Releases: yairm210/Unciv
4.14.0
4.14.0
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
4.13.19
4.13.19
Update mods even if we have cached data
Modding: Unit icon falls back to UnitTypeIcons/ 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
4.13.18
4.13.18
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
4.13.17
4.13.17
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
4.13.16
4.13.16
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
4.13.15
4.13.15
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
4.13.14
4.13.14
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
4.13.13
4.13.13
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
4.13.12
4.13.12
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
4.13.11
4.13.11
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