Releases: yairm210/Unciv
4.14.3
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
4.14.2-patch1
4.14.2
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
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
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