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 that's full of even more tweaks and fixes. Update 3.0 is coming this week. Will this be the one???
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 behaviour 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 won't 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 neighbouring 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 neighbor's city or arcology. • Audio: Tuned audio on French Police Station. • Trading: Fixed issue where fire servers were not trading consistently between Brakeman's 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 neighbourhood 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 fingers...