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Fall patch discussion thread

Discussion in 'Civ6 - General Discussions' started by Skulbow, Nov 17, 2016.

  1. Skulbow

    Skulbow The Lonely Cyclist

    Joined:
    Oct 29, 2014
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    Male
    Downloading and patch notes on Steam...2.1GB
     
  2. SupremacyKing2

    SupremacyKing2 Deity

    Joined:
    Oct 25, 2014
    Messages:
    4,229
    Location:
    Indiana
    It is a major patch. Here are the patch notes:

    [NEW]

    • Maps
      • Added a balanced six player map.
      • Added a balanced four player map.
    • ‘Cavalry and Cannonades’ Scenario Added
      • Combat scenario with reduced unit maintenance costs and no strategic resource requirement for units.
      • Larger starting army and additional starting techs.
      • Time limit: 50 turns.
      • Goal: Possess the largest territory.
    • DX12 Support
    • Complete Logitech ARX Support
    [GAMEPLAY UPDATES]

    • Added additional notifications.
    • Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available.
    • Added additional Hotkey support (next unit, next city).
    • Added the ability to rename cities.
    • Added UI to show the next tile a city will grow to.
    • Added a visual cue for Barbarian Scouts that are alerted to your city.
    • Changed Dan Quayle rankings.
    [BALANCE CHANGES]

    • Added prerequisite project (Manhattan Project) for Operation Ivy.
    • Added Metal Casting as a prerequisite for Economics tech.
    • Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city.
    • Adjusted relationship decay rates.
    • Reduced the effectiveness of cavalry production policies.
    • Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization.
    • Reduced border incursion warnings if the troops are within their own borders.
    • Increased the number of Great Works of Writing slots in the Amphitheater to 2.
    • Increased Counterspy operation time.
    • Increased the cost of Religious units and applied additional charges.
    • Units may no longer be deleted when they are damaged.
    • Deleting a unit no longer provides gold.
    • Updated Island Plates map to have more hills and mountains.
    • Units may no longer remove features from tiles that are not owned by that player.
    • Fallout now prevents resource harvesting.
    • Barbarian camps must spawn further away from low-difficulty players’ cities.
    [AI TUNING]

    • Adjusted AI victory condition focus to increase their competitiveness in Science and Tourism.
    • Adjusted AI understanding of declared friendship.
    • Adjusted the AI approach to beginning and ending a war based on potential gain and loss.
    • Increased AI competitiveness in building a more advanced military.
    • Increased AI usage of Inquisitors. Especially Phillip.
    • Increased AI value of upgrading units.
    • Increased AI use of Settler escorts.
    • Tuned AI usage of units that cannot move and shoot, like Catapults.
    • Tuned AI city and unit build planning.
    • Improved the ability of city-states to maintain a strong military.
    [BUG FIXES]

    • Fixed some production Social Policies, Great People, and Pantheon bonuses that were not applying correctly.
    • Fixed Royal Navy Dockyard not getting the right adjacency bonuses.
    • Fixed some issues with how the Great Wall was built by players and AI, including proper connection to mountains and removing other players’ Great Walls as potential connection points.
    • Fixed a unit cycling error with formations.
    • Fixed a bug where the first military levy that expired would return all levied units (including those levied from other city-states) to that city-state. Now it should only return the levied units that actually originally belonged to the one city-state.
    • Fixed several issues when Airstrips and Aerodromes are occupied, including forced rebasing of enemy units and UI updates.
    • Fixed an exploit that allowed ranged and bombard units to gain experience when attacking a district with 0 hit points.
    • Fixed an issue with wonders when transferring city ownership – conquering a city with a wonder would not track that wonder, and could lead to problems when attempting to use Gustave Eiffel.
    • Fixed an issue where the Settler lens would not always show the right information to the player.
    • Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired.
    • Fixed an issue where the Tutorial intro and outro videos would appear off-center in certain resolutions.
    • Fixed some crashes with units.
    • Fixed an issue where multiple leaders of the same civilization would frequently show up in a game.
    • Fixed an issue where Trade Route yields were doubling in some instances.
    • Units in formations now break formation before teleporting between cities.
    • The achievement ‘For Queen and Country’ was unlocking too frequently.
    • AI with neutral relationships should accept delegations barring exceptional circumstances.
    • Can no longer declare a Joint War if it is invalid for either party.
    • Save game files should no longer be case sensitive.
    • Certain wonders were sending extra notifications.
    • Players will no longer receive any warmongering penalties from a joint war partner for actions in that joint war.
    • Liberating a civilization back to life will now bring them back into the game properly.
    • Observation Balloon range bonus was being incorrectly applied when stacked.
    • Text and grammar fixes.
    [VISUALS]

    • Buildings on snow will now have snow on them.
    • Added an Industrial Barbarian Encampment.
    • Added a ranger tower to National Parks.
    • Fixed some issues with buildings not culling around other world items properly.
    • Fixed an issue with some Districts not showing properly.
    • Miscellaneous polish applied to multiple improvements, districts, and buildings.
    [MULTIPLAYER]

    • Turn timers are always disabled on the first turn of a new game. This happens regardless of the advanced start or turn timer type selected.
    • Allow multiplayer lobby's private game status to be toggled once the lobby has been created.
    • Cap the max players to 12.
    • Added LAN player name option to options screen.
    [UI]

    • Added the number of specialists working a tile.
    • Added some additional icons for espionage, promotions, etc.
    • Added additional Civilopedia shortcuts, including right clicking a unit portrait.
    • Added the signature to the diplomacy action view/deal view so that we can differentiate between duplicate players. Also added multiplayer screenname in diplomacy.
    • Added Trade Route yields to the Reports screen.
    • Added City Center to the City Breakdown panel.
    • Added rewards and consequences to mission completed popups.
    • Updated the leader-chooser when beginning a new game.
    • Updated the end game Victory screen.
    • Updated the multiplayer staging room.
    • Updated city banners.
    • Updated Espionage mission chooser flow.
    • Updated to display what cities are getting amenities from each resource.
    • Changed resource icon backings to reflect the type of resource it is.
    • Auto-scroll to the first Great Person that can be claimed.
    • Improved search functionality in the Civilopedia.
    • Removed Barbarian data from player replay graphs.
    • ESC now closes the Tech, Civic, and Eureka popups.
    • When loading a game, the era blurb will be the current era of the saved game, rather than the starting era of the game.
    [AUDIO]

    • Added some missing mouseover sounds.
    • Fixed the Oracle quote.
    • Fixed an issue where the Advisor voice was not playing in some languages.
    • Fixed compatibility issues with some sound cards, especially those set to high playback rates.
    [MISC]

    • Added a setup option "No Duplicate Leaders" that is enabled by default. This option prevents multiple players from selecting the same leader.
    • Updated leader screen to support enabling/disabling bloom according to the 'Enable Bloom' graphics option.
    • Plot Tooltip Delay is now available in the Options menu.
    • Auto Cycle Units is now available in the Options menu.
    • Benchmark updates.
    • Credits updated.
     
  3. danhynes

    danhynes Chieftain

    Joined:
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    these changes look great. downloading now. although i didnt see if saved games will work, i know in the past there would sometimes be problems
     
  4. Sjru

    Sjru Dragon

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    No fix to teamplay on multiplayer?
     
    kaltorak likes this.
  5. BenSisko

    BenSisko Chieftain

    Joined:
    May 15, 2016
    Messages:
    20
    Call me an idiot. But i love this little thing:

    - Added a ranger tower to National Parks.

    National Parks looked so bland before.

    Ohh and yes. Lot of necessary fixes here. Time to return to my Rome Domination Campaing.
     
  6. Bigv32

    Bigv32 Prince

    Joined:
    Jun 27, 2008
    Messages:
    567
    This looks to be a big step is the right direction. Still will want the UI, trade route, and production queue mods, but it is still a great step.

    Now hopefully the mods dont break with the new update lol.
     
  7. rastak

    rastak Emperor

    Joined:
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    Location:
    Minnesota
    Can't do everything at once. These changes look good on paper for sure.
     
    nzcamel, Stilgar08 and HF22 like this.
  8. oklibrarian

    oklibrarian Chieftain

    Joined:
    Sep 22, 2010
    Messages:
    22
    I just happened to open up Civ to play for a little bit just after the patch went live. A little sad that you can no longer get *any* gold for deleting units (I was hoping they'd just reduce the amounts), but all in all it's a solid list. As someone who's still gently easing her way up toward prince (I was rustier than i remembered), I'm glad to hear the barbs are getting nerfed at lower levels. Frankly, at chieftain and such they're actually a harder foe than the AI civs, at least in the early game.
     
  9. VirtuallyJesse

    VirtuallyJesse Chieftain

    Joined:
    Aug 6, 2012
    Messages:
    58
    Great patch, lots of welcomed fixes. But now I'm getting crazy shadow flickering, anyone else experiencing this?

    Edit: Updated my Nvidia drivers to 375.86 and that fixed the issue.
     
    Last edited: Nov 17, 2016
    Tchuli and Tiger Genocide like this.
  10. Balkans

    Balkans Warlord

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    It's a nice patch but ESCaping from citizen management still opens main menu. Now that's a shame.
     
    stebobibo and nzcamel like this.
  11. mice

    mice Moose

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    Jan 26, 2006
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    Location:
    tundra
    All the UI mods I use will be broken ,but I guess we need to go in this direction.

    It'll still need extensive UI mods I think

    Hotkeys for resources, city banners, and units is the single best UI mod out there IMO but no mention of these hotkeys int he update.
     
    nzcamel and Stilgar08 like this.
  12. tdavis

    tdavis Chieftain

    Joined:
    Sep 25, 2008
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    Couple bugs I've noticed:
    • City focus buttons no longer work
    • Automatic citizen management doesn't change to more advantageous tiles
    Which is to say, keep on top of your citizens!
     
    narmox likes this.
  13. mc_norris

    mc_norris Chieftain

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    Location:
    Dallas, TX
    Lot of great stuff, but still no Restart button, still doesn't remember 'New Game' settings...
     
  14. David12596

    David12596 Warlord

    Joined:
    Jul 15, 2014
    Messages:
    149
    I like a lot of the changes, but I seems that district cost or rather how they increase has not been addressed. :(
     
    Last edited: Nov 18, 2016
    Ikael likes this.
  15. Magil

    Magil Monarch

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    Sep 26, 2010
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    That's going to be annoying, with so many cities I was just defaulting to "Focus Food" and "Focus Production" in every one. I guess I'll have to go back to micromanaging my citizens more often.
     
  16. redwings1340

    redwings1340 Emperor

    Joined:
    Sep 24, 2011
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    Location:
    Maryland
    These look like great changes. Keep it up, Firaxis, maybe I'll see how they play tonight!
     
  17. Brutus2

    Brutus2 Prince

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    Location:
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    City focus buttons are working for me. Citizens clearly switch working different tiles when I change focus.

    Also really like the new civ selection screen.
     
    comatosedragon, Stilgar08 and narmox like this.
  18. footslogger

    footslogger Warlord

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    Sep 3, 2010
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    Location:
    Thailand
    Nothing to say AI will attack cities more aggressively. Hope the AI building a more advanced military and upgrading more often will contribute indirectly to a bit more aggression.
     
    LDiCesare and narmox like this.
  19. Eagle Pursuit

    Eagle Pursuit Scir-Gerefa

    Joined:
    Aug 12, 2010
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    14,195
    love that you can see where your city is expanding to again.
     
  20. General Tso

    General Tso Panzer General

    Joined:
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    Messages:
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    Location:
    U. S. of A.
    What happened to Legendary Start? I've been using that in just about every game. Now it's gone.

    Edit: Erh never mind. I found it.
     
    Last edited: Nov 17, 2016

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