Age | Commit message (Collapse) | Author |
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Countable can accept arbitrary mathematical Expressions - Kudos AutumnPizazz for kicking this off, SomeTroglodyte for parser implementation!
Added 'search mods' in new game screen and mod checker
Fixed bugs in unique validation and in countable validation
Allow automation for settlers with conditional settling uniques
Add 'Cannot embark' unit unique - By PLynx01
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Demands/Requests from other civs do not stop other events registering
Better 'Pay to improve CS resource'
Seed pillage randomness to avoid save-scum
Modding:
- Added misspelling tests for uniqueTo for buildings, units and improvements
- Triggerable uniques on promotions only activate once when added on creation
- Beliefs can have AI decision modifiers, and do in base rulesets
Finish city-state quests upon acquiring great person
Prevent AI placing units near citadels - by EmperorPinguin
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Tile swapping with transported units in the tile, checks *who* is transporting the units
City states don't get continually researchable techs automatically
Modding:
- Resolved automation crash for units with 'gain free [building]' uniques
- Allow multipying cached uniques
By touhidurrr:
- more detailed multiplayer authentication
By SomeTroglodyte:
- CityScreen's top-right widget better sized for mobile
- Better save/load in map editor
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Ruleset validation: Hide performance suggestions from users, they're now mod-checker only
Maintenance for improved Code quality
Prevent wrong multiplicators when using the 'for every [countable]' Unique in complex ways
Resolved - City states don't get continually researchable techs automatically
By SomeTroglodyte:
- Map editor save/load now support the PgUp/PgDown keyboard keys
- Improve validation of Countables
- Fix NullPointerException from Countables evaluation
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Ruleset validation: Hide performance suggestions from users, they're now mod-checker only
Maintenance for improved Code quality
Prevent wrong multiplicators when using the 'for every [countable]' Unique in complex ways
Resolved - City states don't get continually researchable techs automatically
By SomeTroglodyte:
- Map editor save/load now support the PgUp/PgDown keyboard keys
- Improve validation of Countables
- Fix NullPointerException from Countables evaluation
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Added settings for circles vs hexagons for movable tiles
Modding:
- Added 'civ checkcountable' console command
- Trigger 'on tile enter' before removing barb camps / ruins
- Suggest conditional order in uniques, for performance
- Harden unique parameters to disallow negative numbers where not relevant
Eureka unique - By EmperorPinguin
By SomeTroglodyte:
- Improve save file name and errors handling
- Better Countable handling
Fix untranslated strings - By Ouaz
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Changed 'tiles we can move to' indication from circles to covering the tile
Convert 'conditional settlers' to workers upon capture
Selected unit fadein/fadeout it much more visible
Added notification when unit set to sleep/defend until healed has fully healed
Faster listing for existing saves - By SomeTroglodyte
Pillage uniques moddability - By EmperorPinguin
Civ V - Gods & Kings: Fix William personality - By RobLoach
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Fixed autosave crashes when saving to external files on some Android devices
Modding:
- Replaced semi-working policy branch restriction with countable + Unavailable
- Negative stat percentages from buildings displayed properly in city screen.
Experimental UI animations change. - By k-oa
By EmperorPinguin:
- Add pillage yield uniques
- Add game progress modifier
By SomeTroglodyte:
- Minor refactor: Save/Load game loading image uses `LoadingImage`
- Mod download robustness
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Modding: Warn against Resource uniques cannot use countables that depend on citywide resources
Animated healthbards in battle menu - By k-oa
Forest chopping moddability - By EmperorPinguin
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Hide bomb shelters when nuclear weapons are disabled
Decrease Out Of Memory errors on crash screen
Modding:
- 'Costs [amount] [stockpiledResource]' accepts game speed modifier
- 'Must be next to [tileFilter]' includes the center tile as well
Stats in notifications no longer with black icons
Console: Allowed alt-navigation and deletion
Support BNW score formula - By EmperorPinguin
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Science points no longer 're-bonused' on overflow
Updated docs regarding event choice fields
By k-oa:
- Added animation for unit movement button
- Changed the Settle sprite to match style of AbsoluteUnits
Auto promotions fixes - by Emandac
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Sort city religion overview by number of followers
Made Prince difficulty 'truly balanced'
Modding:
- 'Not shown on world screen' applies to promotions and statuses
- 'Never appears as a Barbarian unit' also affects upgrades
- Remove great person point accumulation for units no longer available in this ruleset
- Allow atlas generation when using --data-dir option (e.g. Windows, installed via MSI)
Correct puppet city description - By Ouaz
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Added uniques to make AI value resources at set prices
Allow trading stockpiled resources
Added unique to change promotion XP cost - By Emandac
By EmperorPinguin:
- Bugfix: puppet science cost increase
- Fix puppet city description
Add a filter for religions - By SeventhM
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Modding:
- Added 'worked' and 'pillaged' tile filters
- unitFilter catches status names
- before/after/while researching tech uniques accept techFilter
- 'Will not be chosen for new games' works for major nations
Fixed crash when moving selected spies via long-click
Console tile checkfilter works for resources
By EmperorPinguin:
- Add tech cost uniques
- Move CS tribute modifiers to mod constants
tooltip for purchase blocked by unit - By saejo
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Add .ico file to Windows zip
MacOS dock icon
Added 'tile setpillaged' to dev console
Fixed duplicate units by spamming upgrade
'upon gaining the [promotion] promotion' activates for free promotions
Added statuses to promotion screen
Hide 'hidden in world screen' resources from overview tab
Solved 'duplicate resource' bug
Fix free populatoion buildings not working when settling cities - By SeventhM
AbsoluteUnits ancient era Settler - by Basil
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'Abundant resources' with mods with loads of resources no longer crash
AI: choose policy branch at random between those with the least remaining policies
modding: rename 'experience' with 'XP' for unified naming
Move Spy tech steal modifiers to mod constants - By EmperorPinguin
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UI: Fixed edges for edge tiles on word wrap maps
Fixed automated road connections attempting to go through impassible tiles
Modding: Changed stockpile names to be human readable
Units with logistics that attacked but did not move, no longer heal
Added feature to save unitType promotion - By Emandac
Add 'Will be destroyed when pillaged' unique - By PLynx01
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modding: Validate tech row value
UI: More visible railroads
Display unexplored tiles 1-tile out from explored tiles
Retain zoom when moving between different city screens
Stats in notifications no longer have number format 'baked in'
Map no longer makes map options left-right scrollable
Only show 'move spies' button if there are places to move spies
Add Shuffle Civ option - By itanasi
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Rendering performance improvements
Map example for new games is *only an example* and does not cause lag
Generate map tab in map editor properly scrollable
Added missing attack notification translations
Fixed unit statuses causing game to be unloadable
By itanasi:
- Add small Skip/Cycle Button
- Settling Suggestion Improvements
Add turn start unique - By SeventhM
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'Triggers a global alert upon build start' works for units
UX:
- Added generated map type preview in New Game screen :D
- Better panel sizing in New Game screen
Fixed multiple buy buttons in construction info table
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Revert all texture packing - solves several bugs at the expense of the faster rendering
Avoid rare crash when failing to load mods on Android
Fixed Unciv not starting on MacOS
modding:
- Added 'upon entering a [tileFilter] tile' trigger
- Added validation for UnitType.movementType
- populationFilter now accepts Specialist names
Fix Assignment Cycling - By itanasi
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Fixed white blocks on new game from new game screen
Added stat categories for buildings in the construction list
Spy randomness is different for different spies in same city
Resize map with drag gesture - By sulai
Add info about adding project - By itanasi
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Huge rendering performance changes for modded images - merely 'major' change for non-modded images
Automation handles 'Found City' uniques with limited uses correctly
By sulai:
- UnitTable: show a summary when no unit is selected
- Fix sticky tooltips
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Greeting stats translated correctly in notifications
Multiplayer screen correctly handles errors when downloading mods
'Cannot attack' accepts 'vs' conditionals
By SeventhM:
- Add a field for global unit uniques
- Allow building improvements on terrains that only allow some improvements when it has multiple uniques
- Add conditional for when you aren't in a golden age
Added an UniqueType to Found puppet city. - By Emandac
By itanasi:
- Set Avoid Growth=false on city capture
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Tech screen performance improvements
Notification for city conversion when removing heresy
Fixed unique buildings/improvements with zeroed stat not showing before vs after
By sulai:
- Show 'x units due' on Big Button, setting for cycling units
- Constructions table: avoid vertical movement of lower table
Added option to change the Maximum Autosave turns stored - By Emandac
Add hotkey for Idle Unit cycle buttons - By itanasi
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Added notification when enemy religion spread converts a city
Added 'has denied your trade request' notification
Ruins stat gifts modified by game speed
Fixed padding for map view icons for small minimaps
Fixed rare crash
Remove invalid 'last seen improvements'
By sulai:
- Tweaks for Screen Size small-portrait
- Map pinching, revised
Hide invisible resources for AI - By EmperorPinguin
Move Until Healed wake up to startTurn so Fortify lasts until start of turn - By itanasi
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Show total number of cities in city table
Avoid ANRs when loading games
Resolve rare crash for corrupted game settings
By sulai:
- Add GoogleMaps-like pinching (!!!)
- Tweak UI city screen
- Correct alignment of text to icons
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Modding:
- 'Costs [amount] [stockpiledResource]' works for improvements
- 'free building' unique respects replacement buildings
- Adjacency checks do not check the current tile
- Allow city level stockpiles - By SeventhM
UI:
- Larger 'per turn' text for gold and faith
- disabled buttons no longer cause click-through
- Improved city screen queue - By sulai
- Edit Babylon's icon - By SpacedOutChicken
City states will get angry at you if you steal their lands - By Emandac
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Memory performance improvements
City-state stat percent bonuses apply correctly
More uniques work with 'in this city' conditional
Terrain images in fonts no longer flipped
Pathfinding: Avoid unfriendly city state tiles when this doesn't affect movement speed
Change Babylon's image to Lamassu - By SpacedOutChicken
Let AI choose healing promotions - By EmperorPinguin
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Performance - Faster map update on click
'close unit table' button does not cycle units
By SeventhM:
- Allow stat from battle uniques to also give stockpiles
- Fix gaining resources twice when it is gained from a city
By czyh2022 (NEW!):
- Allow civs to trade with each other before settling their first cities
- Delete duplicate trade denied message
- Cancel the chain reaction of defense pact
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Fixed ANRs for:
- URL checking for Github URL with query
- Global politics table
- Playing overlay music in city screen
Flank attack unique works with 'vs' conditionals
Fix rare Android crash where we don't have permissions to copy external mods on app start
Add unique for increased improvement rates rather than decreased build times - By SeventhM
UI: various improvements mostly relating to centering and WorldScreenTopBar - By Toxile
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CPU performance improvements
UI:
- Better 'close unit table' button
- Better options checkboxes, slider buttons, multiplayer server UI - By Toxile
Bugfixes:
- Buy button active when civ can purchase items in puppets
- Paused music no longer resumes on game resume
By SeventhM:
- Unified unique for gaining stats/stockpiles
- Pantheon cost respects game speed modifer
AI:
- Better Food Weights for citizen management - By itanasi
- Prevent incorrect settler retreat - By EmperorPinguin
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UI improvements:
- Tile Info Table
- Changed Black to Charcoal
- Unit description table
Fixed cities built on pillages roads colored red
Fixed scroll position indicator
Fixed Thai diacritic support
Added 'exit' button in world screen popup menu
Fixed AI religion belief assessment
Increase starting Luxury amount to match Civ 5 - By SeventhM
UI fixes: dividers, checkbox-to-text spacing, multiplayer tab connection button - By Toxile (new contributor!)
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Automated air units respect 'Cannot move' unique
Resolved rare New Game Screen 'application not responding' errors
AI:
- Don't pick most expensive tech as free tech, if it's marked as '0 weight for AI decisions'
- Decreased base Fort value to not build it instead of useful improvements
Remove images of expended units
Display city state type name for battle bonuses
'Unit built' notification selects the built unit
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SIGNIFICANT memory performance improvements for large maps
'Stats from tiles' uniques work with terrain + improvement filter combos
Layout for resource icons in city screen when in resistance - fixed
Remove server notifications - bad user experience
hexarealm: Fix Snow-Lake edges - By RobLoach
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