Commit graph

459 commits

Author SHA1 Message Date
Thyrum
1bd22693b3 Update to 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
2024-09-28 19:25:45 +00:00
Thyrum
2b38ffec0e Update to 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
2024-09-25 19:34:58 +00:00
Thyrum
75343579a0 Update to 4.13.10
Tilesets: Added edge tile images!

Great prophets bought in city with different religion do not get incorrect warning popup

Getting all resources does not eliminate WLTK day

modding: Added validations for 'replaces' being set when 'uniqueTo' is not (units/buildings/improvements)

Invalid MP games cannot be 'joined'

Changing rulesets in new game screen no longer leads to fake error warnings
2024-09-21 20:13:11 +00:00
Thyrum
bd5604f482 Update to 4.13.9-patch1 2024-09-17 17:43:47 +00:00
Thyrum
b0ea14e966 Update to 4.13.9
Significant memory improvements - should allow for much larger maps on memory-constrained devices!

CPU performance improvements

Solved rare automation crashes with escorted units
2024-09-17 17:04:24 +00:00
Thyrum
4dcd6bf268 Update to 4.13.8-patch1 2024-09-15 19:00:33 +00:00
Thyrum
52b1c8f067 Update to 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
2024-09-15 15:19:33 +00:00
Thyrum
25e9de9927 Update to 4.13.7-patch1 2024-09-15 08:49:53 +00:00
Thyrum
6214de29d7 Update to 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
2024-09-12 18:30:08 +00:00
Thyrum
bf6791f20e Update to 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
2024-09-07 22:34:52 +00:00
Thyrum
6f7ad40d66 Update to 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
2024-09-05 18:44:05 +00:00
Thyrum
ccc19cf99d Update to 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
2024-09-01 19:15:37 +00:00
Thyrum
888307ec0e Update to 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
2024-08-27 06:51:34 +00:00
Thyrum
dff8577b31 Update to 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
2024-08-24 19:53:55 +00:00
Thyrum
4c51d31edd Update to 4.13.1
Unit statuses, which are temporary promotions!
- Can be applied with 'This Unit gains the [promotion] status for [positiveAmount] turn(s)'
- Can be removed with 'This Unit loses the [promotion] status'

When selecting a unit, show only arrows relevant to selected unit

Better AI conquering of cities

Allowed specifying custom colors for unit promotions

'ok' warnings now colored in 'accept mod errors' popup

Discourage spreading religion by AI to civs they've promised to not do so
2024-08-21 20:36:57 +00:00
Thyrum
33b8e8f16e Update to 4.13.0-patch1 2024-08-18 06:14:24 +00:00
Thyrum
2426db9f73 Update to 4.13.0-gp 2024-08-17 20:17:31 +00:00
Thyrum
c693bff470 Update to 4.13.0
Revert 'perf: Compute 'missing from minimum' stats only when necessary'

perf: Compute 'missing from minimum' stats only when necessary

Fixed Civilopedia not showing non-unique buildings and units on techs

UI: Show terrain icons in text

UI: Fade in newly-explored tiles

Improvement uniqueTo can apply to civ *filters*

Unit uniqueTo can apply to civ *filters*

Building uniqueTo can apply to civ *filters*

Fixed tests

Added 'don't spread religion to us' demand

Hopefully fixed commit parsing

AI changes  - By EmperorPinguin
2024-08-17 19:12:09 +00:00
Thyrum
afd17a6110 Update to 4.12.19
Multiplayer: Add button to skip current player after 24h inactivity

Strategic balance applies only to major civs, as per Civ V

Automated settlers take conditionals on settling locations into account

Modding: Added ruleset validation that 2 policies in the same branch do not have the same position

'Land to water' natural wonders do not cause ruins on water tiles
2024-08-14 08:05:10 +00:00
Thyrum
5a1713b316 Update to 4.12.18-patch1 2024-08-09 07:39:54 +00:00
Thyrum
e53fce7152 Update to 4.12.18
Reduced (uncompressed) save file size by 15%, with 15% pending later versions

Multiplayer improvements:
- Add descriptor (you/friend name/unknown) to current player
- Auto-download missing mods when joining multiplayer game
- Can force-resign any human, if 'admin' spectator or player is inactive for 48h
- Disable resign button on games where it's not your turn

Fixed city console rename to set exact text (not quoted/lowercased)

Conditional that tests if a mod is enabled - by @SomeTroglodyte
2024-08-08 12:23:43 +00:00
Thyrum
a0f500762c Update to 4.12.17
Modding:
- More unit uniques applicable globally
- Recognize Tutorials.json file in ruleset validation

'Unavailable' promotions are unavailable in UI as well

Can go to war with no warmongering penalties if allied or protected city-states have been attacked

City states no longer gift units that push us over resource limits

Allow unitset and tileset overrides for base ruleset mods

Enhance modding freedom for Natural Wonders  - By SomeTroglodyte
2024-08-06 07:32:12 +00:00
Thyrum
fb3861f122 Update to 4.12.16
Fixed world wrap for games saved during 4.12.15

'gain control over tiles' trigger leaves your tiles alone

By SomeTroglodyte:
- Fix new improvements becoming visible on non-observed tiles
- Fix rare crash opening overview on turn 0
- Console command to change difficulty

AI is less motivated to declare war at higher difficulty levels  - By tuvus

By itanasi:
- Civilopedia Entries: Food, Production, Science, and Gold
- Add Air Intercept Range to Civilopedia card
2024-08-03 20:41:05 +00:00
Thyrum
45db1096a1 Update to 4.12.15-patch2 2024-08-01 16:56:59 +00:00
Thyrum
d3e82084d7 Update to 4.12.15-patch1 2024-08-01 13:28:20 +00:00
Thyrum
d42f3ea79d Update to 4.12.15
Modding:
- Validate mod folder names and catch misspellings
- Improvement Unique converted to trigger - 'Gain control over [tileFilter] tiles in a [amount]-tile radius'
- Resolved map type generation errors kudos @SomeTroglodyte

Automated workers prioritize replacing features to get to lux/strategic resources

Changed 'default map' parameters to rectangular + world wrap

Fixed 'when friends' / 'when allies' translations

Resolved 'move to next unit' problems - kudos @vincemolnar
2024-07-31 10:30:36 +00:00
Thyrum
70353ec703 Update to 4.12.14-msi-test-7 2024-07-28 15:28:03 +00:00
Thyrum
c64e979017 Update to 4.12.14-msi-test-6 2024-07-28 15:13:49 +00:00
Thyrum
0cada08449 Update to 4.12.14-show-github-json-parse-error-text 2024-07-28 11:23:26 +00:00
Thyrum
1a5f461521 Update to 4.12.14
Add CLI argument to specify the data directory - this will allow native install on Windows, hopefully

Modding: New unit triggers to gain/lose movement points

AI citizen focus improvements - By EmperorPinguin

Correct spelling of 'Svannah' to 'Savannah' across project.  - By aaronjfeingold
2024-07-27 21:53:42 +00:00
Thyrum
860265eef0 Update to 4.12.13
## 4.12.13

Special nuke animation, to make it feel more momentous

Better repeatable unique randomization

Modding:
- mapUnitFilter no longer errors for correct values
- Better display of 'object is missing a name' errors
- Fix endless loop when many units can transfer movement to each other

By tuvus:
- Made Gold Gifting moddable
- Make AI difficulty moddable

Repair Qingmin holiday  - By SomeTroglodyte

Civilopedia Updates: Trade Routes and Air Combat  - By itanasi
2024-07-24 18:08:09 +02:00
Thyrum
eca71cb007 Update to 4.12.6-patch1 2024-06-30 07:59:11 +00:00
Thyrum
e61dc19ce0 Update to 4.12.6
Many performance improvements!

By SomeTroglodyte:
- Support for languages using Diacritics (e.g. Bangla)

By tuvus:
- Improved unit automation for defending cities
- Warmongering doesn't apply to civs that are angry at the target civ

Optimize screen orientation  - By HChenX - *NEW CONTRIBUTOR!*

AI behaviour changes  - By EmperorPinguin - *NEW CONTRIBUTOR!*
2024-06-29 21:49:20 +00:00
Thyrum
0a9744d557 Update to 4.12.5-patch1 2024-06-28 11:57:54 +00:00
Thyrum
da3bc1df86 Update to 4.12.5
Re-add 'construct great improvement' automation for great units that can't do their main actions

Promotion added to unit already containing that promotion, does not retrigger trigger uniques

'Unavailable' units cannot be upgraded to

By SeventhM:
- Consider passive strength bonuses for force value
- Pass in civ for building on tiles

By SomeTroglodyte:
- Larger clipboard size on Desktop
- Add a Unique allowing an Improvement to specify which Resource(s) it improves
2024-06-27 20:58:53 +00:00
Thyrum
126ff6cd1a Update to 4.12.4
Modding version!

- Triggered uniques accept multiplying modifiers
- Better 'Withdraws before melee combat' unique
- Clearer 'no damage penalty for wounded units' unique
- Countables for Cities, Units, Buildings allow filters

Performance improvements for religion

UI: Improve load game screen - better feedback, missing templates  - By SomeTroglodyte
2024-06-26 21:52:01 +00:00
Thyrum
e732be2289 Update to 4.12.3
Modding:
- 'after [amount] turns' -> 'after turn number [amount]'
- 'before [amount] turns' -> 'before turn number [amount]'
- 'when number of [countable] is greater than [countable]' -> 'when number of [countable] is more than [countable]'
- Clean improvement queue from improvements no longer in ruleset
- Better unique documentation

Fix performance problem for displaying air units in cities

Fix 'edit existing trade' exploit

Fix console city add/remove building format - By SomeTroglodyte
2024-06-25 13:25:41 +00:00
Thyrum
7640ff9942 Update to 4.12.2-patch1 2024-06-23 03:38:07 +00:00
Thyrum
d4757493c9 Update to 4.12.2
Tech, policy, unit and terrain uniques provide multiplied uniques with 'for every [countable]' / 'for every [amount] [countable]' modifiers

Many performance improvements

Units teleport out of open borders on war declaration

Inquisitors go out of city centers when spaceship parts need to be added in

Add personality uses  - By tuvus

Improvement picker fixes - By SomeTroglodyte
2024-06-22 21:22:37 +00:00
Thyrum
07dce0b0ec Update to 4.12.1
Performance improvements

'join war' offers only valid if can declare war

Added 'Will not be replaced by automated units' unique

By tuvus:
- Defeated civilizations don't use spies
- Spies deselect when moved on map
- Civs can no longer declare war right after peace with a city-state
- Moved automation settings to AutoPlayTab

By SomeTroglodyte:
- Fix disband spamming
- Fix coastal rivers near Rock of Gibraltar

Turn Privateer's ability into promotion - By SpacedOutChicken
2024-06-19 14:56:34 +00:00
Thyrum
aeacca1eea Update to 4.12.0-patch1 2024-06-16 15:12:23 +00:00
Thyrum
775630e698 Update to 4.12.0
Fixed spy automation crash

By tuvus:
- Personality implementation
- AI is more likely to sign Defensive pacts
- Giving the AI good trades is stored as credit
- Fix election crash

By SomeTroglodyte:
- Map editor can place improvements again
- Reduce size of the save game json
- Improvement queue
2024-06-15 19:57:20 +00:00
Thyrum
bbf9d24750 Update to 4.11.19-patch1 2024-06-11 15:53:23 +00:00
Thyrum
6cd2aaa55f Update to 4.11.19
New unique trigger: '<upon expending a [mapUnitFilter] unit>'

Console:
- `city addtile <cityName>` takes an optional `[radius]` parameter
- `civ addtech` / `civ removetech` commands

By SomeTroglodyte:
- Use Events for moddable, floating 'Tutorials'!
- Allow EmpireOverview persistence across game launches
- Moddable images for special characters

By tuvus:
- Moddable city ranges
- Extra Civ and Spy moddability
2024-06-10 20:10:45 +00:00
Thyrum
c81d673717 Update to 4.11.18-patch1 2024-06-09 08:31:22 +00:00
Thyrum
a9e08f6f9f Update to 4.11.18
We passed 1000 versions! :D

'(modified by game speed)' modifier

Fixed 'Promotes all spies [amount] time(s)' crash

By SomeTroglodyte:
- UX: Dev Console easier to use without installing keyboard apps
- Improve update of 'Last seen improvement'

Reworked AI war evaluation and plans  - By tuvus
2024-06-08 20:44:13 +00:00
Thyrum
561e7ffdb4 Update to 4.11.17
Unavailable techs work well with tech picker screen

Added ruleset check for resource uniques with resource conditionals

By tuvus:
- Added an option to disable move by long press
- Fixed spy steal tech timer
- Spy max rank can be modded

By SomeTroglodyte:
- Sortable unit overview
- Console: Improve `civ activatetrigger` command
- UI candy: WLTK fireworks
- ModOptions unique for mods to control which map gets preselected
2024-06-04 15:29:15 +00:00
Thyrum
d1c3320101 Update to 4.11.16
AI no longer trusts you on resource trades if you cut deals short

Added 'per every X countables' modifier

Add unit name and building name countables

By SomeTroglodyte:
- Allow mod sounds to be selected as multiplayer notification sound
- Allow access to the Dev Console on mobile devices
- Better 'work has started' notifications
- Console: create natural wonder and `tile find`

By tuvus:
- Removed espionage debug setting
- Added spy steal tech timer
2024-05-29 21:18:21 +00:00
Thyrum
06a01b7924 Update to 4.11.15
Modding: 'for every [countable]' unique modifier

Added links to base ruleset template in docs

Fixed 'don't allow era select' if the game has no techs

By SomeTroglodyte:
- Support for Zulu language

By tuvus:
- Clicking the spy button no longer allows the spy to be moved when it isn't their turn
- Added the Espionage civilopedia entry
- Construction automation rework
- Espionage button cancels moving spy
2024-05-27 11:13:15 +00:00
Thyrum
1f96a7c1bb Update to 4.11.14-patch1 2024-05-23 04:09:57 +00:00