2K Game is preparing to roll out a massive patch for its recently released turn-based strategy game, Civilization V.
The patch notes were posted in the official 2K Games forums, and a 2K representative in the forums, 2K Greg, states that they do not necessarily represent all of the changes being made with the upcoming patch.
Civilization V patch notes
User Interface
– 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
A.I. Changes
– 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
Miscellaneous
– 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.