Skip to content
Staff, Moderators and Admins are now told apart
- The single red Staff tag has been split into three distinct public roles, so it is clear at a glance who you are talking to. Each has its own name prefix and colour:
- Admin – shown in pink
- Moderator – shown in red
- Staff – shown in yellow
- A sim’s role now shows in every place their name appears: the name prefix in the pie menu and person list, a matching coloured outline around their picture in the sim list, the colour of their chat bubble, and a badge on their Sim Page.
- Staff is an identity, not a power. A sim marked Staff is recognisable as a member of the team but has no moderation abilities. Only Moderators and Admins can take moderation actions, and those abilities are still controlled by the account itself rather than by the badge.
- Every sim on a team member’s account now carries that account’s badge, so a team member is identifiable whichever of their sims they are playing.
Select A Sim music now plays for everyone
- The new Select A Sim intro music now actually plays. It had been bundled with the game for a while, but only ever played on internal test builds — everyone else still heard the original track. It now plays on every install.
Anti-aliasing quality now saves correctly
- The three Anti-Alias choices in Graphics Options now apply the intended levels: **Low uses 4x, Medium uses 8x and High uses 16x**. If the selected level is higher than the graphics hardware supports, the game uses the best supported level instead.
- Choosing High no longer appears as Medium after restarting the game. The saved setting now keeps all three quality levels distinct.
- The High and Ultra graphics presets now select 8x and 16x anti-aliasing respectively.
*REDACTED*
- REDACTED has joined the city. REDACTED
- Fisherman’s Front, Servo’s Slide and The Simippines have moved. All three have shifted to sit better against the redrawn north-east coast. The land around them has been reshaped to match.
- Neighbourhood borders now sit where they look like they should. Until now every border fell exactly halfway between two neighbourhood centres, which meant a big, busy neighbourhood and a tiny quiet one got the same amount of ground. Each neighbourhood now has its own reach, so a neighbourhood can hold more or less territory than its neighbours without being physically moved.
- Because of that, a handful of properties sitting close to an old border may now be listed under a different neighbourhood than before. Nothing on the property itself changes – only which neighbourhood it belongs to.
- Buying a lot no longer risks it being filed under a neighbourhood belonging to a different city.
The Neighborhood Editor is now practical to use
- The Neighborhood Editor now opens with a proper control panel instead of hiding its essential actions behind undocumented keyboard combinations. Neighborhoods can be selected, added, renamed, described, recolored, deleted and cycled through with visible controls.
- White center markers can be dragged directly. A new Drag Edge mode also lets city designers grab a visible neighborhood boundary and pull it inward or outward to shrink or grow the selected neighborhood while watching the result update live.
- Boundary sizing now uses the same weighted calculation in the editor preview, normal city view, lot purchasing and production lot reassignment. The old boundary-bias value existed in saved files but was previously ignored by both the preview and server.
- Save and load actions now report their status, preserve a backup when replacing an existing file, and warn before discarding unsaved work or deleting a neighborhood.
- Prepare Production Import saves a production-compatible neighborhood file and shows the exact offline import command for the active shard. The importer previews additions, updates and deletions before confirmation; production servers must apply database migration 0057 first.