Upcoming patch info!

http://kotaku.com/5663455/big-fixes-coming-for-civilization-v

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 dual 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.
 
For the love of... whatever, please do so that music tracks won't change after another civ's visit you. It's not important compared to the other issues needed adressing, but it's sooo damn annoying!

And it's not like I can safely use an external player without the fear of crashing the game to the desktop.

Also wonders swapping places on reload is pretty damn annoying, but not so much as the music switching.
 
I already seen a statement like this giving origin to a lot of acid posts in a similar thread 3 years ago, when alexman decided to post a patch change list and people started to try to decript the deadline of their words when there was no deadline at all :p

In resume, don't do that. The most likely to happen is that they will take more than they think they will ;)

I remember that only too well, what a mess it was.

I am pretty sure it scared away many Firaxis workers from this forum.
 
ETA: Early next week, possibly, maybe.

Cool. Also, they added more fixes to their list.
 
Yeah! They added some good ones too:
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)
 
* City - Add a Puppet city strategy that turns off training buildings and emphasizes gold. (new 10/14)

Great to hear :D

I wouldn't even mind an option to kill all growth in puppets. Now make sure to test this to see if it's balanced (but I think it will be. I don't use puppets anymore unless I have to).
 
The way I read that is the AI Civs have a new strategy to manage its own puppet states, rather than us getting an option to make our puppets do that.
 
City wealth is Still worse than Scout disbanding.

I hate to sound contrary, but so what? If you really want to do that, knock yourself out. They have increased the wealth hammer ratio, if it still isn't high enough for you, mod it. It may yet be increased further in the future, anyway.

edit: That may have sounded a little harsh, no offence intended. I'm sure balance is going to be an on-going thing they'll be looking at.
 
The way I read that is the AI Civs have a new strategy to manage its own puppet states, rather than us getting an option to make our puppets do that.

It's worded a little funky, but what it means is that the AI that handles puppet cities have their own "strategy" that is now different than normal cities.
 
Another thing that needs to go are cities growing while you are trying to raze them. I can't really see a city being productive while it's being burned to the ground - surely it should be in resistance while this is happening? Hopefully this has been mentioned to the civ team :)
 
* City - Add a Puppet city strategy that turns off training buildings and emphasizes gold. (new 10/14)

This change plus the military AI changes (assuming they work) will in and of themselves vastly improve Civ V. I wish all the ranters on various forums would remember what Civ IV was like when it was released. It's one of the best games ever now but it has two complete expansions and years of patches behind it.

I think Civ V will likely be a very good game after this first patch, and a classic game after the first expansion.
 
Hmm, so wait, the patch is going to make Puppets even MORE desirable or am I missing something? I mean, pretty much the only disadvantage they had was that they built thing you didnt want. On the plus side, they didnt count against you for Policies and it was less uphappiness.

Now what's the downside?
 
I hate to sound contrary, but so what? If you really want to do that, knock yourself out. They have increased the wealth hammer ratio, if it still isn't high enough for you, mod it. It may yet be increased further in the future, anyway.

edit: That may have sounded a little harsh, no offence intended. I'm sure balance is going to be an on-going thing they'll be looking at.

Mentioning that it is incomplete. Changing "sell" values down would be good too (make it 10%.. so a Scout sells for 2 gold.)

And Puppets are way too desirable... I anticipate some type of nerf to their productivity (only produce 30% of normal Gold, Science, Culture, GPP)

Preferably give them 0 output (except tile culture) and 0 cost.. but I doubt that.
 
Hmm, so wait, the patch is going to make Puppets even MORE desirable or am I missing something? I mean, pretty much the only disadvantage they had was that they built thing you didnt want. On the plus side, they didnt count against you for Policies and it was less uphappiness.

Now what's the downside?

I think the downside was always intended to be you cannot choose production or build units (or micromanage citizens). Even with an emphasis on gold you're still relying on the ai for citizen automation, which won't be as efficient and obviously inflexible. You also can't control their growth, which has obvious impacts on happiness.

Those were always the intended penalties for puppets, with courthouse maintenance, and the time it takes to build them, being the cost for annexing. The crippling building costs are something I always saw as an unfortunate oversight.

The choices to annex, puppet or raze always mentioned unhappiness, player control and policy costs, so I have always assumed those were the intended mechanics at play, not a crashing economy.
 
Mentioning that it is incomplete. Changing "sell" values down would be good too (make it 10%.. so a Scout sells for 2 gold.)

And Puppets are way too desirable... I anticipate some type of nerf to their productivity (only produce 30% of normal Gold, Science, Culture, GPP)

Yeah I see that. sorry, I'm too used to seeing overly negative posts on here I guess :) I agree, it does still need some work.

I'm not sure about the puppets, I mean conquering has never been something you were punished for in previous civ's - at least not in the drastic way puppets used to gut your income without due diligence. You may well be right though, we don't have any revolt mechanics or culture flipping for cities any more to offset what you gain when you conquer territory.
 
Well I guess the better question is what is there to stop the steamroller effect? It just seems like it's going to be even easier now.

/shrug
 
Back
Top Bottom