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SimCity Update 2.0 Release  XML
SimCity  > Official Announcements
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Joined: 07/11/2012 22:34:16
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We have an update for you, Mayors. An update about our next Update, in fact – this Monday, April 22 starting at 1pm PST we’ll be releasing Update 2.0, which contains a number of top-requested bug fixes and improvements. Here’s the full list of changes included in the Update:

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
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.

Because this is our first significant Update, we wanted to inform you in advance that we’ll be taking down all servers for a few hours while these changes are being issued. Choosing a time to issue a major Update is never easy, but after looking our peak player time, we’ve concluded 1pm PST is the best window for us to make these improvements. As you can see from the list above, the wait will be worth it.

Thanks, Mayors!

This message was edited 3 times. Last update was at 04/22/2013 18:45:12





Joined: 03/07/2013 09:55:27
Messages: 27
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Some nice fixes in there but what I really was hopping to see was larger citys. Any chance on that anytime soon?




Joined: 03/20/2013 15:46:51
Messages: 4
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Fixes issue where audio will stop working after creating a large city


What's a large city?



In all seriousness, this is too little, too late, and it does not address many issues people still have, like having one entrance/exit to a city can create traffic jams all the way to the next city, crippling tourism and trade.

This message was edited 1 time. Last update was at 04/19/2013 09:29:00





Joined: 11/23/2012 19:26:58
Messages: 11
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Nice. A good list of fixes, can't wait.

One thing that bugged me was that even though you put a pump next to a river, it still runs out of water eventually which is completely unrealisitc and annoying. I'm hoping this larger radius fix will help, but I have a feeling from the wording that it's just going to prolong it slightly, and we're still going to run out of water in our cities eventually.

What I'd like to see is for the water table to regenerate over time, and not go down at all next to rivers.




Joined: 04/19/2013 11:26:59
Messages: 1
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^ Same. I love Simcity but I run out of space really fast and then I cant put any special buildings down and I end up moving to another city. I wish that the format was the same like from Simcity 4 and bring back the terrain tools. Sure this update fixes many bugs but just think about how big of a request has been pouring in for:

1. An offline mode which would COMPLETELY impact the community with positive attitude

2. Bigger City Size. More room to work with = Better cities and more fun

3. Try to bring back a Simcity 4 layout and incorporate it into Simcity 5. I know I would be hooked if I saw that and so would many other people

I hope you consider these options because I have been one of you consumers since Battlefield 1942 WAY back in the day when it first came out. Thank you.




Joined: 11/28/2011 05:48:14
Messages: 1
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Wow this is a major content update that warrants a major version number?

Where is the new content?

If you're just fixing current content then it's only a minor patch.

What a joke




Joined: 03/04/2013 23:12:38
Messages: 12
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Need larger cities. I'm out of room with ALL my cities in the region.




Joined: 03/06/2013 16:55:14
Messages: 121
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I appreciate the work you guys are doing to respond to complaints and make the game more fun. I'm particularly excited about the mass transit and tourism/gambling tuning.

Know that for every loud whiner here on the forums there are many more of us silently enjoying the game. Keep up the good work!




Joined: 03/20/2013 15:46:51
Messages: 4
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scatterbrain-d wrote:

Know that for every loud whiner here on the forums there are many more of us silently enjoying the game. Keep up the good work!


Wait until your city dries out and you don't have any water left. Or until traffic jams kill your trade. Or until you run out of space AND resources and don't have the millions needed to switch to another industry. Then we'll see who the loud whiner here is.




Joined: 03/04/2013 23:12:38
Messages: 12
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I really home people who are in charge are reading these posts.

I stopped playing this game because I ran out of room in 3 cities, and did NOT want to start another to support the others. AGAIN.

This game has been a real disappointment, with so much potential. Open it up!




Joined: 03/08/2013 11:49:26
Messages: 579
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Thank you for the update on the update this is a step in the right direction.




Joined: 04/19/2013 11:44:58
Messages: 1
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What about REAL COOP?
I want to create a city with my friends, not just create a city near a friend.

Shared base, just like in Anno 2070!



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Joined: 01/29/2013 08:44:07
Messages: 399
Location: I am Welsh, UK                                                      Info: Designer and livestreamer
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yes! So glad to hear!


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Joined: 11/08/2012 10:27:06
Messages: 25
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MachineDisease wrote:Some nice fixes in there but what I really was hopping to see was larger citys. Any chance on that anytime soon?


no




Joined: 03/06/2013 21:22:44
Messages: 11
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Maxis_MD wrote:We have an update for you, Mayors. An update about our next Update, in fact – this Monday,
• [b]Audio:
Fixes issue where audio will stop working after creating a large city or where phantom audio sounds play in a city.


Thanks, Mayors!



Bad joke.

Do you know what's large? The incapacity and inefficiency of the Development Team. ALL that lines should be launched in March 5.

It's a patch.
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