Upcoming patch info!

Vlade Divac

Warlord
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Mar 24, 2006
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Just updated list of upcoming changes on the 2K board from 2K Greg...

http://forums.2kgames.com/forums/showthread.php?t=94438

You guys have been asking for an update about what we're working on to improve the game, and today I am happy to give it to you.

This is the list of updates to the game that the developers have been working on the past couple weeks. This isn't necessarily the complete patch notes for the next patch, but it's what I have so far.

Keep in mind that these are just the first batch of changes that will go in to the first major patch. We're planning more improvements (such as the much-asked-for Hotseat and Pitboss) that will be coming in a later patch.


UI

* Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn.
* Aircraft banner corrections – now when you rebase an aircraft, the number will move with it.
* Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads.
* Selecting a great general will no longer cause yield icons to appear.
* Added option to disable auto-unit cycling.
* Fix for full-screen game when running duel monitors. Previously, the curser could scroll off the “open” side, and not be able to scroll the map in that direction.
* Misc additional fixes to mouse controls, and other interface issues.
* Rounded out financial information in the Economic Overview screen. Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc.
* Auto-populate save menu with save file name
* Allow selection of other cities by hex from within the city screen
* Added detailed trade route info to Economic Overview screen


MODDING

* Category list now displays correctly


GAMEPLAY

* Workers - Added option to force workers to ignore manually made improvements (so they don’t change what you decide was best for a plot).
* Workers - Fixed bug where number of turns to complete were incorrect in build action button tool-tip.
* Economy - Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more.
* Economy – Increased city wealth setting to 25%
* Economy – Multiple fixes to the way trade-routes are tabulated and recognized.
* Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).
* Trade – Found and corrected a Trade problem that could cause your Resource inventory to multiply.
* City States - Fixed a bug where you could not gift aircraft to city states.
* Military - Medic promotion now only provides healing bonus for adjacent units.
* Military – Fix for Minuteman movement.
* Military – Correct promotions for “archer-like” units (horse archers, chariots).
* Military - Embarked units will no longer slow enemy land units
* Military - Improved unit cycling logic. Camera will jump around much less.
* Balance - Engineers +1 hammer


AI

* Military – Better handling of unit need (navy vs land, etc.) .
* Military - AI will tend to build ships to deal with blockaded cities more often
* Military – Corrected an issue hampering movement of AI armies, especially when in close proximity to enemy forces
* Diplomacy – AI will be more reluctant to offer or accept open border agreements with more powerful opponents.
* Diplomacy – Fix for never ending deals (peace, research agreements, etc).
* City – City specialization and city focus improvements.
* City - Cities that are Avoiding Growth will not grow while that option is selected
* Workers – Priority of trading posts reduced, and rebalanced priorities on other improvements
* Workers – Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing.


MULTIPLAYER

* Exploit – Fix for gifting unit exploit
* Chat – Color-coding, sound alerts, etc., added for in-game chat system, including a larger window.
* Deals – Additional deal validation put in place to verify deals before they are committed


MISC

* Research treaties that end because you declare war will no longer grant the free tech
* Save/Load – Fix for corrupted saves being experienced by some players in late-game.
* Map - Huge map crash-during-load fix that were reported on some specific systems.
* Map – Terrain caching fix that could cause problems for certain video cards (the “glowing red orbs” seen on the map are an indicator of this).
* Map – Fix for the low res terrain that appears the first time the game is run (terrain tiles would not load in anything but low-res the first time you play on some computer configurations)
* Strategic View – Crash fix for units rendering in background.
* Strategic View – Fix for selecting units either standing on a city plot, or garrisoned in the city plot.
* Eyefinity – Better handling of leader scenes when using Eyefinity displays.
* Tutorials – Many tutorial tweaks and adjustments.
* Multiple crash fixes.

Added 10/14
UI
* Added new tab to the Economic Overview Screen: "Resources & Happiness." (new 10/14)
* Added option to activate the mp score list in single player (for “always up” score similar to Civ IV.) (new 10/14)
* The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action. (new 10/14)

MODDING
* “Installed” panel now displays ALL versions of a mod but prevents the user from enabling multiple versions. (new 10/14)

AI
* City - Make sure Puppets don't construct buildings that require Resources. (new 10/14)
* City - Add a Puppet city strategy that turns off training buildings and emphasizes gold. (new 10/14)

MISC
* Taller than wide map crash fix. (new 10/14)

Added 10/20
UI
* If there are less than 5 buildings still needed to construct a National Wonder, the production popup tool-tip now lists which cities lack them. (new 10/20)
* Added Yield & Culture tool-tip info to the production popup. (new 10/20)
* Tweak information on the Global Politics tab in the Diplomacy Overview screen. (new 10/20)

GAMEPLAY
* Balance - Disbanding units now provides only 10% of their production cost in gold. (new 10/20)
* Request – Enable “one more turn” button if you lose, but are still alive. (new 10/20)

AI
* Military – Defensive tactical AI update. When you are at war and threatening an enemy city, the AI will better utilize the garrison, as well as the surrounding terrain in defense of the target city. (new 10/20)

When the patch is actually released (no ETA right now; I'm working on that!) I'll unstick and close this thread.[/QUOTE]
 
That's a great list of fixes. No unit cycling ! Most of the annoying, non-stability bugs seem to be on there too. The ability to sell buildings, the engineer boost, wealth production, all great changes :D
 
* Workers – Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing.

I lol if this lowers the game turn switching from 2 minutes to 1 minute after 16th century ad.
 
Good, but not enough...

Atleast there is another patch after this one :p Or atleast 2K says so :rolleyes:

You can't expect to see every issue ironed out in the first substantive patch. For an initial bunch of fixes and balance tweaks this is pretty damn good. It's not unusual for games to be so broken it's just stability and compatibility fixes for more than the first few patches.

You already know about the longer term goals for future patching if you've read Shafer's posts on quarter to three. Complain if you must, but I see no reason to.
 
ability to sell buildings is very nice. was hoping for more MP improvements, but i suppose we're stuck waiting on the hotseat/PBEM patch for those. *fingers crossed*, hopefully the AI tweaks make a big difference.

either way, looks like a decent first step.
 
There's some good stuff on that list. Good to see the peace treaty and resource bugs fixed.

Firaxis still has quite a bit to do though.
 
* Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).

Yay!
 
* Research treaties that end because you declare war will no longer grant the free tech

And what about if AI declare war?
And ability to sell buildings is not very good and can be exploit that go against the design for planning your buildings.Maybe something like ,when you annex new city to choose what to destroy only.I'm sure that not be able to sell buildings is WAD and now they turn over.
 
Wow, great list. This is encouraging. Especially that they're making actual gameplay changes to improve the game at this stage. Very cool, thanks for posting.
 
Looks like there are some solid fixes in there, both in terms of bugs and gameplay issues. I'm glad they will be adding the ability to sell buildings...now those conquered AI cities won't be such an economic drain.
 
I'm the happiest for the AI and bug changes. Most of my other complaints can be handled by simple mods...this is the hard stuff.
 
This is not the first patch. This is what they have so far that is going into the first patch. Cheer up:D
This is the third published patch ( well, fourth , if you include the fix for Spanish XP users ) and surely the 22th or later patch firaxis develops ( since the last numbering was .20 and there was the Spanish XP fix ) :D

Anyway it looks that they atleast agreed with me that if buildings can pay maintenance, there needs to be a option to sell them for game balance proposes, even if with a penalty . See , people ? Complaining works :p
 
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