A little more than two weeks after its big, albeit imperfect 2.0 update to SimCity, EA is preparing to roll out a new update thatās full of even more tweaks and fixes. Update 3.0 is coming this week. Will this be the one???
https://lastchance.cc/simcity-2-0-update-brings-a-rash-of-new-bugs-479905592%3C/a%3E%3C/p%3E
Patch notes, straight from EA-owned SimCity development studio Maxis:
Update 3.0 Notes
⢠New: Added more Hotel models to increase hotel variety.
⢠Traffic: Updated routing system to improve traffic. Routing system now understands more information about u-turns, required vehicle stops, and vehicle behavior on certain road types. This should make traffic smarter.
⢠Traffic: Commercial and industrial buildings stagger their work shifts to start throughout commute hours instead of at the top of the hour. This should reduce traffic.
⢠Traffic: Fixes one issue where a car wonāt move causing traffic to back up behind it.
⢠Traffic: Vehicles can now make right turns on Red. This should improve some cases of traffic.
⢠Traffic: Trading polish that will improve regional traffic when one city has a lot of jobs and its neighboring city has a lot of workers.
⢠Air Pollution: Fixed more issues where cities that placed air polluting buildings received large amounts of air pollution from unknown sources.
⢠Service Vehicles: Fix for disappearing service vehicles on cities that whose vehicles had disappeared before update 2.
⢠School Buses: Fix for issue where school buses were getting stuck at neighborās city or arcology.
⢠Audio: Tuned audio on French Police Station.
⢠Trading: Fixed issue where fire servers were not trading consistently between Brakemanās Folly and Twain in Whitewater Valley.
⢠Trading: Sewage trading: Sewage will now take a more direct route to regional sewage plant instead of throughout the city.
⢠Trading: Made gifting more reliable.
⢠Ferry Terminal: Ferry Terminal can now send its sewage to the output pipe and treatment plant.
⢠RCI Tuning: Fixed issue where sims going to a park via transit would sometimes lose their money or happiness on the way home.
⢠RCI Tuning: Bulldozing abandoned or rubble buildings will now prevent new developments for 6-12 hours.
⢠RCI Tuning: Less Happiness is taken from wealth 2 and 3 buildings when rent is due when no money is present.
⢠RCI Tuning: Fix for issue some users experienced where buildings would stay abandoned because moving trucks would not be able to move in.
⢠Trees: Trees now last longer, but also do not eliminate as much ground pollution.
⢠Radiation: Radiation causes less ground pollution than previously.
⢠Transit: Changed thought bubble suggestion to add more trains to deal with crowded passenger trains to suggest that you add more train stations.
⢠Transit: Improvements to lights to make rail look better at night.
⢠Transit: Streetcar stops can now be placed directly on standalone streetcar tracks, and passengers can walk along the tracks to them.
⢠Transit: Tuned the chance buses or streetcars will go to high-traffic stops first as a minor traffic improvement.
⢠Roads: University pedestrian paths can now cross streets.
⢠Manufacturing Trucks: Fixed issue some users experienced where manufacturing trucks left the city and were lost permanently.
⢠Delivery Trucks: Fixed issue where some users would experience a loss of resources is their delivery trucks returned to garages without proper storage.
⢠Sports Parks: Tuned the amount of skateboarders and neighborhood athletes at the sports parks.
⢠Data Layers: Zones are now visible in heavy data layers.
⢠Edit Mode: Added more valid snap points in edit mode. This improvement is most noticeable on Parks.
⢠Buildings: Addressed some cases where buildings would stack on one another.
I really hope the right-on-red thing is the big change that will fix traffic. Crossing fingersā¦