Age | Commit message (Collapse) | Author |
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Fixed endless loop for mod checker
Modding: global alert available as triggerable for all objects
Better order of unit actions
Better checks for when units are purchasable
Fixed flanking bonus calculation when attacking unit is not adjacent to enemy
Automated workers do not remove Forest tiles for Camp improvements
Fix ExploredRegion rectangular maps support + Zoomout flicker prevention reworked - By Gualdimar
Make "Borderless" display option translatable - By Ouaz
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Unit Action moddability!
- 'founds a new city' now accepts action modifiers
- 'for [amount] movement' modifier
- '[amount] times', 'once', 'after which this unit is consumed' modifiers for limited actions
Android: "Screen Mode" option - By vegeta1k95
By SomeTroglodyte:
- Better Religion info and some moddability
- Diplomacy trade layout fix
- Show terrain overriding yields in Civilopedia
Fixed multiplayer password - By GGGuenni
Fixed map editor painting while dragging - By Gualdimar
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Show death symbol next to actions that expend the unit
Modding:
- 'create improvement' action, <consuming this unit> and <as an action> modifiers
- gifting cities no longer causes crash
By GGGuenni:
- Fixed wrong implementation of Basic auth
- Fixed TurnChecker can not authenticate
Fix missing desert for flood plains in hexarealm tileset - By AdityaMH
Fix random nations pool popup - By SomeTroglodyte
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Introduced unit triggers!
Added triggered uniques to grant specific tech / policy
Civilopedia does not crash when displaying techs on fresh start
'upon declaring friendship' triggers for both sides
all unpillagable improvements are not destroyed by 'destroy improvements' unique
By SomeTroglodyte:
- Fix broken random nations pool
- City screen displays "free" tile yields undimmed
AbsoluteUnits - Chu-Ko-Nu, Longbowman, Crossbowman v2 - By letstalkaboutdune
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Added password authentication as server feature - By GGGuenni
Map exploring disables undo button + ExploredRegion smallfixes - By Gualdimar
By SomeTroglodyte:
- Fix problems with dual save folder support
- Show UnitTypes in Civilopedia
Modding: "must be on/next to" unique for buildings can accepts tile filter
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By Gualdimar:
- Limit camera movement within explored region
modding:
- Added "upon gaining a [unitFilter] unit" trigger condition
- Added religion state conditionals
Reload world screen after tileset/unitset change from in main menu screen - Ryg-git
Android: use best possible device frame rate - By vegeta1k95
Allow filters in the ModOptions "ToRemove" lists - By SomeTroglodyte
Play city-state music if available - By Skekdog
Add 'neutral' Flood plains - By Caballero-Arepa
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By vegeta1k95:
- Modding: allow mods to supply custom fonts
- Fix TextureArraySpriteBatch missing method issue
By Gualdimar:
- Option to disable max zoom limit
- Slider tip permanent by default
Better error message for multiplayer games that get corrupted data from the server
Civilopedia entry for policy links to units and buildings that it enables/disables
Wonders with no tech requirement displayed in separate category
Attacking of any sort prevents undo of unit move
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Added Undo button for unit moves!
Better trade screen for portrait mode
"Gift" trades to AI civs make them more friendly towards you
Add improvement action image to workers actively building improvement
Replace settlers with modded worker-like units in mods
Removed zoom limit for world-wrap maps - By Gualdimar
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Display mod categories in mod page, mod sizes larger than 2 MB are displayed in MB
By Gualdimar:
- Display pending trades in trade overview
- Fixed unit upgrade check
Desktop: world camera autoscroll, selectable window mode - By vegeta1k95
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Tile improvements can now have pillaged versions of images
By vegeta1k95:
- Blockade mechanics
- Out-of-move units are half-opaque relative to base setting
- Fix selection opacity for non-full-opaque flags.
- Experimental: mitigate texture swapping with TextureArraySpriteBatch
Improve UX - By Gualdimar
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Fixed Guruship belief
By vegeta1k95:
- Mod sizes are updated to proper values upon selection
- Fix UI bugs
- Fix centering of unit HP bar
- Improvements to construction table
AbsoluteUnits - Berserker, Samurai, Longswordsman v2 - By letstalkaboutdune
By Gualdimar:
- Selecting an improvement switches to another unit only if enabled
- Fixed missing unimproved resources in the overview table
- Research agreement cost display
- Offers we receive for more resources than we have are invalid
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Enemy indicator, city culture hex outline + misc - By vegeta1k95
Fixed air sweep crash
Some modifications for performance optimization - By lishaoxia1985
modding: conditionally-unbuildable buildings display their cost
Can no longer 'upgrade unit' between turns
By Gualdimar:
- Fixed getDiplomacyManager() Exception
- Revert knows() changes
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Resolved "dead population working tiles" bug
Order indicators in TechScreen like original Civ V - By lishaoxia1985
By Gualdimar:
- Fixed the display of political relations
- Modding: fixed +percentage resource unique
- Pillaged improvements no longer provide bonuses
Better AI Great General placement
Generated maps no longer contain forbidden tile arrangements
Games where it's your turn are displayed first in multiplayer popup
Fix MapEditor world-wrap flickering - By vegeta1k95
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AI tweaks for better targeting
Cannot alter city build queue in between turns
Fixed 'destroy civilian unit before attack' crash
Terrain-Specific Natural Wonder Sprite Support - By OptimizedForDensity
By vegeta1k95:
- City Screen improvements
- Fix crash when attacking city with disabled overlays
- PolicyScreen: branch progress + fix spectator
Trade button initially disabled - By lishaoxia1985
By Gualdimar:
- Collapsible tutorial tasks
- Bigger header on policy and mod screens
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By vegeta1k95:
- Performance optimization: fast and smooth zoom
By Gualdimar:
- Policies screen top button reworked
- Android autosave location fix
- Fix unresponsive policy screen header
AbsoluteUnits - Cataphract, Companion Cavalry, Horseman - By letstalkaboutdune
Fix UX of random nations pool - By alexban011
Double Click on Tech to Exit Tech Screen - By OptimizedForDensity
modding: "Unbuildable" accepts conditionals
Stats serialize to notifications
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By vegeta1k95:
- Better World-Wrap
- Performance optimization: don't draw empty tile layers
- Fix promotion screen buttons clickhandler
- Fix city table selection
By OptimizedForDensity:
- Performance Improvements to Construction Automation
- Refactor Construction Rejection Reasons
By Gualdimar:
- Select next unit after closing the improvement screen
- Add Reset tutorials button
- City rename popup from world screen
Fixed 5hex image issues
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By OptimizedForDensity:
- Fix Faith Healers healing enemies
- Notification log fix
By vegeta1k95:
- Add next-turn-progress bar for growth/production on CityButtons
- Fix incorrect dimming
Don't heal units when pillaging roads - By itanasi
By Gualdimar:
- Autosave fix
- Remember "Show autosaves" setting state
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AI battle automation vastly improved for taking over cities
AI automation: Don't nuke cities that we're already winning against
By vegeta1k95:
- Rework of TileGroup: split into dedicated layers, initial preparation for slot-mechanics
- Optimized BorderedTable, refactored CityButton, new air table for units + misc
Better check for inquisitors blocking religion
Modding: Allow unique ruins stat gain notifications
Wonder overview uses viewing civ, not current player
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Fixed Android custom location save
Fixed 'infinite stat' from city-states
Clearer city tiles
Do not allow placing of 'repair' in map editor
Fixed spawn ignoring i/4 of the map
Better main menu map
Modding:
- allow roads/railroads with no required tech
- Mods without unittype for a unit will trigger correct warnings
- Fallback images for all major objects
Modification of the random part of Prize Ship to avoid save scumming - By AlatarTheYoung
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Modding:
- Added "upon discovering a Natural Wonder", "upon founding a city" triggers
- Added conditionals for above and below resource amounts
- Great general unique accepts conditionals - @SpacedOutChicken
Allow placing Barbarian encampments in map editor
Added option to allow players to choose randomly selected civs - By alexban011
Fix crash in Tactical Analysis Map - By OptimizedForDensity
AbsoluteUnits - Mohawk Warrior, Swordsman v2 - By letstalkaboutdune
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Better generation for all map types
Include forked repos in github search - By FiretronP75
AI doesn't declare war until it's sufficiently built up
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Version 800!
Can pick a policy with enough culture even if you have no cities
Korea's unique applies to Library
Notifications scroll retains position
Displayed Great Person point requirements always take game speed into account
Conditioned trigger uniques do not 'go off' without the trigger (e.g. when tech researched, building built)
Global alerts translated properly
Add options to use random number of players and city states - By FiretronP75
Refactor Cannot Move Unique - By itanasi
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Version 800!
Can pick a policy with enough culture even if you have no cities
Korea's unique applies to Library
Notifications scroll retains position
Displayed Great Person point requirements always take game speed into account
Conditioned trigger uniques do not 'go off' without the trigger (e.g. when tech researched, building built)
Global alerts translated properly
Add options to use random number of players and city states - By FiretronP75
Refactor Cannot Move Unique - By itanasi
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Added trigger conditions framework!
Advanced game options hidden by default for faster initial game
Great prophets do not spawn to pantheons that cannot become religions
Fixed Reliquary belief
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New tile visibility framework!
- Differentiated attackable from visible tiles per Civ V
- Tiles 1 step out of bounds of visibility are visible if they're higher than current tile
- Higher tiles can be visible beyond non-visible, hidden tiles
Damage bonuses are additive, per Civ V, not multiplicative
Resolved health bar overflow problems
Preparation for Tactical AI Rework: analysis map, domination zones - By vegeta1k95
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Fixed battle table uneven when only one side has modifiers
"Street fighter" style of health bars, different colors for 'definite damage' and 'possible damage'
Pathfinding avoids embarkation when possible
Modding: 'transform' action - by itanasi
Consider tile happiness for start-of-turn computations
Better Himeji Castle unique text
Fixed sleep not showing on units in tiles with improvements in repair
Fixed Great Person speed modifier
Civilians no longer 'attack' on rightclick
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Notifications sorted by category
Game speed affects additional aspects
Better bonus resource color
Better nation colors
Modding: Recognize uncontrasting colors for nations according to WCAG guidelines, and suggest tinted versions to conform
Fixed city screen bug for pillaged improvements
AbsoluteUnits - Roman Uniques - By letstalkaboutdune
Fixed some warnings - By alexban011
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Show numbers on attack damage and final strength comparison for battles
Changed Windows icon for Unciv to new icon
Unit icons no longer overlap unit action images, improved render time for unit images
MoveTo image visible
AbsoluteUnits - Unique Triremes - By letstalkaboutdune
By vegeta1k95:
- Modding: allow custom ResourcePortraits
- Fix foreign units flags fading
- Fix AI being able to bombard non-visible tiles + optimizations
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Updated Unciv Android icons
Performance improvement for automated units looking for cities to connect
Popup for multiplayer when someone else has won
Politics shortcut fix
Limit the number of workers an AI creates
Sleeping units wake if there's an enemy in 3-tile radius
Do not allow liberating city-states you were at war with
AI peace deals don't pay more gold than they have
Higher chance of starting bias for human players
You can use missionaries of foreign religions
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Units are not displaced to enemy land when kicked out of borders
Fixed edge-case crash - one city challenge when conquering capital and enemy has only puppeted cities left
UI: Better unit table
Fix Faith tutorial text
By vegeta1k95:
- Rework of PromotionPicker UI
- Fix City plates aircraft table shape
- Better visibility for city status icons
By nacro711072:
- Refactor maptype & resolve map setting issue
- update screen after disband unit
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Fixed Air Sweep mechanic
AI tries to stop civs who are about to win Scientific/Cultural victory
No double copies of offers on AI trade counterproposals
Disbanding unit moves to next unit only after disbanding
Promote button sticks out more
Translated display sizes
Modding: Worker automation no longer considers foreign unique improvements when deciding if to remove features
Modding: Non-replacing buildings display nicely in nation picker
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Modding: Humidity/Temperature limits on terrain features
Allow mass unit upgrades from the unit overview screen
Calculate movement correctly for road + railroad combinations
Modding: Workers pick the best improvement for resources
By FiretronP75:
- Add random select for map options
- Fixed flat world generation
By vegeta1k95:
- Resource icons colored by type
- Modding: allow custom TechPortraits
- Fixed PolicyScreen branches requirements text
Translate "Sell" in city screen - By Ouaz
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Modding: Validate unique parameters for mods
Display protecting civs for city-states
Movement fix: units check if they can capture enemy units by whether they *will* be embarked, not by whether they *are* embarked
By letstalkaboutdune:
- SFX Update - Arrow, Crossbow (New), Metal Hit
Fixed crash when policy prerequisite is a branch - By vegeta1k95
Fix another untranslated String in Policy Screen - By CrispyXYZ
added buttons for controlling music - By alexban011
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AI moves civilians off capital to make way for spaceship parts
AI considers capital city strength when deciding to declare war
By vegeta1k95:
- Big rework of City buttons
- Fix PolicyScreen for odd-numbered branches
- Better tech buttons
By CrispyXYZ:
- Fixed removing improvements in map editor
Solved 'tiles still belonging to razed cities' - By nacro711072
Negative stats UI Updates - By itanasi
Add setting to disable easter eggs. - By FiretronP75
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World wrap available by default for all players
Units are no longer double-added to construction when clicking the 'add unit' button
Units passed with 'next unit' are not returned to
By vegeta1k95:
- Corrected some Civilization colors
- Fix perpetual constructions info ()
- Civ 5-style unit selection and cycling behaviour, "Wait" action
fix translation problem in policy screen - By CrispyXYZ
fixed screens displaying yourself as an unknown civilization - By alexban011
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Big rework of Policy Picker UI - By vegeta1k95
G&K Neutral Tile Road Maintenance - By itanasi
Unknown civs displayed as `Unknown civilization` in GP and Diplomacy screens - By alexban011
Fix: tech screen zooms to current tech when opened
Get correct civ-wide stats from City-States for Siam bonuses
By letstalkaboutdune:
- ctrl+U toggles World Screen UI elements
- Trim Nuke SFX
Add new game option: No City Razing - By FiretronP75
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