Age | Commit message (Collapse) | Author |
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New online multiplayer no longer stuck when first player is human spectator
Modding:
- Replaced old religion style actions! Paves the way for unit action generalization
- Mod checker displays *all* unknown uniques
By SomeTroglodyte:
- Pedia pixel units
- Fix top bar layout
- City overview restore fixed header
Apply conditionals for free buildings to the destination city instead of the originating city - By SeventhM
Test city conquest functions - By Framonti
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performance:
- Faster ruleset validation
- Faster ruleset loading
modding: Added json schemas for autocomplete and error detection
By tuvus:
- AI Open Borders Offer fix
- Fix Nuke Notification
Fix City construction context menu changing Puppets - By SomeTroglodyte
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Reload images when downloading or removing a mod
Better mod compatibility autochanges (remove removed units/improvements correctly)
By tuvus:
- Added 'civ returned worker' notification
- Liberating civ grants open borders
By SomeTroglodyte:
- Reorganized World Screen Top Bar in small screens
- Allow Space Key to close 'Player Ready' screen (hotseat)
Added tests for most nuke functionalities - By Framonti
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Mod checker accepts era for unit type
AI Declaration of Friendship rework - By tuvus
By SomeTroglodyte:
- A 'Status' column for City Overview
- Fix maximum window bounds for zoomed-in displays
- Generic Widget/Provider framework for sortable grids
Remove Faith bonus from Vanilla Siam - By SpacedOutChicken
Unit tests for Battle.kt - By Framonti
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Removed double notifications and processing of treaties when traded - By tuvus
By SomeTroglodyte:
- Global Constructions Blacklist
- Prevent selling free buildings
- Defense against Circular upgrade paths in mods
Modding: 'Receive free [unit] when you discover [tech]' deprecation start - replaced 'Free [unit] appears <upon discovering [tech]>'
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By SeventhM:
- Fix unique Great Prophets not having the correct cost when buying at an increasing cost
- Fix free units with a build limit not spawning
- Fix AI getting stuck when it can't promote with enough xp
Allow the Space key to close Alert popups with no actual choice - By SomeTroglodyte
By tuvus:
- Fixed politics tab not showing defensive pacts
- Defensive pact Tests
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Allow unique parameters to contain square brackets
Library updates for performance and stability
Targetting refactor - By Framonti
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performance: Don't autoupdate stale multiplayer games (more than a week old)
Buildings missing from ruleset are removed from loaded games *properly*
By SomeTroglodyte:
- Fix Map Editor double map holders after ruleset change
- Improve "does this unit found cities" check
- Fix Gdx not forced to UTF-8 when saving a game
Defensive pact notification fix - By tuvus
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Fixed AI attack targetting - By tuvus
By SeventhM:
- Add unique for a promotion to be free
- Fix cities getting the resource list of other cities
Fix ChangesTerrain unique for base terrains - By SomeTroglodyte
Units teleport away from city center when liberating
Icons are not added to selection boxes
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By SomeTroglodyte:
- Civilopedia Search
- City construction right-click menu
Many performance improvements!
Pillaged tile improvements - By GeneralWadaling
Fix: "Only available" not working properly for religions or transforming/upgrading units - By SeventhM
Make "Defensive Pact" button translatable - By Ouaz
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"Jump To Destination" Unit Action Button for units that are moving - By huckdogg
Automated units do not autopromote by default (changeable by options setting)
Defensive pact allies meet aggressor civ so they can declare war on them
Modding: GPP validation
Performance:
- Faster population reassignment
- Faster improvement stats simulation
Clarify when trade decision is made
Battle Damage tests - By Framonti
UnitTable close button mouseover - By SomeTroglodyte
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Resolved ANRs on new game screen with a lot of maps
Fixed errors when cloning civs that should open policy picker
By SeventhM:
- Fix promotions being available when they shouldn't
- Allow buildings to require population, Allow buildings to use condtionals
By SomeTroglodyte:
- Fix Permanent Audiovisual toggle
By tuvus:
- AI nuke improvement
- AI move units closer to enemy first in wartime
- Improved AI attack targetting
Add tests for city class and introduce small refactor - By Framonti
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Free naval units are always added to coastal cities
Can offer Research agreements with gold, if other civ can't cover the cost - By tuvus
By SomeTroglodyte:
- Can select tile north of city for bombarding
- Fixed 'Transfer Movement' stopping healing
- Fix next-turn not offering Policy Picker for free Policies
- Fix intended Longpress-to-move on Android not working
- A few more useful notification actions
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Undo button in Multiplayer no longer changes 'next turn' button
By SomeTroglodyte:
- Fix minimum votes needed for a diplomatic victory
- Mods can add Victory illustrations
Add setting for unit upgrades for automated units - By jlmcdonnell
By huckdogg:
- Visual indicator for building outside workable tiles
- ImprovementPicker screen displays tile owner civ and city
General Starting locations in map editor - By tuvus
Fix City-States giving untradeable resources - By SeventhM
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By tuvus:
- Added defensive pact logic (not yet active, will activate in a week for multiplayer reasons)
- Nuke blast simulation no longer shows invisible units
Show impassable tile percentage on Map Editor View summary - By SomeTroglodyte
Add "Improvement" as an improvement filter - by SeventhM
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Improvements from buildings can activate 'take over adjacent tiles' unique
Safeguard against Github connection errors
AI:
- Better policy selection
- Finer-tuned Food ranking vs other stats for cities
- Build melee naval units to defend coastal cities, and move them there
- Do not waste promotions on Heal Instantly
Mod manager smallish overhaul - By SomeTroglodyte
Spectators don't get gold on new games - By tuvus
Promotion tree improvements - By SeventhM
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Improvement improvements!
- More accurate improvement stat previews for edge cases (e.g. removing Forest on Forest + Lumber Mill)
- 'Create improvement' uniques can create roads and remove features
Set initial screen color on Desktop so it's not black-to-blue
Fixed rare AI City State Influence crash
By SomeTroglodyte:
- Ruleset validator: Tilesets
- Minor Mod Manager fixes (mods having dashes in their repo name not shown right away)
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AI workers remove detrimental features
Free buildings are converted to civ-specific replacements
Double-click on worked tile icon locks tile
Update Windows JDK to Adoptium JDK 11
Better untyped unique recognition in mod checker - By SomeTroglodyte
Gifting a unit transport gifts the contained units - By tuvus
Allow free unit triggers for any location - By SeventhM
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By SomeTroglodyte:
- Civilopedia shows origin mod for objects
- Key shortcuts for CityScreen
- Nukes behave closer to Civ V
- Local mod folder names preserved for strangely-named mods
- modding: Better unique warnings
By SeventhM:
- Fixed behaviour for units that can move on water
- Fix: Resources with the same source subtract correctly
- Fix: Free buildings from other buildings show up correctly
Fix: Spectator can see all invisible units - By tuvus
Fix: Better Fog Busting AI - By itanasi
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BaseUnit unique-finding always takes Type uniques into account
Automated AI workers now replace forts - By tuvus
Fix issues when adding/removing buildings - By SeventhM
NotificationAction compatibility patch - By SomeTroglodyte
Text correction for Ottomans war declaration - By LenaBullens
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Minor memory improvement
By SomeTroglodyte:
- Little Promotion UX improvements
- Modding: Better unique-to-object compliance testing
By SeventhM:
- Fix issues from gaining free beliefs
- Fix issues when transferring capitals
- Avoid built buildings
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Modding: City-level resources!
Display resource uniques in civilopedia
Memory improvements
Added notification for destruction of tile improvements via unit ability - By random271
Translation updates
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Fixed India's 'double unhappiness' unique
By SeventhM:
- Fix buildings/units not triggering and golden age stat updates
- Avoid crashes with incorrect condtionals
- Scaling purchase costs for faith/culture/science/etc. with speed
- Better support for lacking a capital
By SomeTroglodyte:
- AI support for Alpha Frontier-like Workers
- Prevent activation of disabled actors via keyboard
- Key shortcuts for Main Menu Screen
Fix civilopedia gold cost - By Skekdog
Other modding fixes :)
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"Requires a [buildingFilter] in at least [amount] cities" works correctly with filters that aren't building names
AI only buys tiles contiguous to the current city tiles
Undo Move button moved to the right, so other buttons stay in place
By SeventhM:
- Check for trigger conditions on new game techs
- Fix when units can be purchased
On City Raze, previous owner doesn't pay Road Maintenance - By itanasi
By SomeTroglodyte:
- Defense against circular references in Promotions
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Solved concurrency crashes due to players keypress-activating disabled buttons
'liberate city and resurrect civ' no longer crashes
AI no longer purchases non-contiguous tiles
City name translation for conquered popup does not get icon
Promotion picker allowing picking chains in one go - By SomeTroglodyte
Fixing workers dying in mountains bug for Carthage - By random271
Check for trigger uniques when starting and recaluating population - By SeventhM
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Zoom in/out of history charts - By JackRainy
Removing old buildings on enemy capital (when not last city) no longer crashes
Liberating city with multiple units in it no longer errors
By SomeTroglodyte:
- Fixed ruleset error crashes
- Fixed loading of mods with unconventional names
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By SeventhM:
- Modding: Allow Great People to have different counters
- Tech column validation for mods
- Solved crashes from undefined building costs
Ensure more unit uniques work - By xlenstra
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Linked Unit Types and Promotions in Civilopedia
Added new unique - "Automatically built in all cities where it is buildable"
By SeventhM:
- Added unique "May travel on Water tiles without embarking"
- Change the default cost of buildings and the default time of tile improvements
By xlenstra:
- Spies now occasionally steal technologies
- Spies in cities that are captured or destroyed now go to the hideout
Better mod conflict prevention - By SomeTroglodyte
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## 4.7.2
Resolved performance problem
Performance improvements!
Automated air units no longer lose "automated" state after moving between cities
By SomeTroglodyte:
- Fix conditionals for trigger upon declaring friendship running twice
- More keyboard binding work - World, World Menu Popup, WASD
- Fixed CannotMove unique
- Fix translation problems due to nested brackets in getDifferences
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AI:
- AI prioritizes purchace path to highly desirable tiles
- AI prioritizes work boats, and creates work boats for close non-contiguous cities
- Workers try to build roads utilizing existing roads, and railroads overriding existing roads
Modding: UnitFilter allows TechFilter for unit's required tech
By SomeTroglodyte:
- Long press support
- Improve Alert Popup scrolling
- Fix vulnerability of new NationPickerPopup icon view
- Keyboard bindings - collision check
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AI:
- Improved AI city location picking
- AI more willing to risk happiness to create a new city
- AI doesn't construct Settler before Worker
- AI Workers remove fallout
Global politics table includes current civ
Fixed crash when resuming Overview screen
Fixed background errors
By SomeTroglodyte:
- Nation picker - Icon View & improvements
- Expander tab animations :)
- Key bindings options
- Improved "connected to Capital" handling
Always select military unit first - By WhoIsJohannes
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Modding:
- "before adopting / after adopting" conditionals accept beliefs
- 'Transform' and 'double movement' uniques accept conditionals
- AI evaluation of BuyItemsDiscount no longer crashes
'random generated map type' is actually random
By WhoIsJohannes:
- Show line color in more cases
- AI aircraft only consider *visible* attackable enemies
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By SomeTroglodyte:
- Fixed Hakkapeliitta ability
- Fix translated sorting
- Fix 'missing mod' display
Pantheon Mod fix - By SeventhM
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Pillaged improvements have a visual indication on the icon
Fixed great engineer automation trying to reach cities it can't
Fixed later civs not getting any CS quests
By SomeTroglodyte:
- Mod checks against sellable, missing or multiple Palace(s)
- Fix tooltips on Android with keyboard detected
- Upgraded music player popup
- Popups can scroll the content without the buttons
- Translation fixes
Winning player can continue MP game - By CrsiX
Added docker build and push workflow - By haimlm
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More efficient use of the charts space - By JackRainy
By SomeTroglodyte:
- Allow image overlay and changing world wrap in map editor
- Reapply 'city focus' on yield changes
- Upgrading from Unit overview improved
Remove "does not support server feature set" error for uncivserver.xyz
Trigger resource recalculation upon gaining a unit that requires resources
Guard against '><' text causing translation recursion
Badly configured era conditional no longer causes crashes
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By SomeTroglodyte:
- Unit Overview: Improving a tile is also "what the unit is doing"
- Replacement PlatformSaverLoader for Linux X11 systems
- All notifications from Overview are now temporary
- Politics overview no longer discloses random number of players
Worker will now replace improvements to get resources - By janarvid
Spectators do not get natural wonder discovery notifications
Added checksum to be added to uploaded multiplayer games
Policy adoption triggers resource recalculation
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'Crop yield' chart displays correct data
Modding:
- Units can transform to any unit
- Fixed policy softlock from conflicting mod policies
- 'Unpurchaseable' units are properly unpurchaseable
By SomeTroglodyte:
- Map editor update - concurrency, resource amounts, file double-click
- Fix road maintenance unique being ignored
- Fix mouse wheel on Notifications scroll
- Unit overview remembers scroll position after promoting
Allow game loading even when no saved games exist - By alexban011
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