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Releases: yairm210/Unciv

4.14.3

02 Nov 17:48
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4.14.3

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

4.14.2-patch1

31 Oct 14:22
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4.14.2-patch1

4.14.2

31 Oct 08:43
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4.14.2

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

4.14.1

28 Oct 18:43
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4.14.1

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

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