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3 daysUpdate to 4.14.14Thyrum
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
6 daysUpdate to 4.14.13-patch1Thyrum
7 daysUpdate to 4.14.13Thyrum
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
9 daysUpdate to 4.14.12-patch2Thyrum
9 daysUpdate to 4.14.12-patch1Thyrum
10 daysUpdate to 4.14.12Thyrum
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
2024-11-27Update to 4.14.11Thyrum
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
2024-11-26Update to 4.14.10Thyrum
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
2024-11-21Update to 4.14.9Thyrum
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
2024-11-19Update to 4.14.8Thyrum
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
2024-11-17Update to 4.14.7Thyrum
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
2024-11-14Update to 4.14.6-patch1Thyrum
2024-11-13Update to 4.14.6Thyrum
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
2024-11-11Update to 4.14.5-patch1Thyrum
2024-11-10Update to 4.14.5Thyrum
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
2024-11-06Update to 4.14.4Thyrum
Memory optimizations AI: Use Great Artists for Golden Ages modding: Added 'on [difficulty] difficulty' conditional Avoid Growth and Food Ranking Improvements - By itanasi
2024-11-02Update to 4.14.3Thyrum
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
2024-10-31Update to 4.14.2-patch1Thyrum
2024-10-31Update to 4.14.2Thyrum
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
2024-10-28Update to 4.14.1Thyrum
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
2024-10-24Update to 4.14.0Thyrum
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
2024-10-21Update to 4.13.19Thyrum
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
2024-10-20Update to 4.13.18Thyrum
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
2024-10-15Update to 4.13.17Thyrum
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
2024-10-13Update to 4.13.16Thyrum
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
2024-10-10Update to 4.13.15Thyrum
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
2024-10-06Update to 4.13.14Thyrum
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
2024-09-29Update to 4.13.13Thyrum
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
2024-09-28Update to 4.13.12Thyrum
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
2024-09-25Update to 4.13.11Thyrum
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
2024-09-21Update to 4.13.10Thyrum
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
2024-09-17Update to 4.13.9-patch1Thyrum
2024-09-17Update to 4.13.9Thyrum
Significant memory improvements - should allow for much larger maps on memory-constrained devices! CPU performance improvements Solved rare automation crashes with escorted units
2024-09-15Update to 4.13.8-patch1Thyrum
2024-09-15Update to 4.13.8Thyrum
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
2024-09-15Update to 4.13.7-patch1Thyrum
2024-09-12Update to 4.13.7Thyrum
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
2024-09-07Update to 4.13.6Thyrum
Performance improvements! AI prioritizes unit upgrades over purchasing new constructions Units are not added to cities in resistance if non-resistant cities are available
2024-09-05Update to 4.13.5Thyrum
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
2024-09-01Update to 4.13.4Thyrum
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
2024-08-27Update to 4.13.3Thyrum
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
2024-08-24Update to 4.13.2Thyrum
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
2024-08-21Update to 4.13.1Thyrum
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
2024-08-18Update to 4.13.0-patch1Thyrum
2024-08-17Update to 4.13.0-gpThyrum
2024-08-17Update to 4.13.0Thyrum
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
2024-08-14Update to 4.12.19Thyrum
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
2024-08-09Update to 4.12.18-patch1Thyrum
2024-08-08Update to 4.12.18Thyrum
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
2024-08-06Update to 4.12.17Thyrum
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