Patch schedule

It's RIDICULOUS to expect simultaneous patching unless Firaxis is willing to delay their patch releases... and why would they?

If cross-platform multi-player is expected to be supported, why is simultaneous patching unreasonable? Why wouldn't Firaxis tell 2K to hold on for a day, or a week, while Aspyr finishes the port?

(Please remember - Firaxis is the publisher of both versions. 2K is the PC developer. Aspyr is the Mac developer.)

Could you imagine if, say, WoW released a patch that only worked on PC, and Mac users were shut out and unable to log in for a week waiting for their own update?
 
If cross-platform multi-player is expected to be supported, why is simultaneous patching unreasonable? Why wouldn't Firaxis tell 2K to hold on for a day, or a week, while Aspyr finishes the port?

(Please remember - Firaxis is the publisher of both versions. 2K is the PC developer. Aspyr is the Mac developer.)

Could you imagine if, say, WoW released a patch that only worked on PC, and Mac users were shut out and unable to log in for a week waiting for their own update?

Not a good example, because Blizzard handles both, Windows and OSX, in-house. Firaxis and Aspyr are two different entities, three if you throw in the Windows publisher 2K.
 
Patch is out - downloading it now!
 
I don't think the Mac patch matches the latest PC patch. Here are the listed Mac changes:

Code:
Updates to Sid Meier's Civilization® V Mac have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

1.0.0.621a
• Graphic issues with Opening Cinematic caused by 10.6.5 have been addressed.
• Fixed crash when switching between 9400M/9600M on MacBook Pro.
• Updated Manuals are now installed in the Sid Meier's Civilization V Folder.
• Resolutions higher than 2048x1440 have been disabled. This is to prevent the "grey bar" issues that
appear at super high resolutions.
• DX9 no longer appears on Title Bar when in windowed mode.
• Users can now save to the Steam Cloud. (Mac games do not save to the same Steam Cloud as PC.)
• Private games are now available in Multiplayer.
• Launching the game in French or German and then playing the tutorial will no longer change the
Spoken Language to English.
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.
• 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.
• 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.
• 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.
• Added Yield & Culture tool-tip info to the production popup.
• Tweak information on the Global Politics tab in the Diplomacy Overview screen.
GAMEPLAY
• Exploit – Raze/Annex happiness fix.
• 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 tooltip.
• 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
• Balance - Disbanding units now provides only 10% of their production cost in gold.
• Request – Enable “one more turn” button if you lose, but are still alive.
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.
• City - Make sure Puppets don't construct buildings that require Resources.
• City - Add a Puppet city strategy that turns off training buildings and emphasizes gold.
• 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.
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.
• 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.
• Tutorials – Many tutorial tweaks and adjustments.
• Multiple crash fixes
• Taller than wide map crash fix
• Fix for Puppet State production exploit
 
Still no mention of mod support, either.

Some discussion on GameAgent - here
 
Not a good example, because Blizzard handles both, Windows and OSX, in-house. Firaxis and Aspyr are two different entities, three if you throw in the Windows publisher 2K.

Firaxis's, and 2K's, name is on the Mac version as well. Yes there are more companies involved, but once the catch-up period is done, it shouldn't be so hard to coordinate.
 
Any patch is better than no patch. Game should at least be playable now. Thanks Aspyr!
 
Looking at a list of the PC patches, 1.0.0.621 was the last update until yesterday's major 1.0.1.135. So the next Mac patch should be the big one.

In any case, I agree it's good we at least have a playable version now. I am even able to play a scenario I created on the SDK (under the last PC patch).
 
It shouldn't be a suprize that this is basically the last PC patch. The Mac version came out a month behind so I expect the patching to be the same.

My concern is the lack of comunication. That said, I'm unclear as to how much of this is Apsyr's fault and how much is Fraxis'. I take it as a given the the reason that Aspyr didn't anounce when the Mac version was coming out until well after the PC version was out was due to a confidentiality agrement with Fraxis - it certainly wasn't in Aspyr's interest to keep that quite.

-- edit --

Oh, and thank you Aspyr for this patch. Now get working on the next one! :)
 
It shouldn't be a suprize that this is basically the last PC patch. The Mac version came out a month behind so I expect the patching to be the same.

My concern is the lack of comunication. That said, I'm unclear as to how much of this is Apsyr's fault and how much is Fraxis'.

I agree. But Aspyr clearly needs to work on their communication. The reason some people started thinking/hoping that this was the big patch (PC version released yesterday) is that as quoted by someone else earlier in the thread, Aspyr said:

@Aspyr_Support Support Master
Hi! The patch currently downloading for Civilization V (via Steam) is only for the PC version. The Mac patch should be available tomorrow

The way that is written kinda strongly implies that the "Mac patch available tomorrow" is equivalent to the PC version patch that was "currently downloading via Steam"
 
I agree. But Aspyr clearly needs to work on their communication. The reason some people started thinking/hoping that this was the big patch (PC version released yesterday) is that as quoted by someone else earlier in the thread, Aspyr said:



The way that is written kinda strongly implies that the "Mac patch available tomorrow" is equivalent to the PC version patch that was "currently downloading via Steam"

I'd argue with you but I agree with everything you just said. :D
 
I love this fix:

"Resolutions higher than 2048x1440 have been disabled. This is to prevent the "grey bar" issues that appear at super high resolutions."

The Windows version does not have this problem. Many folks have high resolution monitors. Using non-native resolution looks crappy.

This is NOT a solution in anyone's book but Aspyr and is frankly insulting.

Moderator Action: Please limit these remarks to ONE thread. It gets very tedious after the third time of reading.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
I love this fix:

"Resolutions higher than 2048x1440 have been disabled. This is to prevent the "grey bar" issues that appear at super high resolutions."

The Windows version does not have this problem. Many folks have high resolution monitors. Using non-native resolution looks crappy.

This is NOT a solution in anyone's book but Aspyr and is frankly insulting.

Are you sure it's now solved on the PC side (for DX9, not DX10/11)? Aspyr's latest FAQ heavily implies it isn't (or at least wasn't prior to the latest Windows patch).

(Yes, I have a 2560*1600 monitor, so I feel your pain. I note I have played in a window at a non-standard resolution greater than the new limit. To be honest, playing a Civ game full-screen is dangerously immersive — just one more hour...)
 
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