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10 hoursUpdate 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
4 daysUpdate 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
8 daysUpdate 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
10 daysUpdate to 4.14.2-patch1Thyrum
11 daysUpdate 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
13 daysUpdate 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
2024-08-03Update to 4.12.16Thyrum
Fixed world wrap for games saved during 4.12.15 'gain control over tiles' trigger leaves your tiles alone By SomeTroglodyte: - Fix new improvements becoming visible on non-observed tiles - Fix rare crash opening overview on turn 0 - Console command to change difficulty AI is less motivated to declare war at higher difficulty levels - By tuvus By itanasi: - Civilopedia Entries: Food, Production, Science, and Gold - Add Air Intercept Range to Civilopedia card
2024-08-01Update to 4.12.15-patch2Thyrum
2024-08-01Update to 4.12.15-patch1Thyrum
2024-07-31Update to 4.12.15Thyrum
Modding: - Validate mod folder names and catch misspellings - Improvement Unique converted to trigger - 'Gain control over [tileFilter] tiles in a [amount]-tile radius' - Resolved map type generation errors kudos @SomeTroglodyte Automated workers prioritize replacing features to get to lux/strategic resources Changed 'default map' parameters to rectangular + world wrap Fixed 'when friends' / 'when allies' translations Resolved 'move to next unit' problems - kudos @vincemolnar
2024-07-28Update to 4.12.14-msi-test-7Thyrum
2024-07-28Update to 4.12.14-msi-test-6Thyrum
2024-07-28Update to 4.12.14-show-github-json-parse-error-textThyrum
2024-07-27Update to 4.12.14Thyrum
Add CLI argument to specify the data directory - this will allow native install on Windows, hopefully Modding: New unit triggers to gain/lose movement points AI citizen focus improvements - By EmperorPinguin Correct spelling of 'Svannah' to 'Savannah' across project. - By aaronjfeingold
2024-07-24Update to 4.12.13Thyrum
## 4.12.13 Special nuke animation, to make it feel more momentous Better repeatable unique randomization Modding: - mapUnitFilter no longer errors for correct values - Better display of 'object is missing a name' errors - Fix endless loop when many units can transfer movement to each other By tuvus: - Made Gold Gifting moddable - Make AI difficulty moddable Repair Qingmin holiday - By SomeTroglodyte Civilopedia Updates: Trade Routes and Air Combat - By itanasi
2024-06-30Update to 4.12.6-patch1Thyrum
2024-06-29Update to 4.12.6Thyrum
Many performance improvements! By SomeTroglodyte: - Support for languages using Diacritics (e.g. Bangla) By tuvus: - Improved unit automation for defending cities - Warmongering doesn't apply to civs that are angry at the target civ Optimize screen orientation - By HChenX - *NEW CONTRIBUTOR!* AI behaviour changes - By EmperorPinguin - *NEW CONTRIBUTOR!*
2024-06-28Update to 4.12.5-patch1Thyrum
2024-06-27Update to 4.12.5Thyrum
Re-add 'construct great improvement' automation for great units that can't do their main actions Promotion added to unit already containing that promotion, does not retrigger trigger uniques 'Unavailable' units cannot be upgraded to By SeventhM: - Consider passive strength bonuses for force value - Pass in civ for building on tiles By SomeTroglodyte: - Larger clipboard size on Desktop - Add a Unique allowing an Improvement to specify which Resource(s) it improves
2024-06-26Update to 4.12.4Thyrum
Modding version! - Triggered uniques accept multiplying modifiers - Better 'Withdraws before melee combat' unique - Clearer 'no damage penalty for wounded units' unique - Countables for Cities, Units, Buildings allow filters Performance improvements for religion UI: Improve load game screen - better feedback, missing templates - By SomeTroglodyte