Age | Commit message (Collapse) | Author |
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Force rankings doesn't evaluate all unit conditionals as multiplicative
Handle mods removing techs, adding/removing eras
Post-battle movement doesn't occur if during the battle the unit lost movement points
conditionals in event choices work again
AI updates - By EmperorPinguin
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AI spy city selection greatly improved
Changing mods while images load no longer displays multiple images on the last mod
Removed city-state icons for cities in unit overview
Replacement improvements also provide resources that require the original improvement
Only heal on current tile if it's not a dangerous tile
Fixed several problems with improvement-creating buildings
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Allow AI to move-and-settle
AI: declare less war against humans on higher difficulties - By EmperorPinguin
Harden new game screen against bad scenarios - By SomeTroglodyte
By RobLoach:
- Add Victory Type for Brave New World
- Civilopedia: Add Victory Types
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By EmperorPinguin:
- AI: build more workers
- AI: Better settler automation
Fix combat conditionals not working correctly - By SeventhM
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Fixed spy surveillance progressing tech stealing when no techs are available to steal
Bugfix: Building 'improvement to create' no longer cached across rulesets
Fixed city states getting all techs when only 1 major civ remains
Many small automation improvements - By EmperorPinguin
'Upon entering war' uniques - By PLynx01
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Fix Ancient Ruin benefit on higher difficulties - By RobLoach
Multiplayer: Only bring forth `AuthPopup` if server explicitly returns `401` - By touhidurrr
Modding: 'can settle' unique able accept tile filters for water and impassible tiles - By Emandac
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Fix crash when opening victory screen on the first turn
modding: Add misspelling corrections to unique parameters in mod checker
By SomeTroglodyte:
- Fix unit icon disappearing on right-click of unit's tile
- Fix autoplay+tutorials softlock
By EmperorPinguin:
- AI: exclude great general from escort logic
- AI: better utilization of promoted units
- AI: lower threshold for minimum acceptable newcity tile
Add unit action icons for triggerables - By RobLoach
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Remove irrelevant counteroffer notifications when the trade request is invalid
By EmperorPinguin:
- AI: better explore logic
- AI: reduce food weight for small cities
- AI: able to choose instant heal promotions
- AI: don't annex cities if it causes severe unhappiness
Add 'on [difficulty] or higher' conditional - By RobLoach
By metablaster:
- Show religion display name when enhancement is made
- Fix embassy trade offer crashes
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By EmperorPinguin:
- Perf: remove AI personality for citizen assignment
- AI: Update city construction evaluation of buildings + workboats
- Bugfix: Update WorkerAutomation.kt
By SomeTroglodyte:
- Minor UI fix: Don't display the WLTK fireworks over the detailed stats popup
- Enable the 'triggers global alert' unique for most uniques
Civilopedia: Add Revealed By on Tile Resource screen - By RobLoach
Multiplayer Chat Support - By touhidurrr
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By metablaster:
- Implementation for establishing embassies in diplomacy
- Fix for AI civilian unit escape from threat
- Fixed event names not being autotranslatable in mods
Hide icon for city in religion overview
Got rid of fake Github error messages when attempting to download mod preview images
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Better way to brighten colors - By touhidurrr
By metablaster:
- Fix AI civilian unit not escaping enemy
- Fix translation for an unknown civilization
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By metablaster:
- Nukes don't require line of sight to hit target tile
- Display city defense and health in cities overview tab
- Get notification when pantheon, religion or religion enhancement is made by other civ
Add 'upon entering combat trigger' - By SeventhM
By SomeTroglodyte:
- Workaround for 'Mod has no graphics for configured tilesets' false positive
- No environment checks in Gradle project configs
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AI: swap spaceship parts into capital - By EmperorPinguin
Allow proposing peace between warring civs in trade window - By metablaster
Unique: `May Paradrop to [tileFilter] tiles up to [positiveAmount] tiles away` - By RobLoach
Added missing demand translations
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Added global tiles countable - By PhiRite
By RobLoach:
- Vanilla, G&K: Fix Samurai ability to build Fishing Boats
- Add unit state for tile improvement conditionals
By SomeTroglodyte:
- Changing gold trade amounts using buttons reflected in popup UI
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Fixed ancient ruins spawning
Possilby fixed Android dev console - requires testing
Fixed Happiness being found as a global stat
Unique builder - trigger conditionals are not a superset of global uniques
Added 'Unowned' terrainFilter
By SomeTroglodyte:
- Parse localized numbers correctly
- Better Validation of Nation colors
By RobLoach:
- When capturing settlers, fix finding the Worker units with conditionals
- Add ability to remove policies with ModOptions
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CPU performance improvements
Fixed dev console requiring scrolling on small UI settings
By SomeTroglodyte:
- Fix console `tile find` for quoted input or filters, requiring correct uppercase
- Fix mod checker not offering to auto-update Uniques for extension mods
- Speed and Difficulty uniques treated as part of GlobalUniques
Make Machu Picchu and Neuschwanstein need a non-Natural Wonder mountain - By SpacedOutChicken
Fix display for mod names with dashes in them - By RobLoach
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AI considers tile damage when deciding on which tile to heal on
Fixed building maintenance unique
By SomeTroglodyte:
- Improve ModChecker UI
- Allow mods with no global uniques, no ruins or no difficulties file
AI: better handling of improvement-buildings - By EmperorPinguin
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AI performance optimization
By RobLoach:
- Fix number popup with commas in the number
- Add `Gain control over [positiveAmount] tiles [cityFilter]` Triggerable
AI: update getStatDifferenceFromBuilding - By EmperorPinguin
Improve ruleset validator - By SomeTroglodyte
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Sprites do not change to base color when moving
Barbarian workers no longer construct improvements
modding: Allowed stat reserve to get happiness
console: Can set game turn
modding validation: Catch empty altases.json file
Add `[relativeAmount]% [resourceFilter] resource production` Unique - By RobLoach
Refactor RulesetValidator into two files - By SomeTroglodyte
Fix broken chart in victory status - By metablaster
Edge restructure update - By hackedpassword
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Increased font size so it looks less blurry on large screens
'connect road' works when railroads don't exist in the ruleset
'connect road' acknowledges availability uniques on road/railroad
Simplified requirements for adding a new demand
By EmperorPinguin:
- Autoplay: don't assign citizens according to AI Personality
- AI: remove thingsToFocusOnForVictory
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By metablaster:
- update missing world screen image annotation
- Table and colors for diplomatic relations between human players in diplomacy screen.
- Fix automated units not auto upgrading when enabled
- Fix broken translations
By RobLoach:
- Allow using `[relativeAmount]% Gold from Great Merchant trade missions` on units
- Fix Civilopedia 'required Building' links for Wonders
'Stacked with unit' conditional unique - By PLynx01
Hexarealm edge tiles restructuring - by hackedpassword
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Fixed Gold being translated in trade offer with peace treaty
By metablaster:
- Improved diagram colors in global politics
- Fix crash for automated Fighter units
- Fix automated long range units not heading to enemy city
modding: Show status page for civilian units - By SomeTroglodyte
Add 'don't spy on us' has a demand - By Emandac
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Don't spawn prophet in holy city if it's been taken over
City location ranking takes modded city work range into account
Modding: Avoid crashes from 'free buildings that no longer apply once they're in the city / change which buildings are free'
City stats table immediately scrollable again, AND scrollable all the way to the end
By RobLoach:
- Add unique `denounced` quotes
- Mods can add voiceovers for start intros
Fix showing negative mod download progress - By SomeTroglodyte
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Disabled android-specific behaviour of text fields since it's broken currently :|
Fixed city screen buildings panel not fully scrollable
Only add mod search textboxes if there are at least 10 mods (cleaner UI)
uniques: Add a 'not constructed by anybody' conditional unique - By RobLoach
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AI: Don't choose one-time-action promotions
Display city-state bonuses per relationship level
Conditional city-state bonuses colored green only when conditional applies
By RobLoach:
- Add ability to remove entire policy branches
- Gods & Kings: Great Generals cannot enter a golden age
Netherlands trade bugfix - By EmperorPinguin
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Unit triggerables with triggers, no longer trigger on new units
Clicking on statuses opens promotion screen
AI:
- City states disband great prophets
- Don't offer peace when we're just about to take a city
Multiplayer:
- Better, less buggy resign/skip
Modding:
- Fix global unique validation
- Validation catches 'global triggers attached to unit triggerables', which will have no effect
By SomeTroglodyte:
- Fix Resources Overview to work as intended
- Add an 'XP' column to Units Overview
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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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