Enemy indicator, city culture hex outline + misc - By vegeta1k95
Fixed air sweep crash
Some modifications for performance optimization - By lishaoxia1985
modding: conditionally-unbuildable buildings display their cost
Can no longer 'upgrade unit' between turns
By Gualdimar:
- Fixed getDiplomacyManager() Exception
- Revert knows() changes
Resolved "dead population working tiles" bug
Order indicators in TechScreen like original Civ V - By lishaoxia1985
By Gualdimar:
- Fixed the display of political relations
- Modding: fixed +percentage resource unique
- Pillaged improvements no longer provide bonuses
Better AI Great General placement
Generated maps no longer contain forbidden tile arrangements
Games where it's your turn are displayed first in multiplayer popup
Fix MapEditor world-wrap flickering - By vegeta1k95
AI tweaks for better targeting
Cannot alter city build queue in between turns
Fixed 'destroy civilian unit before attack' crash
Terrain-Specific Natural Wonder Sprite Support - By OptimizedForDensity
By vegeta1k95:
- City Screen improvements
- Fix crash when attacking city with disabled overlays
- PolicyScreen: branch progress + fix spectator
Trade button initially disabled - By lishaoxia1985
By Gualdimar:
- Collapsible tutorial tasks
- Bigger header on policy and mod screens
By vegeta1k95:
- Performance optimization: fast and smooth zoom
By Gualdimar:
- Policies screen top button reworked
- Android autosave location fix
- Fix unresponsive policy screen header
AbsoluteUnits - Cataphract, Companion Cavalry, Horseman - By letstalkaboutdune
Fix UX of random nations pool - By alexban011
Double Click on Tech to Exit Tech Screen - By OptimizedForDensity
modding: "Unbuildable" accepts conditionals
Stats serialize to notifications
By vegeta1k95:
- Better World-Wrap
- Performance optimization: don't draw empty tile layers
- Fix promotion screen buttons clickhandler
- Fix city table selection
By OptimizedForDensity:
- Performance Improvements to Construction Automation
- Refactor Construction Rejection Reasons
By Gualdimar:
- Select next unit after closing the improvement screen
- Add Reset tutorials button
- City rename popup from world screen
Fixed 5hex image issues
By OptimizedForDensity:
- Fix Faith Healers healing enemies
- Notification log fix
By vegeta1k95:
- Add next-turn-progress bar for growth/production on CityButtons
- Fix incorrect dimming
Don't heal units when pillaging roads - By itanasi
By Gualdimar:
- Autosave fix
- Remember "Show autosaves" setting state
AI battle automation vastly improved for taking over cities
AI automation: Don't nuke cities that we're already winning against
By vegeta1k95:
- Rework of TileGroup: split into dedicated layers, initial preparation for slot-mechanics
- Optimized BorderedTable, refactored CityButton, new air table for units + misc
Better check for inquisitors blocking religion
Modding: Allow unique ruins stat gain notifications
Wonder overview uses viewing civ, not current player
Fixed Android custom location save
Fixed 'infinite stat' from city-states
Clearer city tiles
Do not allow placing of 'repair' in map editor
Fixed spawn ignoring i/4 of the map
Better main menu map
Modding:
- allow roads/railroads with no required tech
- Mods without unittype for a unit will trigger correct warnings
- Fallback images for all major objects
Modification of the random part of Prize Ship to avoid save scumming - By AlatarTheYoung
Version 800!
Can pick a policy with enough culture even if you have no cities
Korea's unique applies to Library
Notifications scroll retains position
Displayed Great Person point requirements always take game speed into account
Conditioned trigger uniques do not 'go off' without the trigger (e.g. when tech researched, building built)
Global alerts translated properly
Add options to use random number of players and city states - By FiretronP75
Refactor Cannot Move Unique - By itanasi
Version 800!
Can pick a policy with enough culture even if you have no cities
Korea's unique applies to Library
Notifications scroll retains position
Displayed Great Person point requirements always take game speed into account
Conditioned trigger uniques do not 'go off' without the trigger (e.g. when tech researched, building built)
Global alerts translated properly
Add options to use random number of players and city states - By FiretronP75
Refactor Cannot Move Unique - By itanasi
Added trigger conditions framework!
Advanced game options hidden by default for faster initial game
Great prophets do not spawn to pantheons that cannot become religions
Fixed Reliquary belief
New tile visibility framework!
- Differentiated attackable from visible tiles per Civ V
- Tiles 1 step out of bounds of visibility are visible if they're higher than current tile
- Higher tiles can be visible beyond non-visible, hidden tiles
Damage bonuses are additive, per Civ V, not multiplicative
Resolved health bar overflow problems
Preparation for Tactical AI Rework: analysis map, domination zones - By vegeta1k95
Fixed battle table uneven when only one side has modifiers
"Street fighter" style of health bars, different colors for 'definite damage' and 'possible damage'
Pathfinding avoids embarkation when possible
Modding: 'transform' action - by itanasi
Consider tile happiness for start-of-turn computations
Better Himeji Castle unique text
Fixed sleep not showing on units in tiles with improvements in repair
Fixed Great Person speed modifier
Civilians no longer 'attack' on rightclick
Notifications sorted by category
Game speed affects additional aspects
Better bonus resource color
Better nation colors
Modding: Recognize uncontrasting colors for nations according to WCAG guidelines, and suggest tinted versions to conform
Fixed city screen bug for pillaged improvements
AbsoluteUnits - Roman Uniques - By letstalkaboutdune
Fixed some warnings - By alexban011
Show numbers on attack damage and final strength comparison for battles
Changed Windows icon for Unciv to new icon
Unit icons no longer overlap unit action images, improved render time for unit images
MoveTo image visible
AbsoluteUnits - Unique Triremes - By letstalkaboutdune
By vegeta1k95:
- Modding: allow custom ResourcePortraits
- Fix foreign units flags fading
- Fix AI being able to bombard non-visible tiles + optimizations
Updated Unciv Android icons
Performance improvement for automated units looking for cities to connect
Popup for multiplayer when someone else has won
Politics shortcut fix
Limit the number of workers an AI creates
Sleeping units wake if there's an enemy in 3-tile radius
Do not allow liberating city-states you were at war with
AI peace deals don't pay more gold than they have
Higher chance of starting bias for human players
You can use missionaries of foreign religions
Units are not displaced to enemy land when kicked out of borders
Fixed edge-case crash - one city challenge when conquering capital and enemy has only puppeted cities left
UI: Better unit table
Fix Faith tutorial text
By vegeta1k95:
- Rework of PromotionPicker UI
- Fix City plates aircraft table shape
- Better visibility for city status icons
By nacro711072:
- Refactor maptype & resolve map setting issue
- update screen after disband unit
Fixed Air Sweep mechanic
AI tries to stop civs who are about to win Scientific/Cultural victory
No double copies of offers on AI trade counterproposals
Disbanding unit moves to next unit only after disbanding
Promote button sticks out more
Translated display sizes
Modding: Worker automation no longer considers foreign unique improvements when deciding if to remove features
Modding: Non-replacing buildings display nicely in nation picker
Modding: Humidity/Temperature limits on terrain features
Allow mass unit upgrades from the unit overview screen
Calculate movement correctly for road + railroad combinations
Modding: Workers pick the best improvement for resources
By FiretronP75:
- Add random select for map options
- Fixed flat world generation
By vegeta1k95:
- Resource icons colored by type
- Modding: allow custom TechPortraits
- Fixed PolicyScreen branches requirements text
Translate "Sell" in city screen - By Ouaz
Modding: Validate unique parameters for mods
Display protecting civs for city-states
Movement fix: units check if they can capture enemy units by whether they *will* be embarked, not by whether they *are* embarked
By letstalkaboutdune:
- SFX Update - Arrow, Crossbow (New), Metal Hit
Fixed crash when policy prerequisite is a branch - By vegeta1k95
Fix another untranslated String in Policy Screen - By CrispyXYZ
added buttons for controlling music - By alexban011
AI moves civilians off capital to make way for spaceship parts
AI considers capital city strength when deciding to declare war
By vegeta1k95:
- Big rework of City buttons
- Fix PolicyScreen for odd-numbered branches
- Better tech buttons
By CrispyXYZ:
- Fixed removing improvements in map editor
Solved 'tiles still belonging to razed cities' - By nacro711072
Negative stats UI Updates - By itanasi
Add setting to disable easter eggs. - By FiretronP75
World wrap available by default for all players
Units are no longer double-added to construction when clicking the 'add unit' button
Units passed with 'next unit' are not returned to
By vegeta1k95:
- Corrected some Civilization colors
- Fix perpetual constructions info ()
- Civ 5-style unit selection and cycling behaviour, "Wait" action
fix translation problem in policy screen - By CrispyXYZ
fixed screens displaying yourself as an unknown civilization - By alexban011
Big rework of Policy Picker UI - By vegeta1k95
G&K Neutral Tile Road Maintenance - By itanasi
Unknown civs displayed as `Unknown civilization` in GP and Diplomacy screens - By alexban011
Fix: tech screen zooms to current tech when opened
Get correct civ-wide stats from City-States for Siam bonuses
By letstalkaboutdune:
- ctrl+U toggles World Screen UI elements
- Trim Nuke SFX
Add new game option: No City Razing - By FiretronP75
Modding: Unbuildable units can still be upgraded to
Modding: Fallback image for modded buildings and techs
By vegeta1k95:
- Rework of City Screen
- Huge update of Technology Picker screen UI to match Civ 5
By FiretronP75:
- Continent and Islands map
- Map editor responds to max zoom setting
- Map generation improvements (conflicting terrains, water generation)
AbsoluteUnits - Mongolian Uniques - By letstalkaboutdune
Added missing translation terms - By Ouaz
Better unit action icons
Solved temporary unique parsing error
bugfix: players can no longer get citystate nations when selecting mod
Thin lines around many round icons
By vegeta1k95:
- Rework of City Screen: new current buildings list + misc changes
- Construction table: ordering change (Civ 5) + add/remove on double-click
- Fix bug, where units do not reveal tiles ()
By alexban011:
- fixed global politics screen from revealing unknown civs and CityStates
Modding: Can provide resources as a global unique
Flat Earth Hexagonal map shape - By FiretronP75
By vegeta1k95:
- Change styles and behaviour of Unit flags as in Civ 5
- "Auto Unit Cycle" and "Automated units move on turn start" options implemented (per Civ 5)
- Next Turn actions (pick tech/policy/etc) now have icons
Added icon for `Conduct Trade Mission` button - By alexban011
By itanasi:
- Actually fix AI from pillaging neutral roads
New map options translatable - By Ouaz
By nacro711072:
- Avoid destroying all onboard units after player upgrade Air Carrier unit
- update score icon
AI Pillages Neutral Roads only at War - By itanasi
By FiretronP75:
- Three Continents map type
- Two Continents split map according to dimension ratio
Modding: Units/Buildings can now be given optional Portraits to be displayed instead of flags - By vegeta1k95
'loading' popup between turns only appears if there's a significant delay
xyz server as default multiplayer server
Fixes for Repair
Fixed all CSs getting unique units and unique luxuries
UnitActions icons separated for modding purposes - By vegeta1k95
Added button to paste from clipboard when downloading a mod - By alexban011
Due to some changes with the Icons asset update and reorganisation in
yairm210/Unciv@a904a188ed
the automatic updates failed. This has been manually resolved
Made yields smaller so heavy yields look better on tiles
Modding improvements:
- buildingName -> buildingFilter in all possible unique types
- improvement uniques can be assigned to tilefilter
- "Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount]" now applicable to resources
AbsoluteUnits - Unique Chariot Archers - By letstalkaboutdune
Changes to moddable UI - By GGGuenni
Add Repair and Pillaging Roads - By itanasi
AbsoluteUnits - Unique Elephants - By letstalkaboutdune
HexaRealm units are here, finally! - By GeneralWadaling
Added conditional to apply uniques only if the game starts in a specific era
Generalized "Stats per policies" unique
## 4.3.3
Resolved map latency when city-states exist
Fixed city-state type in civilopedia
'impossible' worked tiles not under your control are now cleaned up
Resolved corner case where entire path to destination is full and destination is unenterable
Fix policy counting in global politics - By jmuchemb
## 4.3.2
City State Type overhaul!
Can now use `[stats]` unique to add happiness globally
Can now use `[stats]` unique for e.g. techs, policies, etc, to add gold/faith/culture/science to the global pool
## 4.3.1
City-state overhaul, part 1!
- Allowed adding arbitrary global uniques to city state bonuses
- Moddable quest weighting for city-states
- Moved city state icons to separate folder
- Removed backwards compatibility (pre-3.19.4) for missing city-state uniques
- Added conditional support to 'CS gift military units' unique
Removed single-pixel gap in top bar
AbsoluteUnits - Unique Spearmen - By letstalkaboutdune
## 4.3.0
Units now recieve correct healing in friendly territory
Tile info table no longer reveals hidden units
AI no longer nukes if as consequence it will mean declaring war on someone
Empire overview screen updates after changing info in city screen
Fixed civilopedia text that says city-states don't conquer other cities