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Big Civ 5 Patch Incoming, Will Address Tons Of Issues

No word on any tweak that will fix my crumbling real-world relationships or lack of sleep.

Spare a few moments in your next Civilization V game to pour one out for never-ending peace deals and magical resource boosts. A big patch for the turn-based game is in the works, and it's going to squash these charitable bugs, along with several other much nastier ones.
 
2K Games has revealed part of the upcoming patch's notes over on the official Civilization forums. The list is large and full of tweaks, fixes, and corrections Firaxis plans to apply to the game's UI, regular action, AI, online component, and more.  
 

 True story: Washington taught the Virginia regiment how to wall-hack.

One of the more popular fixes with fans on the forums appears to be the dismissal of auto-unit cycling, which can become a real drag for late-game warmongers as the camera snaps to troops wherever it pleases without reason or regard for their precious eyes. Of course, multiple crash fixes appear to be a big winner as well. The notes as currently listed have been reproduced below if you'd like a good look at them.

There is no ETA on this patch, by the way, and we shouldn't consider this a complete listing despite the length of its notes. In the thread, "2K Greg" says this is just what he's collected thus far from the devs working at fixing the game. I should note that a second patch is planned, too. That patch will add Pitboss and Hotseat play. No ETA on that one, either.
 
== TEASER ==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.
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Posted by BradNicholson

Spare a few moments in your next Civilization V game to pour one out for never-ending peace deals and magical resource boosts. A big patch for the turn-based game is in the works, and it's going to squash these charitable bugs, along with several other much nastier ones.
 
2K Games has revealed part of the upcoming patch's notes over on the official Civilization forums. The list is large and full of tweaks, fixes, and corrections Firaxis plans to apply to the game's UI, regular action, AI, online component, and more.  
 

 True story: Washington taught the Virginia regiment how to wall-hack.

One of the more popular fixes with fans on the forums appears to be the dismissal of auto-unit cycling, which can become a real drag for late-game warmongers as the camera snaps to troops wherever it pleases without reason or regard for their precious eyes. Of course, multiple crash fixes appear to be a big winner as well. The notes as currently listed have been reproduced below if you'd like a good look at them.

There is no ETA on this patch, by the way, and we shouldn't consider this a complete listing despite the length of its notes. In the thread, "2K Greg" says this is just what he's collected thus far from the devs working at fixing the game. I should note that a second patch is planned, too. That patch will add Pitboss and Hotseat play. No ETA on that one, either.
 
== TEASER ==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.
Edited by eccentrix

Awesome

Edited by stripclubdj

YES  
EDIT, thought i got the first comment quest :)

Posted by kickinthought

Cool, but they arent fixing the unskippable intro >:(

Posted by Scigrex14

Some of these fixes were desperately needed, and others like the ability to sell buildings will just make the game that much better.

Posted by Shakezula84

Cool. Can't wait to finally pick the game up. Hopefully by spring. :(

Posted by Dagbiker

they could have just fixed the bugs, but instead they are adding functionality. very cool.

Posted by Cybexx

Hooray I've been waiting for this. I love CIv V but man did it start crashing on me a lot after I got to the mid 1800s. I pressed on through a lot of crashes and figured out lots of odd workarounds to some I thought I would never get around but I was disheartened enough that I did not play last weekend, I also had other stuff to play but that is beside the point. 

Posted by ixnay
@kickinthought said:
" Cool, but they arent fixing the unskippable intro >:( "

The intro plays while the game is loading.  Once it's finshed loading, you can skip it.

Alternatively, put "SkipIntroVideo = 1" in C:\Users\NAME\Documents\My Games\Sid Meier's Civilization 5\UserSettings.ini to get a black screen instead of any intro videos

Posted by Heliosicle

Being able to sell buildings is all that's important! 
 
Although it has made me a better player, focusing on making different types of city rather than lots of general cities.

Posted by Undeadpool

REAL happy about that workers no longer building on already-made improvements, that drove me NUTS.

Posted by PosableActionFigure
@kickinthought: If you can't skip the intro, it's because the game is still loading. Once it's done you can skip. Even if you disable the intro, you have a black screen until the game finishes loading.
Posted by FuzzYLemoN

It'll be nice to play it without fear of random desktop crashes... hopefully. :3

Posted by popokarimu@gmail.com

I might have missed it but I really hope they plan on adding unit animations to multiplayer.

Posted by AndrewB

Makes me more confident that the game will be all the better when I buy it, but I still feel a little uneasy not seeing any general graphical optimizations in that list. The demo chugs like crazy at seemingly random times on my computer. I think I *gulps* need a new graphics card (specifically one with more video memory).

Posted by Animasta

this means that the AI won't move their archers to the front lines? happy day!

Posted by Necrotoxin

Fix multiplayer!

Posted by fishmicmuffin

This means I can actually use strategic mode! I'm on my way to getting a solid framerate late game.

Posted by Metal_Mills
@kickinthought said:
" Cool, but they arent fixing the unskippable intro >:( "
Most annoying shit ever. Give me a fucking loading screen, not the same 10-15 seconds of the intro.
Posted by djaoni
@Metal_Mills said:

" @kickinthought said:

" Cool, but they arent fixing the unskippable intro >:( "
Most annoying shit ever. Give me a fucking loading screen, not the same 10-15 seconds of the intro. "
You can get rid of the movie if it is that annoying. You'll just have a black screen till it has loaded though..  
 
Put  SkipIntroVideo = 1 into the UserSettings file in the Documents\My Games\Civ 5 folder. Just ctrl+f and search for skipintrovideo and if it's not there just add it.
Posted by Floppypants
@kickinthought said:

" Cool, but they arent fixing the unskippable intro >:( "

 Go to My Documents\My Games\Sid Meier's Civilization 5\UserSettings.ini , and change
SkipIntroVideo = 0
to
SkipIntroVideo = 1
Posted by MrPilkington

HOLY CRAP! That's a lot of issues fixed......
Edited by Draco9898

I want to like this game so much, but the more I play it, the more it turns me off. The slow pacing is awful-- as is the CIV A.I's. They have a tendency to just go to war with you, all of them at once, even if you've been best-pals with all of them since the BC era. They also are willing to just throw away their entire military into artillery or ships like dummies, even at the highest difficulty levels.
 
Sulla (an awesome Civ player) just about sums his experience up here:
http://www.garath.net/Sullla/Civ5/artofwu.html

Posted by Althox
@Metal_Mills said:

" @kickinthought said:

" Cool, but they arent fixing the unskippable intro >:( "
Most annoying shit ever. Give me a fucking loading screen, not the same 10-15 seconds of the intro. "
 Indeed, want this annoying thing gone from my game. Though you can get rid of it... But the thing is that you'll have to wait the exact same amount of time before the game starts.
Posted by Paco

 Workers -- Added option to force workers to ignore manually made improvements (so they don’t change what you decide was best for a plot).

 Thank-fucking-Christ
Posted by brianb722

Many many welcome improvements and fixes. I'm a Civ newbie, how often dies Firaxis typically patch the game? Will these be monthly occurrences for a while?

Posted by crusader8463

ROAR! Now this makes me not want to play Civ until after the patch for some reason.

Posted by GozerTC

I like what they have listed, I too wish I could have something other than a black screen to look at if I don't want that video over and over.  :\ 
 
Posted by floodiastus

What the hell, they are still not fixing the multiplayer issues?

Posted by MordeaniisChaos

What about performance? I can run Crysis better than this game, and my buddy has a better rig then me and he also got pretty poor performance. And not even just when the other AI's were going, which is understandable in a huge game.

Edited by Monk
The only way they are really going to fix diplomacy etc is an expansion. Doubtful that the patches will fix fundamental flaws. The late game will always be slow unfortunately, the complexity is still too much for the game. 
Posted by LethalKi11ler
@MordeaniisChaos said:
" What about performance? I can run Crysis better than this game, and my buddy has a better rig then me and he also got pretty poor performance. And not even just when the other AI's were going, which is understandable in a huge game. "
Thank god I'm not the only one with this problem, I can run Metro 2033 great but this game brings my computer down on medium settings.
Posted by XNaphryz
@Monk said:
" The only way they are really going to fix diplomacy etc is an expansion.
The lead designer has stated that diplomacy fixes are planned for the next patch after this next one.
Posted by StupidGamer

This is awesome. I can't wait to play through a game with the update.

Posted by TorMasturba

While the unskippable-ish movie (until 15 seconds in.) is rather annoying, I'm more interested in the crashes. 
I'm fed up of getting to a certain point, in a campaign?, and then finding that my game has crashed due to bad optimisations. 
 
Hopefully Firaxis has addressed this.

Posted by sociald1077

 Workers -- Added option to force workers to ignore manually made improvements (so they don’t change what you decide was best for a plot). 
 
Awesome, this is one of the most annoying parts of the game for me.
 



Posted by Zurv

blah.. where is "fixed multiplayer so it plays like not a gimped version of single player" :P
Online
Posted by Death_Unicorn

HOTSEAT JIZZZZZZZZZZZZZZZZZZZZ

Posted by Sparky_Buzzsaw

That medic fix is going to change up my military game a bit, but not too much.  That's a solid list of fixes.

Moderator
Edited by bwmcmaste
@Undeadpool said:

" REAL happy about that workers no longer building on already-made improvements, that drove me NUTS. "

Yes! What perturbs me the most about it is that this was already a feature in Civ 4.  It confounded me that they managed to "unlearn" this in the initial development. The same also goes for the option to sell buildings. Oh well, all's well in patch-well.
Posted by animathias

Love that list, but I still can't break through the barrier to playing on Prince. The AI seems to just want me dead from the get-go. I try to play nice and diplomatic, and the next thing I know, Washington has a problem with me.

Posted by MrKlorox

Now that's an awesome list so far! I've experience nearly every one of these issues.

Posted by DeadDorf

Yay!

Posted by mason
Nearly all of these changes are on my wishlist of issues to fix. So I'm really happy about this list.  
 
Looking forward to the changes to Worker AI. I don't like having to babysit them as much as I do currently. Also hopeful about the supposed changes to the naval game. The opponents never use ships until it's much too late. It also sounds like the AI might stop throwing away it's ranged units by sending them into the front lines. Here's hoping the AI tweaks actually do what they claim.
 
@animathias: Play a larger map or with less opponents? A little more breathing room will ensure Civs will rarely clash in the early game. The number one reason for aggressive Civs is border disputes.
Posted by IamTerics

Me and my friend tried playing multiplayer. It was so busted we havnt played the game since. Wheres the save option for a multiplayer match?

Posted by Brenderous
@BradNicholson said:
"
  • 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).
"
Seems like they could fix more diplomacy problems than this.
Posted by Pastajensen

Good, but you should think they thought about this before launch. Beta testing anyone?

Posted by ShaunassNZ

I'm happy about the dual monitor thing, that drove me CRAZY!

Posted by Onigenko

What an awesome patch, I've had many of these problems.

Posted by Andryan
@kickinthought Hammer on the escape key and it will skip. It is still hanky though.
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