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Releases: yairm210/Unciv

4.14.0

24 Oct 18:24
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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

21 Oct 19:25
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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

20 Oct 12:13
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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

15 Oct 21:58
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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

13 Oct 20:12
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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

10 Oct 20:29
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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

06 Oct 14:08
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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

29 Sep 21:16
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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

28 Sep 19:24
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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

25 Sep 19:34
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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