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Civilization VI Fall Update

A new Fall Update is now available for Sid Meier's Civilization VI, updating the strategy sequel with new maps and content along with balance changes and bug fixes. The new version also adds DirectX 12 support. This update has all the details, including a very lengthy change list. Here's the overview:

A new update is available for Sid Meier’s Civilization VI today. The “Fall 2016 Update” will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam.

This update adds DirectX 12[en.wikipedia.org] support to Civilization VI, starting with AMD cards and NVIDIA Maxwell-series-or-later cards; please make sure your drivers are up-to-date. Support has also been added for Logitech ARX[gaming.logitech.com]. For more information on each of these, please click their respective link.

Today you’re also able to play a whole new scenario called “Cavalry and Cannonades,” and settle on two new map types, “Four-Leaf Clover” and “Six-Armed Snowflake.” These maps are playable both online and off, and were designed to encourage more conflict by forcing players to move toward the center. For the full list of what’s in this latest update, please see below.

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10. Re: Civilization VI Fall Update Nov 19, 2016, 18:48 Numinar
 
SpectralMeat wrote on Nov 19, 2016, 07:19:
Numinar wrote on Nov 18, 2016, 21:31:
The game is ready before the narration ends in the largest map size
Oh wow, not for me.
What kind of CPU and video card do you have?
I am running an i5-2500k OC to 4.5 and 970GTX.
Looking at the CPU utilization it is only at 30% load.

From the menu screen to load into game it literally takes a couple of minutes.
It is a pretty late game I am loading in, nearly at the very end of my first play through but still the load time is ridiculously long.

6600k stock and 390x. I'll run a timer on the load next time I play but it seems fine for the first and only load you need to wait for in a session that lasts hours. If you are start-scumming could be a problem but there is no way to know how f'd you are until iron is revealed to be two screens away.
 
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9. Re: Civilization VI Fall Update Nov 19, 2016, 11:12 DG
 
Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired.

Kind of sad they fixed that, given how much of a dick the AI can be at trades.
 
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8. Re: Civilization VI Fall Update Nov 19, 2016, 11:09 DG
 
SpectralMeat wrote on Nov 19, 2016, 07:19:
Numinar wrote on Nov 18, 2016, 21:31:
The game is ready before the narration ends in the largest map size
Oh wow, not for me.
What kind of CPU and video card do you have?
I am running an i5-2500k OC to 4.5 and 970GTX.
Looking at the CPU utilization it is only at 30% load.

From the menu screen to load into game it literally takes a couple of minutes.
It is a pretty late game I am loading in, nearly at the very end of my first play through but still the load time is ridiculously long.

Similar spec and load times to me (though oc at 4.4). Loading saves goes quite a bit beyond finishing the script, and it doesn't seem to matter much what stage the game is at. Turns however are perfectly fine, even in this late game huge marathon, fps always at the lcoked 30, but there can be a lag occasionally when it jumps from one side of the map to the other if there's a lot of units around.
 
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7. Re: Civilization VI Fall Update Nov 19, 2016, 07:19 SpectralMeat
 
Numinar wrote on Nov 18, 2016, 21:31:
The game is ready before the narration ends in the largest map size
Oh wow, not for me.
What kind of CPU and video card do you have?
I am running an i5-2500k OC to 4.5 and 970GTX.
Looking at the CPU utilization it is only at 30% load.

From the menu screen to load into game it literally takes a couple of minutes.
It is a pretty late game I am loading in, nearly at the very end of my first play through but still the load time is ridiculously long.
 
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Steam: SpectralMeat
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6. Re: Civilization VI Fall Update Nov 19, 2016, 06:11 Sepharo
 
Osc8r wrote on Nov 18, 2016, 22:35:
Have they added co-op yet? Can't believe it's missing.

Do you mean hotseat play?
 
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5. Re: Civilization VI Fall Update Nov 19, 2016, 01:45 saluk
 
Did they fix UI scaling in 4k? No? I guess I still can't play.

Should have returned it.
 
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4. Re: Civilization VI Fall Update Nov 19, 2016, 00:18 rist3903
 
Osc8r wrote on Nov 18, 2016, 22:35:
Have they added co-op yet? Can't believe it's missing.
Are you serious? Wow. I mean I guess I understand if this is them recognizing that it was poorly implemented in Civ 5 and wanting to take their time to do it right, but I won't be buying until it is in and I hear good things about it from actual people.

 
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3. Re: Civilization VI Fall Update Nov 18, 2016, 22:35 Osc8r
 
Have they added co-op yet? Can't believe it's missing.  
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2. Re: Civilization VI Fall Update Nov 18, 2016, 21:31 Numinar
 
I'm not sure if there was a difference in load time. But it's better than Civ 5 (No load before main menu). The game is ready before the narration ends in the largest map size game I just started and there are no load times in the game (Until late game with enemy moves causing issue).

Looks and runs great in DX12 on the 390x, but it was no slouch before. I love the art design in this, zooming in and checking out your little cow farms and wonder cities is awesome.
 
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1. Re: Civilization VI Fall Update Nov 18, 2016, 11:30 SpectralMeat
 
I didn't test this out, but I really hope the patch improved the load times a bit. It is ridiculously long, and I have the game installed onto my SSD!  
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Steam: SpectralMeat
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