Age | Commit message (Collapse) | Author |
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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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Allow unit triggers to be used in unit-triggered events
Memory and rendering performance improvements
Solved ANRs while building crash screen
Spies assigned to cities moved to other civs are returned to hideout
Automated workers don't remove terrain features without the proper tech
Removed 'please' from Civ demands to make them more demand-y
Fix promotion uniques being ignored if it didn't match a promotion names - By SeventhM
Notifications can link to URLs - By touhidurrr
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Added Github + Discord icon links on main menu
City construction progress is reset when puppeting, not when annexing
Mods:
- Allow loading games where a buildings' 'replaces' has been removed
- Allow loading games with natural wonders that have been removed from mods
- Only add city ruins improvements if they exist in the ruleset
Added lake-land edge tiles - by legacymtgsalvationuser69544
Move Capital building function from city to civ - By SeventhM
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Fixed Flood Plains generation
Fixed crash when swapping while retreating
Added debug option to show tile image locations
Worker units do not try and swap with non-adjacent tiles
Better MP update error handling
Resolved crashes due to incorrect music state
Console cannot change player type for non-major civs or allow adding cities to spectator/barbarian
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CPU performance improvements
Uniques hidden from users do not show icons in tech tree
Disallow slashes in mp game names
Added more options for UI skin mods - By GGGuenni
By SeventhM:
- Fix capital indicating uniques ignoring gamestate
- Fix tile defence uniques ignoring unit state
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Avoid 'application not responding' errors on Android when attempting to start a multiplayer game
Avoid out of memory errors when updating multiplayer games
Don't reject constructions for missing stockpiled resource costs, AFTER you've already paid them
Memory performance improvements - By SeventhM
Growth changes - By itanasi
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CPU performance improvements
Modding:
- Mod checker accepts civ filters as tile filters
- Great General unique works with conditionals
- Nat wonders land->water conversion no longer causes rivers on water tiles
Growth nullifying uniques do not nullify starvation
Removed Scenarios button, since the 'new game' screen handles scenarios better
Allow filter uniques to have conditionals and work with modifiers - By SeventhM
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Rendering performance improvements
AI does not offer open borders trade if other side already has open borders
Don't allow trading away max gold/max gpt to multiple civs
Added 'unit remove all' console command
In trade, if one side has *negative* resources of a certain type, the resource on the other side is colored green
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Coast edge images for HexaRealm tiles by legacymtgsalvationuser69544 :)
Place edge images over terrains and under improvements, where possible
City-state unique units are not taken from civs within this game
Don't assume the city-state ally knows the civ that attacked the city-state
Modding:
- Comment text is displayed on event choices
- Don't allow triggers to decrease city population below 1
Added owned tiles countable - By PLynx01
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Memory optimizations
AI: Use Great Artists for Golden Ages
modding: Added 'on [difficulty] difficulty' conditional
Avoid Growth and Food Ranking Improvements - By itanasi
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Fixed Wait action when auto unit cycle is disabled
Unresearchable techs not added when starting in advanced era
modding:
- Added validation to event uniques
- 'upon gaining/losing the [promotion] status' triggers correctly
- 'upon building a [improvementFilter] improvement' triggers correctly
- 'Becomes [terrainName] when adjacent to [terrainFilter]' accepts conditionals
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DoF popup requires choosing an option
Downgraded back to LibGDX 1.12.1 to solve Wayland and AWT issues
Resource uniques are initialized correctly
Memory performance improvements
Workers will repair pillaged Great improvement tiles - By Emandac
Avoid Growth blocks New Population - By itanasi
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Modding: 'upon gaining/losing the [promotion] status/promotion' triggers now work correctly
Allow AI to use perpetual culture/faith conversions
Added version number to main menu
By itanasi:
- New 'Guard' action for units that can retreat from combat
- Align Civilopedia on Idle Units and Wait command to current behavior
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Wait action selects next unit
By sulai:
- Better city screen buy button location
- Do not create resource notification for unresearched resources
Fix constructions that's always visible showing when belonging to another civ - By SeventhM
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Update mods even if we have cached data
Modding: Unit icon falls back to UnitTypeIcons/<unitType> successfully
Cities reduce tile movement cost to 1 (on e.g. hills), per Civ V
Add Specialists Tutorial - By itanasi
Add `<when espionage is enabled>` conditional - By RobLoach
Allow purchasing wonders with gold when explicitly given a unique - By SeventhM
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Better AI decisions for policy branches
Modding:
- Allow fallback to 'UnitTypeIcons/$unitName' if 'UnitIcons/$unitName' does not exist
- Added unique-weighted decision for policy branches
- Better 'hidden when' uniques for disabled religion, victory types
Resolved rare crash when map contains improvements not in ruleset
Add unique to show construction when unbuildable - By SeventhM
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Mod management screen:
- Cache online mod list for fast loading
- Always allow mod search
Modding:
- Allow removing free policies
- Resolved crash on modded game with no capital city indicator
AI: Improved automated worker tile selection
Solve ANRs due to resuming music player which is in an unplayable state
Don't auto-replace holy sites in G&K - By EmperorPinguin
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