While building my Improved Immortal Iunet, I connected the festival square to the other roads and saved the game. When I loaded the saved game, destination walkers used all of the festival square. It was frustrating, but eventually I realized that when the month changed, the festival square returned to its normal behavior.
By experimenting with the Sandbox custom mission, I discovered that the bug (that destination walkers use all of the festival square) occurs whenever a saved game is loaded, for the rest of the month.
I'd assume that in most city designs, the bug wouldn't be seen. (I could see it occur in a few of my saved games, but the effects are minor. For example, load my North Dahshur, and the first cart of beer generated will go straight through the festival square but the second one generated after the month changes will follow the roads under the festival square.) In my Improved Immortal Iunet, one effect was to deny some buildings fire protection for up to a month, which should not usually be a problem (and can be eliminated by saving the game only very near the end of the month).
[Added]The bug also occurs when the map is rotated, for the rest of the month.
By experimenting with the Sandbox custom mission, I discovered that the bug (that destination walkers use all of the festival square) occurs whenever a saved game is loaded, for the rest of the month.
I'd assume that in most city designs, the bug wouldn't be seen. (I could see it occur in a few of my saved games, but the effects are minor. For example, load my North Dahshur, and the first cart of beer generated will go straight through the festival square but the second one generated after the month changes will follow the roads under the festival square.) In my Improved Immortal Iunet, one effect was to deny some buildings fire protection for up to a month, which should not usually be a problem (and can be eliminated by saving the game only very near the end of the month).
[This message has been edited by Brugle (edited 11-10-2020 @ 12:43 PM).]