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SimCity – Update 2.0 to Release April 22nd, Full Patch Notes

SimCity just announced that it’s long awaited Update 2.0, which contains top-requested bug fixes and improvements, will release on April 22nd at 1:00 pm PST.
Below is the official tweet:

#SimCity Update 2.0, which contains top-requested bug fixes and improvements, is releasing Mon, April 22. More here: bit.ly/ZxoDV7
— SimCity (@simcity) April 19, 2013

Here is the full patch list:

What’s New

  • Mayors Mansion: Mayors will now drive their fancy cars to work. Mayors will take their helicopter, limo, or sports car if the modules are present.
  • HUD: Now color-corrects when in a colorblind mode.
  • Data map: Data maps show the filtered color when a color filter is enabled (unless in a colorblind mode)

Fixes and Updates

  • Cities not Processing: Mitigates some of the issues that were causing cities not to process. We are continuing to work on and improve this issue.
  • Region Filters: Now sorts regions with available cities to the top v • Invitations: Invitations to join a region should be sent and received more quickly.
  • Tourism: Fixes for unexplained fluctuation of tourists. Tourists more smartly counted on transit.
  • Cruise ships are now more effective at bringing medium and high wealth tourists in coastal cities.
  • New tourists will now decide to come into a city once leaving tourists reach train stations, bus depots, or cruise ship docs instead of waiting for those tourists to go out to the region first.
  • This change will reduce the downtime of tourist buildings.
  • Casinos: Casinos tuned so that Gambling will be a more profitable specialty. Players can bulldoze and replace existing casinos to see effects of tuning.
  • The larger casinos now invite more tourists into the city which helps keep them full.
  • Note that existing casinos will need to be replaced to take advantage of this change.
  • More Casinos: Raised module limit on Sci-Fi and Sleek Casinos to 6 modules.
  • Region Play: Cash gifts can now be received in a bankrupt city.
  • Education: Fixed school buses getting stuck at the high school. Existing Schools will fix themselves.
  • Education: Fixed school buses picking up students at neighboring cities that didn’t have school bus stops.
  • Education: Fix to more accurately track regional student population.
  • Education: Fix where kids leaving the school bus stop would teleport to the nearest pedestrian path instead of walking directly into the school.
  • Education: University wings now give the proper bonus.
  • Recycling: Fix for the Recycling Center where it would sometimes stop working, recycling services will visit other cities.
  • Air pollution: Fixed issue where air pollution would appear to come from nowhere. Fix issues where your regional air pollution would be reflected back into your box for a double penalty.
  • Fire Service: Fire Trucks don’t clump, dispatch to fires more efficiently.
  • Water: Water pumps are now capable of pumping water from rivers at a larger radius so they can take better advantage of the water table in a city.
  • Disasters: Cooldown for random disasters: Some players were getting hit too frequently with random disasters, this introduces a cooldown where no random disasters will occur.
  • Trade: Fix for trade ports that suddenly stop shipping.
  • Transit: Street Cars and Buses go to high volume stops first.
  • Transit: A city with residents and public transit will now provide the accurate amount of workers and shoppers to its neighbors.
  • Transit: A transit vehicle stuck in a pick-up or drop off loop will now go back to a garage instead of trying to pick up more people.
  • Transit vehicles should recover automatically after the update. If players want to force the recovery, turn off the stops that are having looping issues, wait a few game hours, then turn them back on.
  • Transit: Neighbors buses will now come in lower numbers into the city and do a better job at picking up local passengers first.
  • Residential Tuning: Residential-only cities have failure state.
  • Buildings are prevented from going up in density when they don’t have power or water.
  • The amount of happiness gained from low taxes, police, fire, and health outreach has been lowered.
  • Fixed some cases where buildings would not go abandoned when they should have.
  • Higher density residential buildings are no longer blocked from going abandoned due to not having enough money.
  • Happiness from low taxes does not double up every time it is given.
  •  Losing happiness due to not having a job is more impactful.
  • Budgets: Fixed bug that prevented systems like fire, abandonment, garbage, and sewage from turning on when they were supposed to.
  • Audio: Fixes issue where audio will stop working after creating a large city or where phantom audio sounds play in a city.
  • Demolish: Fixes issue that occurred when players demolished buildings that had service vehicles, delivery vehicles, or agents out in the city or region. Previously, the agents would be in a state of limbo and would not recover when new buildings of that type were placed. This will no longer happen.

What are your thoughts?

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