Age | Commit message (Collapse) | Author |
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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
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Added Events, moddable choices for triggering uniques!
By tuvus:
- Fixed swapping a unit with a unit that is escorting
- Next turn button reactivates after closing a popup menu
River terraform - By SomeTroglodyte
New language - Norwegian - by Floxudoxu
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Allow multifilter uniques to count for filtering
By tuvus:
- Skip next unit button (right-click option)
- Better Unit Actions Sorting
By SomeTroglodyte:
- City filters for cities in resistance and being razed
- Competition quests in progress display tied leaders (and your place if you're behind)
AI consider production bonuses when building - By SeventhM
Added ConditionalWhenBetweenStatResource unique - By woo1127 (new contributor!)
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Changed tech trigger to accept tech filters
By SomeTroglodyte:
- Improve DiplomacyScreen UX (nation icons) on cramped screens
- Move DiplomacyScreen close button to top right
- Validation warning Suppression as Unique or modifier
- UI: Fix options popup 'spilling' in cramped screen conditions
Allow city state uniques for nation descriptions - By SeventhM
Add MovedToNewCapital buiding unique - By PLynx01
Better military unit retreat - By tuvus
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AI tile evaluation considers Faith
Civ-wide uniques for city-wide resources
Added 'city addbuilding', 'city removebuilding' console commands
Add unique to conditionally control construction costs
Added conditional for exact amount of population in a city
Mod checker:
- Unique conditional corrections, and better correction
- Limit tech column building/wonder costs warnings to when required
Unit upgrade menu can scroll - By SomeTroglodyte
Military unit healing improvement - By tuvus
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Add AI for land-based nuke units
Keep opened mods open and at top of list when reloading mods in 'locate mod errors' tab
above/below HP conditionals work outside of combat
update uniques upon taking damage and other situations
By SomeTroglodyte:
- New notifications bell icon with actual count
- Fix TabbedPager geometry - the cell for the close button needs to be ignored in the rest of the Table!
Added ConditionalAboveHappiness unique - By PLynx01
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Terraform unique triggerable from improvements
By SomeTroglodyte:
- Right-click/longpress for World screen city buttons
- Fix some uses of 'hidden from users' modifer
- Fix fortified units upgraded to unfortifyable ones keeping fortification
- Empire Overview Screen closing now with same UX as Civilopedia
Added unit escorting formation! - By tuvus
Allow conditional timed triggers for unit actions &c - By SeventhM
Allow Barbarians to make set-up ranged units - By SpacedOutChicken
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Terraforming unique! 'Turn this tile into a [terrainName] tile'
Fix timed uniques without other conditionals
Only allow a trigger-based unit action if actionable
By SomeTroglodyte:
- Conditional 'While Researching'
- External links: Right-click and some housecleaning
- Fix Maya 'Long Count' unlock translations
By SeventhM:
- Fix victory focus being ignored
- Add unique for Personality to avoid building object
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By SomeTroglodyte:
- Great Person Point breakdown UI in city
- Fix creating odd-width rectangular no-wrap maps
By SeventhM:
- Allow barb camps to function after giving ruins effects
- Conditional for building in amount of cities
AutoAssign Population with Food Converts to Production - By itanasi
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Allow lower-case 'all' for all filters
Initial Civ Personality implementation - By SeventhM
By SomeTroglodyte:
- Autoplay menu cleanup
- Key binding categories properly sorted in options popup
By tuvus:
- Workers wake up on tile expansion
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Fixed unhappiness effect when at 0 happiness
All BaseUnit uniques, e.g. Never appears as a Barbarian unit, Limited to [amount] per Civilization, can be placed on unit type
By SeventhM:
- Add unique for increasing price every time it's built
- Fix mistakes with unavailable unique
By SomeTroglodyte:
- Fix Capture when a teleport was necessary
- Tweak Overview Politics Diagram for a defeated player
- Patch AlertPopup to correctly close when it cannot find a required asset
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Allow city filters to be multifilters and not throw ruleset errors
Korean science boost only applies for buildings *in capital*
By SeventhM:
- Avoid crash from city combantants with combatant conditional
- Split Strat Balance and Legend Start into their own checkboxes
ThreatManager improvement - By tuvus
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Fixed crash due to ranged unit trying to capture civilian but being unable to reach the tile
Added unit conditional support to pillage yield uniques
Policy picker colors are moddable - By SomeTroglodyte
Players can't move spies when it is not their turn - By tuvus
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Added 'copy to clipboard' button on map errors so we can debug them
Happiness building performance improvement
By SeventhM:
- Add additional cityFilters
- Fix gain stat modifier by speed unique action text
By SomeTroglodyte:
- RulesetValidator: Raise severity for untyped uniques with parameters
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Modding:
- New tileFilter `your`, for tiles belonging directly to you
- Mods can use the Hills and mountains distribution uniques on Land or Feature terrains
By SomeTroglodyte:
- World screen resize delayed
- Unit actions dynamic paging
- Minor Mod manager fix, lints and dox
By tuvus:
- Workers now build forts
- Worker automation option fix
- Ranged units capture civilian
- Spectators can now see selected civ city-state influence bars
Unify unit and civ triggers - By SeventhM
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Modding:
- Add 'Unavailable' unique (counterpart to Only Available)
- Unified resource generation checks to include all uniques always
- 'not shown on world screen' unique accepts civ conditionals
- Added adjacency conditionals
- CityCombatant.matchesFilter contains multifilter and civ filter
By tuvus:
- Air unit automation improvement
- Espionage automation
By SeventhM:
- Fix errors when starting games as Maya
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By SeventhM:
- Fix Spectator stats when viewing another civ
- Allow units to upgrade to more than one unit
- Fix problems with stats from tiles and improvements
By SomeTroglodyte:
- A Conditional checking for a Building globally
- Unit actions 'paging' for smaller screens
- Fix RequiresBuildingInSomeCities not being displayed in city constructions as rejection reason
Improved Spectator selected Civ coloring - By tuvus
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'cities auto-bombard at end of turn' is a user option
Improved Console autocomplete - By SomeTroglodyte
By tuvus:
- AI worker road priority rework
- Spectators can see the diplomacy screen of the civ that they have selected
- Checking if a tile is in work range now checks all cities
Assume the relevant city for triggered uniques - By SeventhM
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Natural wonders no longer spawn next to start locations
Automated spectator in multiplayer takes no actions
Added console commands to remove roads, change city name
By SomeTroglodyte:
- The console key is now bindable
- Allow map editor to generate smaller than 'tiny' Pangaea maps
By SeventhM:
- Treat all timed uniques as functioning as always true regardless of conditionals
- Fix conditionals being ignored for some triggers
Increase AI workers - By tuvus
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Modding:
- 'Cannot be traded' unique accepts Civ conditionals
- Allow comment uniques on follower beliefs
By tuvus:
- Spectators receive era notifications again
- Fixed AI Worker feature removal
By SomeTroglodyte:
- Fix Paradrop crossing World-wrap seam
- ModManagementScreen gets a loading indicator
Add modified nation descriptions - By Ouaz
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Performance improvements for movement and ruleset validation
Added unique MayBuyConstructionsInPuppets - By rpolitex
Polynesia can immediately embark on turn zero - By SeventhM
Fix NullPointerException on founding a pantheon - By dHannasch
Fixed AutoPlay not working after victory - By tuvus
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Experimental pathfinding - activate in Options > Gameplay > Experimental movement
Console: autocomplete ALL THE THINGS!
By SeventhM:
- Allow mapUnitFilter to use CivFilter
- Add terrain filters for resources, any terrain, or 'improved'
- Fix 'infinite Great Generals' bug
Spectator receives diplomatic notifications again - By tuvus
Download mod releases or any mod zip - By SomeTroglodyte
Add <every [positiveAmount] turns> Conditional - By PLynx01
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Console: civ/city names better matching
By SeventhM:
- Change the icons from some units/buildings
- Add unique to allow for generalized great generals
Show carried production from mid-turn obsoleted units - By soggerr
By tuvus:
- Fixed crash when a worker tries to build a cached improvement it can't build
- Fixed crash evaluating alliance with unmet city-state
By SomeTroglodyte:
- City-stationed unit icons get circular touchable area
set minimum max coast extension to 1 - By remdu
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Added Tile Breakdown table, accessible by clicking on the stats in tile info table
Solved rare pillage-related crash
Added smoothing to vector images
Console:
- Add activatetrigger command for civ!
- Allow '-delimited strings
'capture all capitals' victory accepts defeat of civs that did not found capitals
Map editor generation steps don't add multiple terrain features of the same type
Worker remove feature far away from cities fix - By tuvus
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Fixed Scenario crashes
Updating server URL allows checking connection immediately
New Citizen Focus Options - by Itanasi
By tuvus:
- Worker AI short distance priority fix
- AI focuses city-state gold gifting
By SeventhM:
- Spawn multiple great people if eligible
- Initial Great Writer functionality
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Religion button respects unique 'hidden from users' modifier
Trigger 'capture city' as a unit trigger
By tuvus:
- Worker AI Rework
- AI doesn't counteroffer and request a treaty on the same turn
- Civs now have a 50% chance of picking their favored religion
By SeventhM:
- Fix stat on tile uniques doubling on improvement tiles
- Avoid crash if 'Only available' unique in policy branch has 2 or more params
- Allow for improvement removal 'improvements'
Randomize seed checkbox - By remdu
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Added experimental scenarios!
Fixed Android status bar not disappearing ('immersion mode')
Console: added 'set player type' command, for scenario setup
Fix ShadowedLabel - By SomeTroglodyte
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Fixed tech dependency related crash
Unit by default not selected on turn start
Added 'upon turn end' trigger
By SomeTroglodyte:
- City-state bonuses respect 'hidden from users' modifier
- (UI) Politics overview diagram: Add legend popup
By tuvus:
- Added AutoPlay until end setting
- if all players are defeated, one player will be processed
Enable Domination to Capture All Capitals - By itanasi
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Add remove unit promotion unique - By PLynx01
Fix key bindings in edge case - By SomeTroglodyte
By remdu:
- Coast spread algorithm
- don'y initialize with non naturally generated terrain
Stop movement on Path Blocked - By itanasi
Only units that build roads have connect roads automation. - By willjallen
By SeventhM:
- Fix Great Scientist calculation
- Show stat percent differences in replacement building
Don't list Unique requiring a tech in the Civilopedia for that tech - By dHannasch
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Finally deprecated old religion uniques
By SeventhM:
- Avoid crash in mod checker for mods with undefined tech requirements
- Fix stats from tileFilter unique not working on improvements
- Add damage dealing unit trigger
- Fix not getting unique unit from tile based free unit trigger (For real this time)
By soggerr:
- Show average damage in battle calculations
- Allow battle calculations when not your turn
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Add new map types - By remdu
Avoid ANRs when users select mods that take above 500ms to run checks on
Add warning when buying a religious unit not of your religion - By WhoIsJohannes
Allow arbitrary victory types for AI policy picking - By SeventhM
By SomeTroglodyte:
- Civilopedia key bindings
- Great Person Points - Rounding changes, Breakdown UI
- Fix ended Leader Voice not cleared and resumed on un-pause
Fix 'Sleep Until Healed' action missing - By soggerr
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Allow city conditionals on units to upgrade to
Captured military units trigger a notification for the target civ
Fixed city-state type coloring
'Can instantly construct a [improvementFilter] improvement' works with improvementFilter
Allow conditionals for trigger-type unit actions - By SeventhM
Fix connect road button when auto unit cycle turned on - By willjallen
Add resource support to stat gamespeed conditional - By PLynx01
Better Frigate and Ship of the Line sound - By tuvus
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Connect roads automation - By willjallen
Fix not getting unique unit from tile based free unit trigger - By SeventhM
By Ouaz:
- Fix Carthage civilopedia article
- Add 'UI tips' civilopedia article
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Start turn with unit selected
Add trigger from building improvements and trigger conditional for building improvements - By SeventhM
Preparation for multiple required uniques per ruleset object - By dHannasch
Fixed trading with city-state through notifications - By tuvus
Mention the Railroad production bonus in the Civilopedia - By Caballero-Arepa
By SomeTroglodyte:
- Notification for 'Policy branch unlocked' clickable
- Dev Console: Linting + add Stat
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Stats from followers unique fixed
City-state units work with 'get era' function
Ruleset validation for negative-weight ruin rewards
By SomeTroglodyte:
- Fix crash for trade notifications as Spectator / waiting for player
- Fix Unit rename popup offering up the icon
Solved worker automation crash - By willjallen
By SeventhM:
- Add 'Unable to pillage tiles' unique
- Fix objects being purchable with a blocking conditional
Stats per Stat unique - By PLynx01
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Cities you haven't bombarded with will auto-bombard at turn end
Defeated (no units/cities) hotseat multiplayer no longer appears for turns ('player X ready')
Console: Nicer available command display
By willjallen:
- Add tech queuing on right-click / doubleclick
By tuvus:
- Initial AutoPlay implementation
- Fixed exploration for automated units
By SomeTroglodyte:
- Wesnoth map import polished up
- City sounds again
Fix founding cities removing city center tile improvement - By SeventhM
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Console:
- Added set/remove tile improvement
- Show available commands on empty command
- Added add/remove for cities
By SomeTroglodyte:
- Fix OpenAL error Windows Events after application ends
- Tweak Language Pickers to scroll the selected one into view when appropriate, and allow selection with letter keys
- Modding: 'Comment' unique
- Snappier sounds
- Fix City ambient sounds
Get distance to nearest enemy rework - By tuvus
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Initial scenario/dev console!
By SomeTroglodyte:
- Map overlay toggle buttons rework
- Add a map import tool able to read 'Battle for Wesnoth' maps
Fix free buildings triggering from conditionals in incorrect places - By SeventhM
Add a setting to forbid closing popups by clicking behind them - By karmaBonfire
[Translation] Add back 'general' unit types - By Ouaz
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City centers don't provide resources you don't have tech to extract
AI: Settlers no longer stuck in endless loops
modding: Fixed certain unit uniques with tile conditionals
AI clears inquisitors from city centers to make way for spaceship units
Add the SellBuilding Unique - By PLynx01
Add 'gain stat by game speed' and 'improvement speed with filter' uniques - By SeventhM
Add a TriggerUponDiscoveringTile unique - By karmaBonfire
Support for Leader voices - By SomeTroglodyte
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