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2024-08-03Update to 4.12.16Thyrum
Fixed world wrap for games saved during 4.12.15 'gain control over tiles' trigger leaves your tiles alone By SomeTroglodyte: - Fix new improvements becoming visible on non-observed tiles - Fix rare crash opening overview on turn 0 - Console command to change difficulty AI is less motivated to declare war at higher difficulty levels - By tuvus By itanasi: - Civilopedia Entries: Food, Production, Science, and Gold - Add Air Intercept Range to Civilopedia card
2024-08-01Update to 4.12.15-patch2Thyrum
2024-08-01Update to 4.12.15-patch1Thyrum
2024-07-31Update to 4.12.15Thyrum
Modding: - Validate mod folder names and catch misspellings - Improvement Unique converted to trigger - 'Gain control over [tileFilter] tiles in a [amount]-tile radius' - Resolved map type generation errors kudos @SomeTroglodyte Automated workers prioritize replacing features to get to lux/strategic resources Changed 'default map' parameters to rectangular + world wrap Fixed 'when friends' / 'when allies' translations Resolved 'move to next unit' problems - kudos @vincemolnar
2024-07-28Update to 4.12.14-msi-test-7Thyrum
2024-07-28Update to 4.12.14-msi-test-6Thyrum
2024-07-28Update to 4.12.14-show-github-json-parse-error-textThyrum
2024-07-27Update to 4.12.14Thyrum
Add CLI argument to specify the data directory - this will allow native install on Windows, hopefully Modding: New unit triggers to gain/lose movement points AI citizen focus improvements - By EmperorPinguin Correct spelling of 'Svannah' to 'Savannah' across project. - By aaronjfeingold
2024-07-24Update to 4.12.13Thyrum
## 4.12.13 Special nuke animation, to make it feel more momentous Better repeatable unique randomization Modding: - mapUnitFilter no longer errors for correct values - Better display of 'object is missing a name' errors - Fix endless loop when many units can transfer movement to each other By tuvus: - Made Gold Gifting moddable - Make AI difficulty moddable Repair Qingmin holiday - By SomeTroglodyte Civilopedia Updates: Trade Routes and Air Combat - By itanasi
2024-06-30Update to 4.12.6-patch1Thyrum
2024-06-29Update to 4.12.6Thyrum
Many performance improvements! By SomeTroglodyte: - Support for languages using Diacritics (e.g. Bangla) By tuvus: - Improved unit automation for defending cities - Warmongering doesn't apply to civs that are angry at the target civ Optimize screen orientation - By HChenX - *NEW CONTRIBUTOR!* AI behaviour changes - By EmperorPinguin - *NEW CONTRIBUTOR!*
2024-06-28Update to 4.12.5-patch1Thyrum
2024-06-27Update to 4.12.5Thyrum
Re-add 'construct great improvement' automation for great units that can't do their main actions Promotion added to unit already containing that promotion, does not retrigger trigger uniques 'Unavailable' units cannot be upgraded to By SeventhM: - Consider passive strength bonuses for force value - Pass in civ for building on tiles By SomeTroglodyte: - Larger clipboard size on Desktop - Add a Unique allowing an Improvement to specify which Resource(s) it improves
2024-06-26Update to 4.12.4Thyrum
Modding version! - Triggered uniques accept multiplying modifiers - Better 'Withdraws before melee combat' unique - Clearer 'no damage penalty for wounded units' unique - Countables for Cities, Units, Buildings allow filters Performance improvements for religion UI: Improve load game screen - better feedback, missing templates - By SomeTroglodyte
2024-06-25Update to 4.12.3Thyrum
Modding: - 'after [amount] turns' -> 'after turn number [amount]' - 'before [amount] turns' -> 'before turn number [amount]' - 'when number of [countable] is greater than [countable]' -> 'when number of [countable] is more than [countable]' - Clean improvement queue from improvements no longer in ruleset - Better unique documentation Fix performance problem for displaying air units in cities Fix 'edit existing trade' exploit Fix console city add/remove building format - By SomeTroglodyte
2024-06-23Update to 4.12.2-patch1Thyrum
2024-06-22Update to 4.12.2Thyrum
Tech, policy, unit and terrain uniques provide multiplied uniques with 'for every [countable]' / 'for every [amount] [countable]' modifiers Many performance improvements Units teleport out of open borders on war declaration Inquisitors go out of city centers when spaceship parts need to be added in Add personality uses - By tuvus Improvement picker fixes - By SomeTroglodyte
2024-06-19Update to 4.12.1Thyrum
Performance improvements 'join war' offers only valid if can declare war Added 'Will not be replaced by automated units' unique By tuvus: - Defeated civilizations don't use spies - Spies deselect when moved on map - Civs can no longer declare war right after peace with a city-state - Moved automation settings to AutoPlayTab By SomeTroglodyte: - Fix disband spamming - Fix coastal rivers near Rock of Gibraltar Turn Privateer's ability into promotion - By SpacedOutChicken
2024-06-16Update to 4.12.0-patch1Thyrum
2024-06-15Update to 4.12.0Thyrum
Fixed spy automation crash By tuvus: - Personality implementation - AI is more likely to sign Defensive pacts - Giving the AI good trades is stored as credit - Fix election crash By SomeTroglodyte: - Map editor can place improvements again - Reduce size of the save game json - Improvement queue
2024-06-11Update to 4.11.19-patch1Thyrum
2024-06-10Update to 4.11.19Thyrum
New unique trigger: '<upon expending a [mapUnitFilter] unit>' Console: - `city addtile <cityName>` takes an optional `[radius]` parameter - `civ addtech` / `civ removetech` commands By SomeTroglodyte: - Use Events for moddable, floating 'Tutorials'! - Allow EmpireOverview persistence across game launches - Moddable images for special characters By tuvus: - Moddable city ranges - Extra Civ and Spy moddability
2024-06-09Update to 4.11.18-patch1Thyrum
2024-06-08Update to 4.11.18Thyrum
We passed 1000 versions! :D '(modified by game speed)' modifier Fixed 'Promotes all spies [amount] time(s)' crash By SomeTroglodyte: - UX: Dev Console easier to use without installing keyboard apps - Improve update of 'Last seen improvement' Reworked AI war evaluation and plans - By tuvus
2024-06-04Update to 4.11.17Thyrum
Unavailable techs work well with tech picker screen Added ruleset check for resource uniques with resource conditionals By tuvus: - Added an option to disable move by long press - Fixed spy steal tech timer - Spy max rank can be modded By SomeTroglodyte: - Sortable unit overview - Console: Improve `civ activatetrigger` command - UI candy: WLTK fireworks - ModOptions unique for mods to control which map gets preselected
2024-05-29Update to 4.11.16Thyrum
AI no longer trusts you on resource trades if you cut deals short Added 'per every X countables' modifier Add unit name and building name countables By SomeTroglodyte: - Allow mod sounds to be selected as multiplayer notification sound - Allow access to the Dev Console on mobile devices - Better 'work has started' notifications - Console: create natural wonder and `tile find` By tuvus: - Removed espionage debug setting - Added spy steal tech timer
2024-05-27Update to 4.11.15Thyrum
Modding: 'for every [countable]' unique modifier Added links to base ruleset template in docs Fixed 'don't allow era select' if the game has no techs By SomeTroglodyte: - Support for Zulu language By tuvus: - Clicking the spy button no longer allows the spy to be moved when it isn't their turn - Added the Espionage civilopedia entry - Construction automation rework - Espionage button cancels moving spy
2024-05-23Update to 4.11.14-patch1Thyrum
2024-05-21Update to 4.11.14Thyrum
Allow rulesets to forgo capital city indicators entirely! Default city for hexarealm does NOT have a question mark Added ruleset validation for preferred victory type By SomeTroglodyte: - Mod checker reports some problems with texture atlases or their source images - ImagePacker detects changed settings file - Make random conditionals depend on turn By tuvus: - Fixed gold ruin not displaying notification - AI worker build roads improvement
2024-05-16Update to 4.11.13Thyrum
Barbarian water units no longer pillage By SomeTroglodyte: - Console: tile setowner, civ removepolicy - Fix crash when a starting unit has a random conditional - Espionage icons By tuvus: - Espionage: Spies can be moved on map - Espionage: City state coup - AI doesn't settle very unfavorable locations
2024-05-14Update to 4.11.12Thyrum
By tuvus: - More espionage UI improvements - City state election rigging By SomeTroglodyte: - Fix 'Move a unit' tutorial isn't completed by moving via right-click - Fix 'Translating' wiki link Added the culture-refunding remove policy unique - By PLynx01 Corrected Coast yields to give 1 Food and 1 Gold - By Skekdog
2024-05-11Update to 4.11.11Thyrum
Nuclear weapon uniques accept conditionals By SomeTroglodyte: - Console: `civ addpolicy` - Resource Overview: Info on unavailable strategic and unimproved by allies - Spy UI improvements - Fix potential crash in console autocomplete
2024-05-04Update to 4.11.10Thyrum
By tuvus: - Add missing espionage uniques - Next turn button shows move spies notification icon - Added diplomatic repercussions for spying on a civ - Spy rank UI and fixes - Fixed city-state alliance join war notification Better 'hidden in civilopedia' logic - By SomeTroglodyte Added victoryType conditionals - By PLynx01
2024-04-29Update to 4.11.9Thyrum
Added 'checkfilter' console commands for city, tile, and unit, for easy mod checking Unit movement changes - should solve some edge-case problems 'Adjacent unit' conditional takes civilians into account Better UX for multiplayer game add & rename Fixed 'Open terrain' filter Better 'escort settler' logic Automation fixes - By tuvus
2024-04-25Update to 4.11.8Thyrum
Performance: Memory and CPU optimizations Civilian AI wandering avoids enemy melee units correctly Color lands by owner on max zoom out, for better overview MP Spectator can scroll entire map Resolved - Safeguard against uniques specifying non-existant promotions Fix: Android pause/resume cycle not working - By SomeTroglodyte
2024-04-24Update to 4.11.7-patch1Thyrum
2024-04-24Change java-environment -> java-runtimeThyrum
As pointed out by Gallifreyan on the aur package page, Unciv only really depends on the java runtime. Changing this dependency saves almost 300MB in space.
2024-04-23Update to 4.11.7Thyrum
By tuvus: - Declare War Reason - Autoplay can run on a different thread, to update game UI continuously By SomeTroglodyte: - Units with 'no sight' should still see their own tile - Modding: Validation for civilopediaText - Fix: Potential crash on new game after deleting a base ruleset mod - UX: Auto rename new capital in rare cases to prevent confusing notifications later
2024-04-21Update to 4.11.6Thyrum
Military unit capturing respects 'Uncapturable' unique By SomeTroglodyte: - Do not preselect custom map option and defer map file loading - Prettier Events - that now respect 'hidden from users' Fix Puppets building wonders - By SeventhM
2024-04-15Update to 4.11.5Thyrum
Better multiplayer game screen Solved some problems with resigning MP games Disallow creating 'multiplayer' games with only AI and spectator By SomeTroglodyte: - Fix Invest quest stays forever - Minor Scenarios UX improvements - Console autocompletion can display *all* possibilities
2024-04-11Update to 4.11.4Thyrum
Can nuke barbarians - By tuvus By SomeTroglodyte: - Two extension features for custom maps - Images for Escort Formation - Can click behind OptionPopup to close By SeventhM: - Allow policy removal unique to remove multiple policies - Fix personality being ignored for tile rankings in small cities
2024-04-10Update to 4.11.3Thyrum
Cannot trade with civs you're at war with through notification action Remove city-state construction bonuses from difficulty By tuvus: - Espionage Uniques, Buildings and Policy - Civs with spies in a foreign cities get some information By SomeTroglodyte: - Fix 'Connect road' through Mountains - 'New game' UI improvements Implement Same-majority-religion diplomatic modifier - By TommasoPetrolito (new contributor!) AI civilian units consider more triggerable uniques - By woo1127
2024-04-07Update to 4.11.2Thyrum
Mod checker warns against deprecated conditionals Resolved edge-case crashes Added triggerable unique to remove policy - By woo1127 By SomeTroglodyte: - Work boat construction automation tweaks - Fix new game screen mod selection By SeventhM: - Fix softlock for spectator with free policies - Allow Civilian units to promote
2024-04-04Update to 4.11.1Thyrum
Performance improvements By SomeTroglodyte: - Improve diplomatic vote result screen By tuvus: - Water units can enter lakes-near-cities - Workboats improve resources outside of city work range By SeventhM: - Allow AI to consider building stats more accurately - Allow for replacement improvements Add configurable natural wonder discovery stat bonuses - By PLynx01
2024-04-01Update to 4.11.0Thyrum
Hide battle table after attack if we can move, but not attack again Maps with mods change mods visible on new game screen accordingly Barbarian units always placed next to encampment, so they don't 'jump over' tiles they can't enter to the other side Remove mod blacklist - By SeventhM UI Tips article additions - By Ouaz Add UnitActionModifier for Stockpile Cost - By itanasi Countable comparison conditional uniques - By PLynx01 fix misimplemented Dromon - By ravignir
2024-03-25Update to 4.10.22Thyrum
Policy tables no longer repeat on some height/width configurations Discard all pending trade requests on both sides when war is declared Memory performance improvements Personalities.json no longer precludes generating translations Fix loop when AI is trying to remove an improvement with the same name as a terrain feature - By SeventhM Fixed uniques of marble - By woo1127
2024-03-19Update to 4.10.21Thyrum
Fixed ruleset-dependant building filter activating *when initializing ruleset* Fixed endless loop when unit tries to reach a tile it can pillage, but can't Fixed rare crash on city-state diplomatic relationship update Fix loop when improvement is unbuildable and removements feature - By SeventhM
2024-03-17Update to 4.10.20Thyrum
Modded units can construct improvements on impassible tiles By woo1127: - Added multi filter support for BuildingFilter - Fixed error message of ConditionalBuilding Better tundra color - By Caballero-Arepa Allow improvements that don't need feature removal to be built on features - By SeventhM
2024-03-15Update to 4.10.19Thyrum
Fixed group natural wonders only spawning in single tile Fixed crash entering trade from overview on other player's turn Fix visual bug in event when more than one trigger is activated by a choice Workers cannot repair improvements in enemy territory, thus avoiding repair-pillage exploit Modding: Zero-cost constructions no longer cause automation crash Melee Escort Attacking Fix - By tuvus New UnitActionModifiers to enable Stats and Minimum Movement - By itanasi
2024-03-14Update to 4.10.18Thyrum
Performance improvements! Religious victory no longer causes crash Worker automation takes city focus and civ personality into account evaluating stats Free buildings granted properly when era-free cities also granted 'Connect road' unit action doesn't build on unbuildable tiles Allow resources from follower beliefs - By SeventhM Add 'upon entering a new era' trigger - By PLynx01 CanOnlyBeBuilt is its own conditional-friendly unique - By itanasi