Age | Commit message (Collapse) | Author |
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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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Modding: Added 'non-[filter]' filtering for unit filters, and multi-value filtering to all filters
Modding: Added '[relativeAmount] Air Interception Range' unique
Dim resources on tiles not immediately visible
By SomeTroglodyte:
- Allow controlling Android fullscreen from options
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Fix unit triggers not triggering/triggering off the wrong units - By SeventhM
AI diplomacy balancing - By tuvus
Updated FantasyHex missile cruiser - By GeneralWadaling
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Modding: Added Human and AI filters, separated civFilter from nationFilter
By SomeTroglodyte:
- Patch for on-screen keyboard hiding pedia search results
- Rivers... Moddable Stats and Civilopedia
- World screen top bar scales down to available width
- 'Civ destroyed' Notification includes location
- Lots of other issue fixes!
By tuvus:
- Fixed land/sea nukes trying to act like air units
- Fixed promise not to settle
Fix Multiplayer spectator ids not logging - By SeventhM
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modding: Negative tile damage cannot heal more than max health
Mods with atlases that reference non-existent files will no longer cause crashes
By SomeTroglodyte:
- Reorg SpecialistAllocationTable
Improved settler AI - By tuvus
By SeventhM:
- Fix Multiplayer Specatator being unable to move the screen
- Fix free stat buildings not giving unique stat buildings in certain cases
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Ruleset validation refactor - easier location of affected objects, correctly display parameter-type mismatches, ignore uniques used for filtering
By SomeTroglodyte:
- Correct notifications for modded Citadel
- Music: Fix mini-player showing last track during inter-track silence
- Allow modders to hide individual Uniques from Civilopedia
- Ruins can no longer be save-scummed for better results
Fixed null reference error related to nuking - By tuvus
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By tuvus:
- AI units swap-retreat
- Melee units are now more likely to attack cities
- Nukes AI tweaks
- AI values traded gold using inflation
By SomeTroglodyte:
- Tighten Ruleset validation for Terrain
- Automated units stay automated after upgrade
- Fix Mod checker crash on RekMod
- Account for badly-defined Android font
- City overview refreshes for changes done in city
💚 add tests for city population manager - By Framonti
Fix [stats] unique adding multiple times - By SeventhM
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Allow '[stats]' unique on terrains - By SeventhM
By SomeTroglodyte:
- PolicyPickerScreen description links to Civilopedia
- Fix music errors on android pause-via-homescreen-button
- Remove UniqueTarget.Terrain from UniqueType.Stats as there is no implementation
By PLynx01:
- Added new trigger unique 'Remove [buildingFilter] [cityFilter]'
- 'when above [amount] [stat]' conditional, with gamespeed-modified version
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By SeventhM:
- Fix auto assign production not working after a building is built
- Fix consuming resources not being affected by conditionals
By SomeTroglodyte:
- Allow games with zero researched techs to be 'before' the Ancient Era
- Minor Fix: VictoryScreenIllustrations
- Fix font 'symbols' not showing
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Automated units can fortify/set up/other actions
AI now uses free tech points - By tuvus
By SomeTroglodyte:
- Align ruleset icons in text to font metrics
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Religion fixes:
- Great Prophets spawn again
- Civilian units can get promotions upon being built (Great Mosque of Djenne)
- Missionaries consumed upon expending all usages
By SomeTroglodyte:
- Fade in/out for City Ambiance Sounds
- Fix Tutorial loader for mods on Android
- Fix ai tile purchase
By tuvus:
- Defensive pact button shows on both sides when a DoF is about to end
- Defensive pact functionality is now canceled with otherCiv before calling in defensive pact allies
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Performance enhancement for first turn AI settling
Modding:
- Added UnitAction unique type for modder clarity and ruleset validation
- Converted 'May enhance a religion' , 'May found a religion' uniques to UnitAction
Golden age points decrease with negative happiness - By Framonti
City-States don't trigger defensive pacts - By tuvus
By SomeTroglodyte:
- City overview top bar fix
- Fixed crashes in Android for unit art in civilopedia
Fixed free building errors - By SeventhM
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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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