Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Civ 5 just got patched. Guess what?

racofer

Thread Incliner
Joined
Apr 5, 2008
Messages
25,643
Location
Your ignore list.
http://store.steampowered.com/news/4528/

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

    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
  • 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.


    MODDING
  • Category list now displays correctly
  • "Installed" panel now displays ALL versions of a mod but prevents the user from enabling multiple versions.

    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
  • 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.
  • 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.
  • Taller than wide map crash fix.

Cool, isn't it? Only, the game patched automagically for all you steam fuckers and this brand new patch makes the save files from your previous version incompatible! Say goodbye to your "just 10 more rounds to victory!" game. But I love STEAM though, because with it I don't have to search the darkest places of the interweb, remember where I downloaded the patch and then double click on it to recompile my kernel.

Time to start over.
 

Xor

Arcane
Joined
Jan 21, 2008
Messages
9,345
Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
Well really making saves with the previous version incompatible with the new version is really, really stupid for a game like Civ5. Seriously. Steam doesn't deserve all the blame here.
 

Antihero

Liturgist
Joined
May 8, 2010
Messages
859
Steam still sucks for not letting you revert patches, which is why I usually try to get a pristine DVD version if I can. That and I can actually sell or give the game away, or even burn it if I so choose - presuming it doesn't have equally stupid or worse DRM, which is becoming the norm these days.

Otherwise, there really ought to be a global setting for this: [Game]->Properties->Updates->Do not automatically update this game.
 

Konjad

Patron
Joined
Nov 3, 2007
Messages
4,188
Location
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
Destroid said:
Can you transfer games on steam? Or only games that you specifically buy as a gift?

You can't transfer games and you may only give gifts to another acc.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
Gerrard said:

It still will force the update if you launch the game with an internet connection. The only way to refuse a patch is to be in offline mode and never sign-in and play, which is laughable obviously. Plus when you update and see something is fucked up there is no rolling back or reinstalling without the patch, it will now download and install every single fucking time whether you like it or not, offline mode or not.

It's fucked.

A couple of patches for Fallout 3 broke the game for me... one of them caused crashes every time I used VATS and another made mods not work. Can't wait for that to happen with New Vegas and I have no choice but to stop playing the game and wait for another patch. That will be so fun!

When people talk about the awesome benefit of auto-patching I want to hit them over the head with a fucking shovel.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom