Age | Commit message (Collapse) | Author |
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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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AI: Better rules to not build unit-carrying units
Units that can withdraw before melee do not do so when escorting civilian units
Modding:
- Filtering uniques are also checked for in unit types
- Added 'if [modFilter] is not enabled' conditional
UI: Free tech pickable in any way you enter the tech screen
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Fixed spies stealing multiple tech steals in one turn
Resolved new game ANRs in a better way
AI:
- Keep 'don't spread religion' promises better
- Greatly discourage attacking stronger enemies
Modding:
- Added 'Remaining [civFilter] Civilizations' as countable value
- Conditional phrasing: 'for [civFilter]' -> 'for [civFilter] Civilizations'
- Resolved badly configured ruins causing crashes
- Added 'City-State' as value for nationFilter
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Ruleset validation for personalities with victory types not present in ruleset
Added mod download percentage tracking
Adjacent tiles updated when tile in changed in map editor, to update relevant edge tile images
Remove '-0 HP' from city attack notifications
Improve AI city settling, science game, and belief picking - By EmperorPinguin
Add two population-related conditional uniques - By PLynx01
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Minimized MP game update IO by ignoring games older than 2 weeks for 'update all'
Resolved ANRs when pausing game due to game clone time
Resolved ANRs when starting a new game (checking for multuplayer server connection)
Protect terrainImage against incorrectly configured mods (natural wonder turnsInto is not in ruleset)
Resolved race-condition error for loading terrain icons
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Cannot have 2 research agreements at once due to counteroffers
Modding: Added 'upon losing/gaining the [promotion] status' unit triggers
Mod branch parsing (downloading from user input url) can now handle branch names containing '/'
Fixed 'Top' edge tiles not showing - kudos @legacymtgsalvationuser69544
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Better AI evaluation for 'win the game' buildings
Modding:
- Trigger uniques from religious beliefs activate correctly
- Added 'removing the [promotion] promotion/status' unit action modifier
- Added 'upon gaining/losing [promotionName] promotion' unit trigger uniques
- Allow comment uniques and timed uniques in event choices
Re-activate Thai language, now with diacritic support
Improve AI tech and policy choices - By EmperorPinguin
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Tilesets: Added edge tile images!
Great prophets bought in city with different religion do not get incorrect warning popup
Getting all resources does not eliminate WLTK day
modding: Added validations for 'replaces' being set when 'uniqueTo' is not (units/buildings/improvements)
Invalid MP games cannot be 'joined'
Changing rulesets in new game screen no longer leads to fake error warnings
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Significant memory improvements - should allow for much larger maps on memory-constrained devices!
CPU performance improvements
Solved rare automation crashes with escorted units
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Allowed starting Scenarios, including Multiplayer, through the 'New Game' screen! :D
WLTK + continuous rendering no longer cause city tiles to be dimmed
Fixed Scenario mods being undownloadable and needing to restart game to access Scenario picker
Added Barbarian Musketman and Worker variants for AbsoluteUnits
Images are restored to ruleset correctly when resuming open game screen
BNW unit sprites for HexaRealm - By GeneralWadaling
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Performance improvements!
Added Barbarian image variants for AbsoluteUnits by Pelo
AI is displeased when you become the new ally of a city-state it was the ally of
kick/skip turn in mutliplayer only active if the game contains the current player ID
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Performance improvements!
AI prioritizes unit upgrades over purchasing new constructions
Units are not added to cities in resistance if non-resistant cities are available
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Modding:
- Make event choices ruleset objects, with standard 'uniques' field
- Added 'AI choice weight' for event choices, techs, policies and promotions
Moved screen orientation setting from advanced tab to display tab
Performance: only trigger population reassignment on new buildings when it really changes something
Better stat-related checks for buildings in cities
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Don't allow constructing stockpiled-resource-requiring constructions when lacking the resources
Consume stockpiled resources when purchasing constructions that require them
Don't show 'ok' ruleset validations when starting a new game
Set 'auto assign city production' to false for new players
Automated units retreat from Barbarians when not at war - By EmperorPinguin
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Fixed 'conquer city' automation crash
Minor memory performance improvements
Natural wonders uniques generalized to work for terrain feature as well
Prep work for unit-based Events :)
Dev console displays enum options correctly when given incorrect options
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Removed 'continuous rendering' setting, should always be false since Actions 'override' this and all our animations use Actions
Resolved - City overview updates when entering a city via it, changing info, and exiting
Fixed 'don't settle cities' demand button triggering 'stop spreading religion' demand as well
Modding: 'Costs [amount] [stockpiledResource]' construction accepts conditionals
test: Added test to ensure stockpiled resources are consumed when starting work on 'Costs [amount] [stockpiledResource]' construction
Skipping turns for a game now correctly updates the MP screen
Added '[unitTriggerTarget] is destroyed' unit triggerable
Added 'upon damaging a [mapUnitFilter] unit' which can trigger a unique on the *enemy* unit!
All unit trigger uniques start with a targetting parameter
AI worker improvements - By EmperorPinguin
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Unit statuses, which are temporary promotions!
- Can be applied with 'This Unit gains the [promotion] status for [positiveAmount] turn(s)'
- Can be removed with 'This Unit loses the [promotion] status'
When selecting a unit, show only arrows relevant to selected unit
Better AI conquering of cities
Allowed specifying custom colors for unit promotions
'ok' warnings now colored in 'accept mod errors' popup
Discourage spreading religion by AI to civs they've promised to not do so
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Revert 'perf: Compute 'missing from minimum' stats only when necessary'
perf: Compute 'missing from minimum' stats only when necessary
Fixed Civilopedia not showing non-unique buildings and units on techs
UI: Show terrain icons in text
UI: Fade in newly-explored tiles
Improvement uniqueTo can apply to civ *filters*
Unit uniqueTo can apply to civ *filters*
Building uniqueTo can apply to civ *filters*
Fixed tests
Added 'don't spread religion to us' demand
Hopefully fixed commit parsing
AI changes - By EmperorPinguin
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Multiplayer: Add button to skip current player after 24h inactivity
Strategic balance applies only to major civs, as per Civ V
Automated settlers take conditionals on settling locations into account
Modding: Added ruleset validation that 2 policies in the same branch do not have the same position
'Land to water' natural wonders do not cause ruins on water tiles
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Reduced (uncompressed) save file size by 15%, with 15% pending later versions
Multiplayer improvements:
- Add descriptor (you/friend name/unknown) to current player
- Auto-download missing mods when joining multiplayer game
- Can force-resign any human, if 'admin' spectator or player is inactive for 48h
- Disable resign button on games where it's not your turn
Fixed city console rename to set exact text (not quoted/lowercased)
Conditional that tests if a mod is enabled - by @SomeTroglodyte
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Modding:
- More unit uniques applicable globally
- Recognize Tutorials.json file in ruleset validation
'Unavailable' promotions are unavailable in UI as well
Can go to war with no warmongering penalties if allied or protected city-states have been attacked
City states no longer gift units that push us over resource limits
Allow unitset and tileset overrides for base ruleset mods
Enhance modding freedom for Natural Wonders - By SomeTroglodyte
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