Upcoming patch info!

The one that caught my eye was this one: Military – Corrected an issue hampering movement of AI armies, especially when in close proximity to enemy forces. Given some of the stupidity we've seen, this has high potential to make the UI far more dangerous. To be honest, at high levels, you could make killing other units the objective.

Not much on the Diplo front. That area seems more Beta than most.
 
Yay I have hope! I was waiting anyway after reading the initial month out. After reading these initial changes I am very hopeful that this new iteration of Civ will be just as fun as the previous versions!
 
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

What he means is that the list is onging, the patch hasn't been finalized yet so we may see more updates before it's released.
 
This is a solid first patch.

I wasn't expecting any balance changes at all, just bug fixes in fact. I'm very surprised at the selling buildings + AI tweaks. Normally balance changes take a long time, and can end up being reversed if they're released without enough thought/testing.

I expect City States and Puppets to be the focus in the next patch. If we don't see those, then either I'm completely wrong or the developers are missing something.
 
* Workers - Added option to force workers to ignore manually made improvements (so they don’t change what you decide was best for a plot).

Cool. Though what I'd really like is just a checkbox that says "Workers won't cut down forests." That is the only worker choice that cannot eventually be taken back.
 
* Military – Fix for Minuteman movement.
* Military – Correct promotions for “archer-like” units (horse archers, chariots).
* Balance - Engineers +1 hammer

That is something in the xml's , right? Does that mean broken savegames?
Especially thanks to the auto-patching functionality?
 
Cool. Though what I'd really like is just a checkbox that says "Workers won't cut down forests." That is the only worker choice that cannot eventually be taken back.

I think that exist in a config file, or that could be leave old improvements, I am not sure...
 
Useful news, I'd sticky this.

It may well be worth putting together some sort of summary of what we'd like to see in a patch.

My main items not already on there are:

Ability to manually set passive culture growth of a city (this will help a lot in getting hills/forests in new cities if you care about that)
Ability to see what's in a city when you capture it, helps on the annex/raze/puppet decision
Ability to look inside a puppet (what they look like now)
Stacking for civilians (this would help a ton with building roads, etc. and appears non-controversial)
Permit partial unit and building purchases (this will speed up the early game and restores prior version functionality)

I'd also like to see
hammers returned for failed wonders - since we can rush buy pretty much everything anyhow. it's bad enough to lose, worse to also lose all of that production for token gold

I'd recommend disabling magic insta-heal and giving partial heal on promotion instead
Also - disable move after attack, replace with blitz. These two changes will, by themselves, largely cure the 4 horsemen issue in early game.
 
* Workers – Priority of trading posts reduced, and rebalanced priorities on other improvements

I like this. I had a ton of workers on auto for a long time and honestly I think all they made were trading posts for hundreds of years.:crazyeye:
 
:religion: god, finally. Hopefully this one comes soon.
Because i'm sure, when i see the next bug report about a neverending deal i'll seriously freak out.


And :huh::
The problem with the bugged puppet state production is not listed, and the 2 interface bugs for which we already have user made fixes are also not on the list :huh:.
And the Babylon savegame incompatibility problem, for which we have a workaround, is also not there.
 
* 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.

I really hope that they allow us to disable this "fix." I scroll just fine with the arrow keys, and I like to be able to browse the internet on my second monitor without having to deal with all my screens flashing for 15 seconds when I try to alt+tab.
 
* Military - Embarked units will no longer slow enemy land units
That's great. I was tired of having to shoot down those boats in the lakes...

A good list of fixes. At least that's a start.

As for the research agreements, they also gave you the free tech when the other civ was wiped out (not by you). I hope, that'll be fixed as well...
 
I really hope that they allow us to disable this "fix." I scroll just fine with the arrow keys, and I like to be able to browse the internet on my second monitor without having to deal with all my screens flashing for 15 seconds when I try to alt+tab.

same here, it was awkward at first, but I've gotten used to it and grown to love it!

they need to implement something like Blizzard's Windowed Maximized setting (like in starcraft 2 and world of warcraft) it works great in SC2, when your focus is on the game, your mouse is blocked in, but if you alt tab you can mess around with other stuff and the game stays up in the background.
 
Let me know when the game gets out of Beta.

The majority of people here would have jumped at the chance to be in the beta.

I would rather have a patch here and there to fix problems, than having to wait for another 6 months to buy the game. I can live with most of these bugs, as I haven't had a single CTD...:goodjob:
 
Yeah for patches!
 
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