Page 1 of 4 123 ... LastLast
Results 1 to 40 of 144

Thread: 6/14 Patch Released! Patch notes inside

  1. #1
    Join Date
    May 2010
    Posts
    1,273

    6/14 Patch Released! Patch notes inside

    Hey guys,

    The patch for Civilization V "base" will release tomorrow! This will be the same patch that some of you have been playing as a beta.

    I'll have patch notes for you later tonight, but I wanted to let you know one important thing: There is a known issue with this patch, and it's that this patch is not fully compatible with previous save games. You will probably still be able to load your save, but some of the civs and units might end up swapped when you load it.

    If you want to be able to finish up your save game tomorrow before you get the patch, be sure to set Steam to Offline Mode right now to prevent it from updating. Once you're done with your game, you can go back to Online Mode to get the new shiny patch.

    Let me know if you have any questions about this!

    Update: Patch Notes!

    [MODDING]

    • Steam Workshop enabled.
    • DLL swapping is now possible in-game.
    • Updated mod browser to utilize Steam Workshop.
    • Font Icons are now moddable.
    • Unit art is now fully moddable.
    • Mods are now activated the moment you click "Next" on the mods browser rather than when you click "Single Player."


    [ADVISORS & TUTORIALS]

    • Improved the queuing and prioritization of advisor pop-ups.
    • Unique advisor portraits per era now show up for the advisor counsel screens and advisor info screens.
    • Adjusted advisor levels down a bit so that experienced users won't see so many tutorials.
    • Fixed several issues with the Tutorials.
    • When selecting "Learn as you play," all tutorial messages are now enabled despite having your options set to "No Advisors."


    [MULTIPLAYER]

    • When switching players in hotseat, have the new players existing notifications rebroadcast to them. This allows the player to see non-expired notifications such as deal proposals.
    • Fix Diplomacy Deals in Hotseat.
    • Add a few multiplayer error messages to let the player know what went wrong (disconnects, gets booted, etc.).
    • Add invite button to in-game view. (This brings up the Steam Invite list, which is different from the Shift-TAB overlay).


    [UI]

    • Main Menu now contains an option to activate/deactivate specific DLCs.
    • Quick combat and Quick Movement options are now part of the Options menu and can be changed during gameplay.
    • Options menu now contains "Skip intro video."
    • New Loading screens have been implemented.
    • Diplomacy: Disabled modifiers for trying to win the same way.
    • Diplomacy: Layout changes to diplo modifiers for better readability and more information.
    • Mods and DLC used in a game are now stored in the Hall of Fame database (Only games which match currently active DLC are displayed in the Hall of Fame).
    • The "Time Spent" message now displays in the saved replays.
    • Load Replay Menu now defaults to "Sort by Last Modified."
    • Added a "Retire" button to the game menu.


    [GENERAL]

    • In some cases, previous saves may not work correctly after updating.
    • Several text bugs fixed (in all languages).
    • Prevent escape from being used when a leader requests a luxury resource from you.
    • Social policies may not be unlocked unless the player has founded at least 1 city.
    Last edited by 2K Greg; 06-14-2012 at 10:01 AM.

  2. #2
    Good stuff! Hope the out of sync errors were cleaned up from the beta. Really want to play a complete game with MP animations!

  3. #3
    Join Date
    Nov 2011
    Location
    UK
    Posts
    248
    Patch notes!

  4. #4
    YEAH BABY!!!!

    -Mark

  5. #5
    So in the beta patch there wasn't much in the way of balance changes or the units having 100 hit points. Does that mean those are things only coming with the expansion?

  6. #6
    Join Date
    May 2010
    Posts
    1,273
    Quote Originally Posted by mattcrwi View Post
    So in the beta patch there wasn't much in the way of balance changes or the units having 100 hit points. Does that mean those are things only coming with the expansion?
    Correct. Things like 100hp and changing the strength of all of the units are major overhauls to the game that wouldn't work without the context of everything else the expansion brings.

  7. #7
    Join Date
    Mar 2011
    Posts
    731
    Can't wait for this patch! Thanks for the notification. I will now sit here and wait for the patch notes.

  8. #8
    Join Date
    Feb 2011
    Posts
    1,055
    Thanks greg

  9. #9
    Join Date
    Jul 2010
    Location
    Schwarzeneggerberg, Socal
    Posts
    2,269
    So...are multiplayer saved games going to be totally messed up after the patch then?

  10. #10
    Join Date
    Aug 2011
    Location
    North Carolina
    Posts
    438
    Thanks Greg! And yea, me and a few friends were going to finish a Multiplayer game on Sunday but seems like we can't - not a big deal though.

    Interesting to see what will be entailed

  11. #11
    Join Date
    Apr 2012
    Posts
    291
    Thanks Greg!
    I knew something didn't add up when I loaded a save game in the beta, and saw Lady Isabella of Mongolia at Cuzco. I was somewhat confused, but then I remembered I downloaded the beta. Cannot wait for the full patch!

  12. #12
    Awww, this is disappointing because I have a bunch of saves I always love loading up and seeing how the next few turns would go under the new patch's regime.

    I remember when the new diplomacy overhaul happened, during the first turn of one of my big games the entire planet split into three distinct factions as each AI friendshipped or denounced each other. I played the rest of that game out, it was good--one of the factions was incredibly unstable because it contained the denounce-allies-hair-trigger Hiawatha, and the other one had its main nation, England, just consume the other two factions using the resources gained from her allies.

    Oh, the good old days of seeing what happens when I load up an old game with a new patch. Oh well.

  13. #13
    Join Date
    Apr 2011
    Posts
    130
    Whats in the patch notes?

  14. #14
    Join Date
    Sep 2010
    Posts
    307
    Quote Originally Posted by stethnorun View Post
    Good stuff! Hope the out of sync errors were cleaned up from the beta. Really want to play a complete game with MP animations!
    +1

    Thanks for the info Greg, great news!

  15. #15
    Join Date
    Jun 2012
    Posts
    5
    Quote Originally Posted by 2K Greg View Post
    Hey guys,

    This will be the same patch that some of you have been playing as a beta.
    This is kind of disappointing, i had my hopes up that you are going to fix the really long loading times for AI decisions, which were introduced with this version...

  16. #16
    Join Date
    Jul 2010
    Location
    The Netherlands
    Posts
    880
    I didn't experience that. What kind of CPU do you have?

  17. #17
    Join Date
    Sep 2010
    Posts
    174
    Quote Originally Posted by widardd View Post
    This is kind of disappointing, i had my hopes up that you are going to fix the really long loading times for AI decisions, which were introduced with this version...
    I have not seen any long wait times for the AI either. Unfortunately I have also seen no AI improvements. But I have not gotten too far in my game to really say for sure if there are no changes.

  18. #18
    Join Date
    Oct 2011
    Posts
    16
    AI improvements aren't necessarily coming to vanilla to the extent expected given allot of the changes will relate to new mechanics, it is feasible that the AI is only effectively improved in G&K. Although 15 turn back stab and other similar vanilla mechanics hopefully will come vanilla's way, IDC cause I pre-ordered

  19. #19
    Join Date
    Jul 2010
    Location
    Free State Bavaria
    Posts
    2,086
    Quote Originally Posted by 2K Greg View Post
    Hey guys,

    I'll have patch notes for you later tonight, ...
    Let me know if you have any questions about this!
    Here: when, roughly, is 'later tonight' where you live?

  20. #20
    Join Date
    May 2011
    Location
    Battle Creek, MI
    Posts
    79
    Well, I have to jump into the long loading times between turns, but I don't think its necessarily the AI decisions. My turn times went back to normal as soon as I switched to strategic view. Not that I want to have to play like its a board game all the time.

  21. #21
    Join Date
    Oct 2010
    Location
    New York City, USA
    Posts
    1,824
    are patchnotes gonna be posted here, or in the main thread?

  22. #22
    I'm hoping (and expecting) that the patch notes would be posted in the Patch Notes thread (you know, where we would expect to find them) - and hopefully in a relatively timely manner.

  23. #23
    Join Date
    Mar 2012
    Posts
    316
    Quote Originally Posted by doag View Post
    AI improvements aren't necessarily coming to vanilla to the extent expected given allot of the changes will relate to new mechanics, it is feasible that the AI is only effectively improved in G&K. Although 15 turn back stab and other similar vanilla mechanics hopefully will come vanilla's way, IDC cause I pre-ordered
    Why? The whole point of this patch is to improve AI mechanics I thought... Why would we have been waiting so eagerly for almost 5 months for a patch that gives us a new loading screen and a new trading post graphic. We'll see in a few hours when the patch drops I suppose.

  24. #24
    Just checking Steam and it's downloading something - something big. Cheers!

    Current (new) build = 1.0.1.674

  25. #25
    Join Date
    Sep 2010
    Location
    UK
    Posts
    944
    Are there any patch notes on steam? Can somebody copy paste?

  26. #26
    Join Date
    May 2010
    Posts
    1,273
    Quote Originally Posted by tfordp View Post
    Here: when, roughly, is 'later tonight' where you live?
    That was my failing, sorry

    They're posted now in the OP though!

  27. #27
    Join Date
    Sep 2010
    Location
    UK
    Posts
    944
    Enabling quick combat or movement from the main options affects MP games as well?

  28. Sigh...nothing about out of sync problems being fixed. Oh well.

  29. #29
    Join Date
    Oct 2011
    Posts
    16
    Enabling quick combat or movement from the main options affects MP games as well?
    I believe so, as in the beta I hosted and had them disabled and in main options during the game turned them on. One annoyance was in a team game the camera was constantly being pulled to your team mates combat.

    Sigh...nothing about out of sync problems being fixed. Oh well.
    I havn't experienced any additional OOS with the beta, hard to tell as I have played limited games compared to pre patch but I havn't encountered an OOS yet.

  30. Quote Originally Posted by doag View Post
    I havn't experienced any additional OOS with the beta, hard to tell as I have played limited games compared to pre patch but I havn't encountered an OOS yet.
    I have a feel it has to do with the new MP animations. But maybe not.

  31. #31
    Join Date
    Sep 2010
    Location
    UK
    Posts
    944
    Quote Originally Posted by stethnorun View Post
    I have a feel it has to do with the new MP animations. But maybe not.
    I guess that combat animations may be a little bit too much for MP. I remember they said the most stable configuration is either no animations or just movement animations.

  32. #32
    Join Date
    Sep 2010
    Posts
    174
    So this patch has ABSOLUTELY NO AI IMPROVEMENTS then? Great. Because I really cared alot about MP issues and some advisor tooltips. Wow is that annoying.

    So how about the expansion? Is the AI going to be any better? What exactly does this mean:

    "The Gods and Kings expansion features a reworked combat system and AI that puts more emphasis on a balanced army composition. The new system allows your lines to stand longer than they could before, so you, as a player, can make smarter tactical decisions without worrying about a single unlucky roll of the dice."

  33. #33
    Join Date
    Nov 2010
    Location
    On Earth
    Posts
    311
    Quote Originally Posted by 2K Greg View Post
    [MODDING]
    [*]DLL swapping is now possible in-game.

    [UI]
    [*]Mods and DLC used in a game are now stored in the Hall of Fame database (Only games which match currently active DLC are displayed in the Hall of Fame).
    Omg - finally!!

    1) Create expansion features on our own.
    2) My LeoPaRd "dreams" might as well be an authentic DB tagger - from now on.

  34. #34
    *Patch Gripe*

    Started a new game as Hiawatha in the Future Era. France declared on me and several turns of stalemate MI battle back and forth I ask for peace and he wants everything from me. Next turn, he offers me everything he has. I thought this was fixed!

    New patch, same vanilla issues. Not impressed so far.

    -Mark

  35. #35
    Join Date
    Mar 2012
    Posts
    316
    Quote Originally Posted by Adam Hall View Post
    So this patch has ABSOLUTELY NO AI IMPROVEMENTS then? Great. Because I really cared alot about MP issues and some advisor tooltips. Wow is that annoying.

    So how about the expansion? Is the AI going to be any better? What exactly does this mean:

    "The Gods and Kings expansion features a reworked combat system and AI that puts more emphasis on a balanced army composition. The new system allows your lines to stand longer than they could before, so you, as a player, can make smarter tactical decisions without worrying about a single unlucky roll of the dice."
    It means go buy gods and kings...

  36. #36
    Join Date
    Sep 2010
    Posts
    174
    Quote Originally Posted by Shark2346 View Post
    It means go buy gods and kings...
    Which I am fine with if Gods and Kings WILL give us that. I said back 5 months ago I'd pay upwards of $50 bucks for a patch just for the AI. A patch that converts the AI from next to useless to decent. Not human-like. Just decent.

    Since there is no AI improvements in the vanilla game, I can only hope it means that Gods and Kings uses a completely new AI. If that is not the case, then we should have had AI improvements in this patch. What I am afraid of is that its the same stupid AI with some extra code for spies and a few other things.

  37. #37
    We need the Demo of G/K's soon...

  38. #38
    Join Date
    Jul 2010
    Posts
    686
    In the main menu when I click on Mods nothing happens.
    WTF ?

  39. #39
    Quote Originally Posted by Adam Hall View Post
    Which I am fine with if Gods and Kings WILL give us that. I said back 5 months ago I'd pay upwards of $50 bucks for a patch just for the AI. A patch that converts the AI from next to useless to decent. Not human-like. Just decent.

    Since there is no AI improvements in the vanilla game, I can only hope it means that Gods and Kings uses a completely new AI. If that is not the case, then we should have had AI improvements in this patch. What I am afraid of is that its the same stupid AI with some extra code for spies and a few other things.
    +1...if the AI still sucks in the expansion, it doesn't matter about the other features and my loyalty and love for Civ will be over. Here I come Paradox Interactive full force....

    -Mark

  40. #40
    Join Date
    Sep 2010
    Posts
    174
    Quote Originally Posted by Gomer_Pyle View Post
    We need the Demo of G/K's soon...
    Yes a demo would be an excellent idea. That way people could see if the AI still sucks or not and not shovel out money for a game they will quit as soon as the honeymoon period of Gods and Kings new stuff wears off. I don't expect a demo. By not giving one, does that mean they are hiding something from us and want us to pay first? Hmmmmm....

Page 1 of 4 123 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •