2K Greg on Upcoming Patch Changes

Ginger_Ale

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Yesterday we noted that Jon Shafer expects a patch for Civ5 within the next few weeks. Earlier today, community manager 2K Greg posted a list of upcoming changes that Firaxis has been working on to give players an idea of what to expect.

For the full list of (expected) changes, please click "Show".

Spoiler :
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.

You can discuss the full list of changes in this thread.

Thanks to Vlade Divac for the news tip!
 
Props to 2K/Firaxis. That list includes a good number of changes we've been begging for.
 
Many changes I love.

Question: Didn't Jon say "major" diplomacy changes? Or these it or should we expect more with this patch?
 
Eddogegr3, the norm is to start with bug corrections and simple changes.

I think it’s too soon for improvements, unless they noticed issues in Beta and got enough data to understand them well. Which they might have, but now that they have tons of people playing they can get a lot more useful feedback. Then it takes a few weeks to make the changes and a few weeks of testing them (and at least one cycle of patching the patch based on the results of that testing). I’ve seen it take a while on other games.
 
Why do i get the sense that those 20+ ppl laid off a few months ago were QA staff who would've ACTUALLY tested this game before it went gold?

Hey Firaxis, we (paying customers), aren't your freakin beta staff! You were supposed to pay people to do that. Asses.
 
Glad to be able to sell off a building again
 
No news on AI swarming map with AA and AT guns, too bad. . .
 
Any really major fixes to the game we will be expected to pay for via the wonder that is DLC. :rolleyes:
 
Not sure about this ability to sell buildings. This will lower the cost of puppetting, which already seems too cheap.
 
2K Greg updated his post with upcoming changes. New things (added yesterday):

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

Modding
  • “Installed” panel now displays ALL versions of a mod but prevents the user from enabling multiple versions.

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

Misc
  • Taller than wide map crash fix

He gave also ETA for the new patch: The patch will be available as early as next week.
 
From what I have read, this should be a good first patch.
 
Misc

* Taller than wide map crash fix

AAAH ! That's what I was waiting for ! I'm currently stuck with this issue in my game
 
All ok, but if i load game (to continue), isn't more easy to see the last save to load instead to search it??? (And if i don't remember the name of last save?? And what about worldbuilder like civ3 & 4?????
 
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