Age | Commit message (Collapse) | Author |
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Spectators no longer affect games they are in
Triggered notification text for unit triggers sent correctly
By SomeTroglodyte:
- "Sleep until healed" knows when you can't
- Tiny tweak to Max Turns slider
By Gualdimar:
- Better multiplayer button location in portrait mode
- Improvements in science display
AbsoluteUnits - Landsknecht, Knight_v2, Missionary (post-Industrial) - By letstalkaboutdune
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Fixed 'upon gaining unit' trigger activating for all units
modding: 'Only available when' applies to beliefs
Better promotion positioning in unit overview
Stat updates propagate where they didn't before
Hide bombard notification after bombarding
By SomeTroglodyte:
- Desktop starting size fix
- Fix stats reward for GP consumption escalation
- Fix Great Person Create Improvement w/ Resource
By Gualdimar:
- Victory screen fixed button position
- Fixed foreign city religion table exploit
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Tilesets: Separated *unexplored* tiles from *not visible* tiles
Add city size (population) to TradeOffer.kt - By WhoIsJohannes
By SomeTroglodyte:
- Fixed header in city detailed stats popup
- Map editor explorable with arrow keys
- Fix Garrison bonus logic
Save settings when closing the options popup - By Gualdimar
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UI: Mod checker tab aligns mods
Modding:
- Units from triggers respect "limited to [amount] per civilization"
- Added notification for several unit triggers
- 'upon being defeated' applies to destroyed civilians as well
By SomeTroglodyte:
- Show garrison in City overview
- Harden and improve "Download Mod from Url" parser
- Future tech fix
By Gualdimar:
- Trade ending notification
- Fixed popup positioning after changing screen orientation
Improved Minimap colors - By Caballero-Arepa
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By Gualdimar:
- World wrap scrolling fix
- Notifications scroll pane position fix
- Double trades fix + Diplomacy screen layout fix
- Minimap hotseat fix
By SomeTroglodyte:
- Fix SelectBox ScrollPane being transparent
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Add Replay feature in VictoryScreen - By WhoIsJohannes
All units can be automated
By SomeTroglodyte:
- Make City center minimum tile yields moddable
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By SomeTroglodyte:
- Custom key bindings
- Fix city desert tiles with Petra selectable
- Fix possible crash involving right-click attack
- Improve completeness and consistency of Technology descriptions
AbsoluteUnits - Great Prophet, Settler (Industrial Era) - By letstalkaboutdune
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## 4.5.5
Dynamic minimap - By Gualdimar
Better AI evaluation of which improvement to build on a tile
Added 'additional times' to limited actions
Android: selectable orientation - By vegeta1k95
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Fixed endless loop for mod checker
Modding: global alert available as triggerable for all objects
Better order of unit actions
Better checks for when units are purchasable
Fixed flanking bonus calculation when attacking unit is not adjacent to enemy
Automated workers do not remove Forest tiles for Camp improvements
Fix ExploredRegion rectangular maps support + Zoomout flicker prevention reworked - By Gualdimar
Make "Borderless" display option translatable - By Ouaz
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Unit Action moddability!
- 'founds a new city' now accepts action modifiers
- 'for [amount] movement' modifier
- '[amount] times', 'once', 'after which this unit is consumed' modifiers for limited actions
Android: "Screen Mode" option - By vegeta1k95
By SomeTroglodyte:
- Better Religion info and some moddability
- Diplomacy trade layout fix
- Show terrain overriding yields in Civilopedia
Fixed multiplayer password - By GGGuenni
Fixed map editor painting while dragging - By Gualdimar
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Show death symbol next to actions that expend the unit
Modding:
- 'create improvement' action, <consuming this unit> and <as an action> modifiers
- gifting cities no longer causes crash
By GGGuenni:
- Fixed wrong implementation of Basic auth
- Fixed TurnChecker can not authenticate
Fix missing desert for flood plains in hexarealm tileset - By AdityaMH
Fix random nations pool popup - By SomeTroglodyte
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Introduced unit triggers!
Added triggered uniques to grant specific tech / policy
Civilopedia does not crash when displaying techs on fresh start
'upon declaring friendship' triggers for both sides
all unpillagable improvements are not destroyed by 'destroy improvements' unique
By SomeTroglodyte:
- Fix broken random nations pool
- City screen displays "free" tile yields undimmed
AbsoluteUnits - Chu-Ko-Nu, Longbowman, Crossbowman v2 - By letstalkaboutdune
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Added password authentication as server feature - By GGGuenni
Map exploring disables undo button + ExploredRegion smallfixes - By Gualdimar
By SomeTroglodyte:
- Fix problems with dual save folder support
- Show UnitTypes in Civilopedia
Modding: "must be on/next to" unique for buildings can accepts tile filter
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By Gualdimar:
- Limit camera movement within explored region
modding:
- Added "upon gaining a [unitFilter] unit" trigger condition
- Added religion state conditionals
Reload world screen after tileset/unitset change from in main menu screen - Ryg-git
Android: use best possible device frame rate - By vegeta1k95
Allow filters in the ModOptions "ToRemove" lists - By SomeTroglodyte
Play city-state music if available - By Skekdog
Add 'neutral' Flood plains - By Caballero-Arepa
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By vegeta1k95:
- Modding: allow mods to supply custom fonts
- Fix TextureArraySpriteBatch missing method issue
By Gualdimar:
- Option to disable max zoom limit
- Slider tip permanent by default
Better error message for multiplayer games that get corrupted data from the server
Civilopedia entry for policy links to units and buildings that it enables/disables
Wonders with no tech requirement displayed in separate category
Attacking of any sort prevents undo of unit move
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Added Undo button for unit moves!
Better trade screen for portrait mode
"Gift" trades to AI civs make them more friendly towards you
Add improvement action image to workers actively building improvement
Replace settlers with modded worker-like units in mods
Removed zoom limit for world-wrap maps - By Gualdimar
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Display mod categories in mod page, mod sizes larger than 2 MB are displayed in MB
By Gualdimar:
- Display pending trades in trade overview
- Fixed unit upgrade check
Desktop: world camera autoscroll, selectable window mode - By vegeta1k95
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Tile improvements can now have pillaged versions of images
By vegeta1k95:
- Blockade mechanics
- Out-of-move units are half-opaque relative to base setting
- Fix selection opacity for non-full-opaque flags.
- Experimental: mitigate texture swapping with TextureArraySpriteBatch
Improve UX - By Gualdimar
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Fixed Guruship belief
By vegeta1k95:
- Mod sizes are updated to proper values upon selection
- Fix UI bugs
- Fix centering of unit HP bar
- Improvements to construction table
AbsoluteUnits - Berserker, Samurai, Longswordsman v2 - By letstalkaboutdune
By Gualdimar:
- Selecting an improvement switches to another unit only if enabled
- Fixed missing unimproved resources in the overview table
- Research agreement cost display
- Offers we receive for more resources than we have are invalid
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Enemy indicator, city culture hex outline + misc - By vegeta1k95
Fixed air sweep crash
Some modifications for performance optimization - By lishaoxia1985
modding: conditionally-unbuildable buildings display their cost
Can no longer 'upgrade unit' between turns
By Gualdimar:
- Fixed getDiplomacyManager() Exception
- Revert knows() changes
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Resolved "dead population working tiles" bug
Order indicators in TechScreen like original Civ V - By lishaoxia1985
By Gualdimar:
- Fixed the display of political relations
- Modding: fixed +percentage resource unique
- Pillaged improvements no longer provide bonuses
Better AI Great General placement
Generated maps no longer contain forbidden tile arrangements
Games where it's your turn are displayed first in multiplayer popup
Fix MapEditor world-wrap flickering - By vegeta1k95
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AI tweaks for better targeting
Cannot alter city build queue in between turns
Fixed 'destroy civilian unit before attack' crash
Terrain-Specific Natural Wonder Sprite Support - By OptimizedForDensity
By vegeta1k95:
- City Screen improvements
- Fix crash when attacking city with disabled overlays
- PolicyScreen: branch progress + fix spectator
Trade button initially disabled - By lishaoxia1985
By Gualdimar:
- Collapsible tutorial tasks
- Bigger header on policy and mod screens
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By vegeta1k95:
- Performance optimization: fast and smooth zoom
By Gualdimar:
- Policies screen top button reworked
- Android autosave location fix
- Fix unresponsive policy screen header
AbsoluteUnits - Cataphract, Companion Cavalry, Horseman - By letstalkaboutdune
Fix UX of random nations pool - By alexban011
Double Click on Tech to Exit Tech Screen - By OptimizedForDensity
modding: "Unbuildable" accepts conditionals
Stats serialize to notifications
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By vegeta1k95:
- Better World-Wrap
- Performance optimization: don't draw empty tile layers
- Fix promotion screen buttons clickhandler
- Fix city table selection
By OptimizedForDensity:
- Performance Improvements to Construction Automation
- Refactor Construction Rejection Reasons
By Gualdimar:
- Select next unit after closing the improvement screen
- Add Reset tutorials button
- City rename popup from world screen
Fixed 5hex image issues
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By OptimizedForDensity:
- Fix Faith Healers healing enemies
- Notification log fix
By vegeta1k95:
- Add next-turn-progress bar for growth/production on CityButtons
- Fix incorrect dimming
Don't heal units when pillaging roads - By itanasi
By Gualdimar:
- Autosave fix
- Remember "Show autosaves" setting state
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AI battle automation vastly improved for taking over cities
AI automation: Don't nuke cities that we're already winning against
By vegeta1k95:
- Rework of TileGroup: split into dedicated layers, initial preparation for slot-mechanics
- Optimized BorderedTable, refactored CityButton, new air table for units + misc
Better check for inquisitors blocking religion
Modding: Allow unique ruins stat gain notifications
Wonder overview uses viewing civ, not current player
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Fixed Android custom location save
Fixed 'infinite stat' from city-states
Clearer city tiles
Do not allow placing of 'repair' in map editor
Fixed spawn ignoring i/4 of the map
Better main menu map
Modding:
- allow roads/railroads with no required tech
- Mods without unittype for a unit will trigger correct warnings
- Fallback images for all major objects
Modification of the random part of Prize Ship to avoid save scumming - By AlatarTheYoung
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Modding:
- Added "upon discovering a Natural Wonder", "upon founding a city" triggers
- Added conditionals for above and below resource amounts
- Great general unique accepts conditionals - @SpacedOutChicken
Allow placing Barbarian encampments in map editor
Added option to allow players to choose randomly selected civs - By alexban011
Fix crash in Tactical Analysis Map - By OptimizedForDensity
AbsoluteUnits - Mohawk Warrior, Swordsman v2 - By letstalkaboutdune
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Better generation for all map types
Include forked repos in github search - By FiretronP75
AI doesn't declare war until it's sufficiently built up
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Version 800!
Can pick a policy with enough culture even if you have no cities
Korea's unique applies to Library
Notifications scroll retains position
Displayed Great Person point requirements always take game speed into account
Conditioned trigger uniques do not 'go off' without the trigger (e.g. when tech researched, building built)
Global alerts translated properly
Add options to use random number of players and city states - By FiretronP75
Refactor Cannot Move Unique - By itanasi
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Version 800!
Can pick a policy with enough culture even if you have no cities
Korea's unique applies to Library
Notifications scroll retains position
Displayed Great Person point requirements always take game speed into account
Conditioned trigger uniques do not 'go off' without the trigger (e.g. when tech researched, building built)
Global alerts translated properly
Add options to use random number of players and city states - By FiretronP75
Refactor Cannot Move Unique - By itanasi
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Added trigger conditions framework!
Advanced game options hidden by default for faster initial game
Great prophets do not spawn to pantheons that cannot become religions
Fixed Reliquary belief
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New tile visibility framework!
- Differentiated attackable from visible tiles per Civ V
- Tiles 1 step out of bounds of visibility are visible if they're higher than current tile
- Higher tiles can be visible beyond non-visible, hidden tiles
Damage bonuses are additive, per Civ V, not multiplicative
Resolved health bar overflow problems
Preparation for Tactical AI Rework: analysis map, domination zones - By vegeta1k95
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Fixed battle table uneven when only one side has modifiers
"Street fighter" style of health bars, different colors for 'definite damage' and 'possible damage'
Pathfinding avoids embarkation when possible
Modding: 'transform' action - by itanasi
Consider tile happiness for start-of-turn computations
Better Himeji Castle unique text
Fixed sleep not showing on units in tiles with improvements in repair
Fixed Great Person speed modifier
Civilians no longer 'attack' on rightclick
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Notifications sorted by category
Game speed affects additional aspects
Better bonus resource color
Better nation colors
Modding: Recognize uncontrasting colors for nations according to WCAG guidelines, and suggest tinted versions to conform
Fixed city screen bug for pillaged improvements
AbsoluteUnits - Roman Uniques - By letstalkaboutdune
Fixed some warnings - By alexban011
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Show numbers on attack damage and final strength comparison for battles
Changed Windows icon for Unciv to new icon
Unit icons no longer overlap unit action images, improved render time for unit images
MoveTo image visible
AbsoluteUnits - Unique Triremes - By letstalkaboutdune
By vegeta1k95:
- Modding: allow custom ResourcePortraits
- Fix foreign units flags fading
- Fix AI being able to bombard non-visible tiles + optimizations
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