Add new map types - By remdu
Avoid ANRs when users select mods that take above 500ms to run checks on
Add warning when buying a religious unit not of your religion - By WhoIsJohannes
Allow arbitrary victory types for AI policy picking - By SeventhM
By SomeTroglodyte:
- Civilopedia key bindings
- Great Person Points - Rounding changes, Breakdown UI
- Fix ended Leader Voice not cleared and resumed on un-pause
Fix 'Sleep Until Healed' action missing - By soggerr
Allow city conditionals on units to upgrade to
Captured military units trigger a notification for the target civ
Fixed city-state type coloring
'Can instantly construct a [improvementFilter] improvement' works with improvementFilter
Allow conditionals for trigger-type unit actions - By SeventhM
Fix connect road button when auto unit cycle turned on - By willjallen
Add resource support to stat gamespeed conditional - By PLynx01
Better Frigate and Ship of the Line sound - By tuvus
Connect roads automation - By willjallen
Fix not getting unique unit from tile based free unit trigger - By SeventhM
By Ouaz:
- Fix Carthage civilopedia article
- Add 'UI tips' civilopedia article
Start turn with unit selected
Add trigger from building improvements and trigger conditional for building improvements - By SeventhM
Preparation for multiple required uniques per ruleset object - By dHannasch
Fixed trading with city-state through notifications - By tuvus
Mention the Railroad production bonus in the Civilopedia - By Caballero-Arepa
By SomeTroglodyte:
- Notification for 'Policy branch unlocked' clickable
- Dev Console: Linting + add Stat
Stats from followers unique fixed
City-state units work with 'get era' function
Ruleset validation for negative-weight ruin rewards
By SomeTroglodyte:
- Fix crash for trade notifications as Spectator / waiting for player
- Fix Unit rename popup offering up the icon
Solved worker automation crash - By willjallen
By SeventhM:
- Add 'Unable to pillage tiles' unique
- Fix objects being purchable with a blocking conditional
Stats per Stat unique - By PLynx01
Cities you haven't bombarded with will auto-bombard at turn end
Defeated (no units/cities) hotseat multiplayer no longer appears for turns ('player X ready')
Console: Nicer available command display
By willjallen:
- Add tech queuing on right-click / doubleclick
By tuvus:
- Initial AutoPlay implementation
- Fixed exploration for automated units
By SomeTroglodyte:
- Wesnoth map import polished up
- City sounds again
Fix founding cities removing city center tile improvement - By SeventhM
Console:
- Added set/remove tile improvement
- Show available commands on empty command
- Added add/remove for cities
By SomeTroglodyte:
- Fix OpenAL error Windows Events after application ends
- Tweak Language Pickers to scroll the selected one into view when appropriate, and allow selection with letter keys
- Modding: 'Comment' unique
- Snappier sounds
- Fix City ambient sounds
Get distance to nearest enemy rework - By tuvus
Initial scenario/dev console!
By SomeTroglodyte:
- Map overlay toggle buttons rework
- Add a map import tool able to read 'Battle for Wesnoth' maps
Fix free buildings triggering from conditionals in incorrect places - By SeventhM
Add a setting to forbid closing popups by clicking behind them - By karmaBonfire
[Translation] Add back 'general' unit types - By Ouaz
City centers don't provide resources you don't have tech to extract
AI: Settlers no longer stuck in endless loops
modding: Fixed certain unit uniques with tile conditionals
AI clears inquisitors from city centers to make way for spaceship units
Add the SellBuilding Unique - By PLynx01
Add 'gain stat by game speed' and 'improvement speed with filter' uniques - By SeventhM
Add a TriggerUponDiscoveringTile unique - By karmaBonfire
Support for Leader voices - By SomeTroglodyte
Modding: Added 'non-[filter]' filtering for unit filters, and multi-value filtering to all filters
Modding: Added '[relativeAmount] Air Interception Range' unique
Dim resources on tiles not immediately visible
By SomeTroglodyte:
- Allow controlling Android fullscreen from options
-
Fix unit triggers not triggering/triggering off the wrong units - By SeventhM
AI diplomacy balancing - By tuvus
Updated FantasyHex missile cruiser - By GeneralWadaling
Modding: Added Human and AI filters, separated civFilter from nationFilter
By SomeTroglodyte:
- Patch for on-screen keyboard hiding pedia search results
- Rivers... Moddable Stats and Civilopedia
- World screen top bar scales down to available width
- 'Civ destroyed' Notification includes location
- Lots of other issue fixes!
By tuvus:
- Fixed land/sea nukes trying to act like air units
- Fixed promise not to settle
Fix Multiplayer spectator ids not logging - By SeventhM
modding: Negative tile damage cannot heal more than max health
Mods with atlases that reference non-existent files will no longer cause crashes
By SomeTroglodyte:
- Reorg SpecialistAllocationTable
Improved settler AI - By tuvus
By SeventhM:
- Fix Multiplayer Specatator being unable to move the screen
- Fix free stat buildings not giving unique stat buildings in certain cases
Ruleset validation refactor - easier location of affected objects, correctly display parameter-type mismatches, ignore uniques used for filtering
By SomeTroglodyte:
- Correct notifications for modded Citadel
- Music: Fix mini-player showing last track during inter-track silence
- Allow modders to hide individual Uniques from Civilopedia
- Ruins can no longer be save-scummed for better results
Fixed null reference error related to nuking - By tuvus
By tuvus:
- AI units swap-retreat
- Melee units are now more likely to attack cities
- Nukes AI tweaks
- AI values traded gold using inflation
By SomeTroglodyte:
- Tighten Ruleset validation for Terrain
- Automated units stay automated after upgrade
- Fix Mod checker crash on RekMod
- Account for badly-defined Android font
- City overview refreshes for changes done in city
💚 add tests for city population manager - By Framonti
Fix [stats] unique adding multiple times - By SeventhM
Allow '[stats]' unique on terrains - By SeventhM
By SomeTroglodyte:
- PolicyPickerScreen description links to Civilopedia
- Fix music errors on android pause-via-homescreen-button
- Remove UniqueTarget.Terrain from UniqueType.Stats as there is no implementation
By PLynx01:
- Added new trigger unique 'Remove [buildingFilter] [cityFilter]'
- 'when above [amount] [stat]' conditional, with gamespeed-modified version
By SeventhM:
- Fix auto assign production not working after a building is built
- Fix consuming resources not being affected by conditionals
By SomeTroglodyte:
- Allow games with zero researched techs to be 'before' the Ancient Era
- Minor Fix: VictoryScreenIllustrations
- Fix font 'symbols' not showing
Automated units can fortify/set up/other actions
AI now uses free tech points - By tuvus
By SomeTroglodyte:
- Align ruleset icons in text to font metrics
Religion fixes:
- Great Prophets spawn again
- Civilian units can get promotions upon being built (Great Mosque of Djenne)
- Missionaries consumed upon expending all usages
By SomeTroglodyte:
- Fade in/out for City Ambiance Sounds
- Fix Tutorial loader for mods on Android
- Fix ai tile purchase
By tuvus:
- Defensive pact button shows on both sides when a DoF is about to end
- Defensive pact functionality is now canceled with otherCiv before calling in defensive pact allies
Performance enhancement for first turn AI settling
Modding:
- Added UnitAction unique type for modder clarity and ruleset validation
- Converted 'May enhance a religion' , 'May found a religion' uniques to UnitAction
Golden age points decrease with negative happiness - By Framonti
City-States don't trigger defensive pacts - By tuvus
By SomeTroglodyte:
- City overview top bar fix
- Fixed crashes in Android for unit art in civilopedia
Fixed free building errors - By SeventhM
New online multiplayer no longer stuck when first player is human spectator
Modding:
- Replaced old religion style actions! Paves the way for unit action generalization
- Mod checker displays *all* unknown uniques
By SomeTroglodyte:
- Pedia pixel units
- Fix top bar layout
- City overview restore fixed header
Apply conditionals for free buildings to the destination city instead of the originating city - By SeventhM
Test city conquest functions - By Framonti
performance:
- Faster ruleset validation
- Faster ruleset loading
modding: Added json schemas for autocomplete and error detection
By tuvus:
- AI Open Borders Offer fix
- Fix Nuke Notification
Fix City construction context menu changing Puppets - By SomeTroglodyte
Reload images when downloading or removing a mod
Better mod compatibility autochanges (remove removed units/improvements correctly)
By tuvus:
- Added 'civ returned worker' notification
- Liberating civ grants open borders
By SomeTroglodyte:
- Reorganized World Screen Top Bar in small screens
- Allow Space Key to close 'Player Ready' screen (hotseat)
Added tests for most nuke functionalities - By Framonti
Mod checker accepts era for unit type
AI Declaration of Friendship rework - By tuvus
By SomeTroglodyte:
- A 'Status' column for City Overview
- Fix maximum window bounds for zoomed-in displays
- Generic Widget/Provider framework for sortable grids
Remove Faith bonus from Vanilla Siam - By SpacedOutChicken
Unit tests for Battle.kt - By Framonti
Removed double notifications and processing of treaties when traded - By tuvus
By SomeTroglodyte:
- Global Constructions Blacklist
- Prevent selling free buildings
- Defense against Circular upgrade paths in mods
Modding: 'Receive free [unit] when you discover [tech]' deprecation start - replaced 'Free [unit] appears <upon discovering [tech]>'
By SeventhM:
- Fix unique Great Prophets not having the correct cost when buying at an increasing cost
- Fix free units with a build limit not spawning
- Fix AI getting stuck when it can't promote with enough xp
Allow the Space key to close Alert popups with no actual choice - By SomeTroglodyte
By tuvus:
- Fixed politics tab not showing defensive pacts
- Defensive pact Tests
performance: Don't autoupdate stale multiplayer games (more than a week old)
Buildings missing from ruleset are removed from loaded games *properly*
By SomeTroglodyte:
- Fix Map Editor double map holders after ruleset change
- Improve "does this unit found cities" check
- Fix Gdx not forced to UTF-8 when saving a game
Defensive pact notification fix - By tuvus
Fixed AI attack targetting - By tuvus
By SeventhM:
- Add unique for a promotion to be free
- Fix cities getting the resource list of other cities
Fix ChangesTerrain unique for base terrains - By SomeTroglodyte
Units teleport away from city center when liberating
Icons are not added to selection boxes
By SomeTroglodyte:
- Civilopedia Search
- City construction right-click menu
Many performance improvements!
Pillaged tile improvements - By GeneralWadaling
Fix: "Only available" not working properly for religions or transforming/upgrading units - By SeventhM
Make "Defensive Pact" button translatable - By Ouaz
"Jump To Destination" Unit Action Button for units that are moving - By huckdogg
Automated units do not autopromote by default (changeable by options setting)
Defensive pact allies meet aggressor civ so they can declare war on them
Modding: GPP validation
Performance:
- Faster population reassignment
- Faster improvement stats simulation
Clarify when trade decision is made
Battle Damage tests - By Framonti
UnitTable close button mouseover - By SomeTroglodyte
Resolved ANRs on new game screen with a lot of maps
Fixed errors when cloning civs that should open policy picker
By SeventhM:
- Fix promotions being available when they shouldn't
- Allow buildings to require population, Allow buildings to use condtionals
By SomeTroglodyte:
- Fix Permanent Audiovisual toggle
By tuvus:
- AI nuke improvement
- AI move units closer to enemy first in wartime
- Improved AI attack targetting
Add tests for city class and introduce small refactor - By Framonti
Free naval units are always added to coastal cities
Can offer Research agreements with gold, if other civ can't cover the cost - By tuvus
By SomeTroglodyte:
- Can select tile north of city for bombarding
- Fixed 'Transfer Movement' stopping healing
- Fix next-turn not offering Policy Picker for free Policies
- Fix intended Longpress-to-move on Android not working
- A few more useful notification actions
Undo button in Multiplayer no longer changes 'next turn' button
By SomeTroglodyte:
- Fix minimum votes needed for a diplomatic victory
- Mods can add Victory illustrations
Add setting for unit upgrades for automated units - By jlmcdonnell
By huckdogg:
- Visual indicator for building outside workable tiles
- ImprovementPicker screen displays tile owner civ and city
General Starting locations in map editor - By tuvus
Fix City-States giving untradeable resources - By SeventhM
By tuvus:
- Added defensive pact logic (not yet active, will activate in a week for multiplayer reasons)
- Nuke blast simulation no longer shows invisible units
Show impassable tile percentage on Map Editor View summary - By SomeTroglodyte
Add "Improvement" as an improvement filter - by SeventhM
Improvements from buildings can activate 'take over adjacent tiles' unique
Safeguard against Github connection errors
AI:
- Better policy selection
- Finer-tuned Food ranking vs other stats for cities
- Build melee naval units to defend coastal cities, and move them there
- Do not waste promotions on Heal Instantly
Mod manager smallish overhaul - By SomeTroglodyte
Spectators don't get gold on new games - By tuvus
Promotion tree improvements - By SeventhM
Improvement improvements!
- More accurate improvement stat previews for edge cases (e.g. removing Forest on Forest + Lumber Mill)
- 'Create improvement' uniques can create roads and remove features
Set initial screen color on Desktop so it's not black-to-blue
Fixed rare AI City State Influence crash
By SomeTroglodyte:
- Ruleset validator: Tilesets
- Minor Mod Manager fixes (mods having dashes in their repo name not shown right away)
AI workers remove detrimental features
Free buildings are converted to civ-specific replacements
Double-click on worked tile icon locks tile
Update Windows JDK to Adoptium JDK 11
Better untyped unique recognition in mod checker - By SomeTroglodyte
Gifting a unit transport gifts the contained units - By tuvus
Allow free unit triggers for any location - By SeventhM
By SomeTroglodyte:
- Civilopedia shows origin mod for objects
- Key shortcuts for CityScreen
- Nukes behave closer to Civ V
- Local mod folder names preserved for strangely-named mods
- modding: Better unique warnings
By SeventhM:
- Fixed behaviour for units that can move on water
- Fix: Resources with the same source subtract correctly
- Fix: Free buildings from other buildings show up correctly
Fix: Spectator can see all invisible units - By tuvus
Fix: Better Fog Busting AI - By itanasi
BaseUnit unique-finding always takes Type uniques into account
Automated AI workers now replace forts - By tuvus
Fix issues when adding/removing buildings - By SeventhM
NotificationAction compatibility patch - By SomeTroglodyte
Text correction for Ottomans war declaration - By LenaBullens