international layout is used for other non-Latin-based layouts.
  277. Fixed building Selected Info Panel not opening when the Info Panel option is assigned to the Right Mouse button and disallowed the same key being set for Info Panel and Cancel actions.
  278.  
  279. Update v1.1.2f1:
  280. Beach Properties assets implemented to the base game
  281.  
  282. Performance
  283. Nvidia DLSS Super Resolution support added
  284. Some pathfinding optimizations to reduce slowing simulation
  285. UI optimizations
  286. Optimizations to reduce frame spikes
  287.  
  288. Bug fixes & improvements
  289. Mod options are sorted alphabetically instead of random
  290. Made bus stop and mailbox color in infoview same as icon color
  291. Citizens are more likely to use taxis from outside connections when moving in the city
  292. Automatically pause and display any pending legal documents when continuing last game from the launcher
  293. Fixed crash to desktop occurs after starting a new game on Custom Map from Editor where 'Placeholder Surface' was used
  294. Fixed crash to desktop occurs after placing any Truck from “Add Object” menu in developerMode
  295. Fixed crash to desktop after loading save with broken path-road connections
  296. Fixed crash to desktop after loading map with Landfill's lot created in Editor
  297. Fixed Cartography achievement
  298. Fixed dispatching problem causing service vehicles to have trouble reaching some targets in certain cases. Affects garbage collecting, post van (for buildings), police patrolling and road maintenance.
  299. Fixed patient teleports to ambulance if the parking lot is close to their location
  300. Fixed a road tool snapped to an existing road may randomly get into an incorrect position
  301. Fixed zone grid alignment broken when bulldozing stops or mailboxes when there are different sized roads connected
  302. Fixed duplicated city service upkeep items of building that have upgrade
  303. Fixed trains stuck at rail yard when there are multiple spawning trains and arriving trains at the same time.
  304. Fixed part of Hydroelectric Power Plant remains on map after bulldozing it
  305. Fixed tutorial task list not resetting when selecting “Reset tutorials” from gameplay options.
  306. Fixed limit tutorial center card height to prevent overlapping with bottom toolbar
  307. Fixed missing color of Destroyed Buildings in the Disaster Control Info View
  308. Fixed service coverage displaying all red for a couple of frames when activating infoview for the first time after loading save (In paused mode or soon after loading)
  309. Fixed line color changes are not visible while it's hovered with a cursor.
  310. Fixed Firewatch Tower incorrectly shows its range when hovering over the building
  311. Fixed mouse tool options tooltips did not support handling a larger number of options or smaller resolutions/UI scalings
  312. Fixed interface/panel transparency for non default UI styles
  313. Fixed issue preventing saving after changing name with controller and virtual keyboard
  314. Menu notifications thumbnail image will now retain its aspect ratio and will cover the square space with overflow content cut
  315. Various screen resolution fixes
  316. Multiple text fixes
  317. Controller fixes:
  318. All photomode panel properties can be reset
  319. Reset property and capture keyframe action added for controller
  320. Revamped controller navigation and focus styles for a more intuitive and streamlined UX
  321. Disabled Editor inspector items can be focused to fix situations where some fields cannot be viewed or scrolled to with a controller.
  322. Fixed draggable value not updating input label in photo mode panel
  323. Fixed null reference when trying to reset a property that had no reset callback
  324. Fixed controller navigation in Editor preview/thumbnail picker, save map panel, and add component menu. Item pickers no longer select items when focused by default.
  325. Fixed preview not updating with various tools when using controller to select asset
  326. Fixed controller action hints overlapping main menu sub screens
  327. Fixed Editor bottom bar sliders not being usable with controller
  328. Fixed item picker footer slider not being usable with controller
  329. Fixed controller's slider buttons getting inverted when the slider's start value is higher than the end value
  330. Added missing names from QLOC team to the credits
  331.  
  332. Editor
  333. Added wind editing for maps
  334. Added Paradox creator profile bindings
  335. Display user avatar in Paradox panel
  336. Added notification about mod loading status
  337. Added support for text field input for numeric fields for mouse brush options
  338. Added display tool options for bulldoze tool
  339. Added notification if a mod failed to load. If you click on it, it shows details with the ability to open a mod page on Paradox Mods or disable a failed mod.
  340. Added 'builtIn' property to setting pages
  341. Added missed attributes to options in modding setting tab
  342. Added directory picker
  343. Added directory picker to modding toolchain dependencies to select installation path
  344. Added directory browser bindings to OptionsUISystem
  345. Fixed water simulation speed now resets when closing Editor water panel
  346. Fixed modding toolchain sections text/icons not readable with scaled text
  347. Fixed searching for components or directories not returning all results, small refactors and optimizations
  348. Fixed brush options not resetting between Editor and in-game
  349. Fixed Editor tool options sometimes not rendering before next UI action
  350. Fixed visible loc ID in savegame's map name if the custom map used in the save has been deleted
  351. Controller fixes & improvements
  352. Editor tool options moved to inspector panel footer and usable with controller
  353. Added controller action hints to Editor
  354. Restricted controller navigation to Editor panel when active,
  355. Several minor improvements to Editor controller navigation
  356.  
  357. Several UI modding improvements
  358. Map upload: disable “Submit” button when internet connection lost or user unexpectedly logged out
  359. Map upload: disable “Submit” button after successful upload to prevent uploading same map multiple times
  360.  
  361. Paradox Mods
  362. Paradox SDK updated to version 1.19
  363. Paradox Mods updated to version 1.4.1
  364. New features
  365. Addition of Creator profiles and Your profile view
  366. Ability to follow creators
  367. Pressing Escape can now be used to close Mods UI
  368. Addition of Ko-fi, Buy me a coffee, Crowdin as external links
  369. PageUp, PageDown, Home and End can be used to scroll in various views
  370. Mousebutton 4 and 5 (thumb buttons) can now be used for back and forward navigation
  371. Author is now clickable when browsing mods
  372. Mod ID is now visible in Mod info and can be copied as well as copy the full link of the mod
  373. Arrow left and right can now be used to navigate the gallery on mod details
  374. Input text fields will now auto focus
  375. Going back from mod details will now scroll down to where you were before
  376. Ability to remove a mod from all playsets when in Library
  377.  
  378. General improvements
  379. Increased scroll speed
  380. Redesigned mod details information box
  381. Thumbnail is now visible on mod details
  382. Reordered icons when browsing mods
  383. Clarified text in Library to also mention how many mods in the active playset
  384. Clarified text when on an empty non-active playset
  385. Modals have been slightly redesigned
  386. Failing to fetch discussion will only show a toast instead of an error modal
  387. Updated translations in some places
  388. Redesigned spotlight in Featured to be smaller
  389. Browse now have 5 mods in a row on PC, up from 4
  390. Mod version will now be used instead of numerical version (if it exists)
  391. Featured mods can now be subscribed and shows likes
  392. Clarified text on featured mods Browse all button
  393. Last updated is now showing in mod info
  394. Created timestamp is now showing in mod info
  395.  
  396. Bug fixes
  397. User removed mods are now properly texted as removed
  398. Fixed a couple of crashes in offline mode
  399. Fixed search field flickering when switching to and from Browse view
  400. Fixed scrolling back in Browse not centering on the previous clicked mod
  401. Fixed text in library to not overflow to much in some languages
  402.  
  403. Update v1.1.1f1:
  404. Fixed crashes to desktop or other problems after starting a new game on a map that has pre-placed buildings with fences
  405. Fixed cases where logging out of the Paradox account would prevent accessing mods again
  406. Fixed issue causing no mods to show up in-game
  407. Fixed darkening of map thumbnail and preview images
  408. Fixed various localization glitches
  409. Replaced generic popup with a searchable popup for existing mod selection in Save/Map upload panel
  410. Updated Paradox Mods branding icons in various places
  411. Added badges for DLC content and Paradox Mods data source content in relevant panels (Load, New game, Asset picker etc..)
  412. Added page scrolling via mouse wheel in What's New Panel
  413. Added youtu.be and discord.gg to supported external link popup resolver
  414. Fixed issues where uploading images and previews containing space would fail in Save/Map upload panel
  415. Improved sanitization of version number in Save/Map upload panel