Skip to content

Releases: yairm210/Unciv

4.13.8-patch1

15 Sep 18:59
Compare
Choose a tag to compare

4.13.8-patch1

4.13.8

15 Sep 15:18
Compare
Choose a tag to compare

4.13.8

Allowed starting Scenarios, including Multiplayer, through the 'New Game' screen! :D

WLTK + continuous rendering no longer cause city tiles to be dimmed

Fixed Scenario mods being undownloadable and needing to restart game to access Scenario picker

Added Barbarian Musketman and Worker variants for AbsoluteUnits

Images are restored to ruleset correctly when resuming open game screen

BNW unit sprites for HexaRealm - By GeneralWadaling

4.13.7-patch1

15 Sep 08:48
Compare
Choose a tag to compare

4.13.7-patch1

4.13.7

12 Sep 18:29
Compare
Choose a tag to compare

4.13.7

Performance improvements!

Added Barbarian image variants for AbsoluteUnits by Pelo

AI is displeased when you become the new ally of a city-state it was the ally of

kick/skip turn in mutliplayer only active if the game contains the current player ID

4.13.6

07 Sep 22:34
Compare
Choose a tag to compare

4.13.6

Performance improvements!

AI prioritizes unit upgrades over purchasing new constructions

Units are not added to cities in resistance if non-resistant cities are available

4.13.5

05 Sep 18:43
Compare
Choose a tag to compare

4.13.5

Modding:

  • Make event choices ruleset objects, with standard 'uniques' field
  • Added 'AI choice weight' for event choices, techs, policies and promotions

Moved screen orientation setting from advanced tab to display tab

Performance: only trigger population reassignment on new buildings when it really changes something

Better stat-related checks for buildings in cities

4.13.4

01 Sep 19:14
Compare
Choose a tag to compare

4.13.4

Don't allow constructing stockpiled-resource-requiring constructions when lacking the resources

Consume stockpiled resources when purchasing constructions that require them

Don't show 'ok' ruleset validations when starting a new game

Set 'auto assign city production' to false for new players

Automated units retreat from Barbarians when not at war - By EmperorPinguin

4.13.3

27 Aug 06:50
Compare
Choose a tag to compare

4.13.3

Fixed 'conquer city' automation crash

Minor memory performance improvements

Natural wonders uniques generalized to work for terrain feature as well

Prep work for unit-based Events :)

Dev console displays enum options correctly when given incorrect options

4.13.2-redo

24 Aug 22:35
Compare
Choose a tag to compare

4.13.2-redo

4.13.2

24 Aug 19:52
Compare
Choose a tag to compare

4.13.2

Removed 'continuous rendering' setting, should always be false since Actions 'override' this and all our animations use Actions

Resolved - City overview updates when entering a city via it, changing info, and exiting

Fixed 'don't settle cities' demand button triggering 'stop spreading religion' demand as well

Modding: 'Costs [amount] [stockpiledResource]' construction accepts conditionals

test: Added test to ensure stockpiled resources are consumed when starting work on 'Costs [amount] [stockpiledResource]' construction

Skipping turns for a game now correctly updates the MP screen

Added '[unitTriggerTarget] is destroyed' unit triggerable

Added 'upon damaging a [mapUnitFilter] unit' which can trigger a unique on the enemy unit!

All unit trigger uniques start with a targetting parameter

AI worker improvements - By EmperorPinguin