By EmperorPinguin:
- Perf: remove AI personality for citizen assignment
- AI: Update city construction evaluation of buildings + workboats
- Bugfix: Update WorkerAutomation.kt
By SomeTroglodyte:
- Minor UI fix: Don't display the WLTK fireworks over the detailed stats popup
- Enable the 'triggers global alert' unique for most uniques
Civilopedia: Add Revealed By on Tile Resource screen - By RobLoach
Multiplayer Chat Support - By touhidurrr
By metablaster:
- Implementation for establishing embassies in diplomacy
- Fix for AI civilian unit escape from threat
- Fixed event names not being autotranslatable in mods
Hide icon for city in religion overview
Got rid of fake Github error messages when attempting to download mod preview images
By metablaster:
- Nukes don't require line of sight to hit target tile
- Display city defense and health in cities overview tab
- Get notification when pantheon, religion or religion enhancement is made by other civ
Add 'upon entering combat trigger' - By SeventhM
By SomeTroglodyte:
- Workaround for 'Mod has no graphics for configured tilesets' false positive
- No environment checks in Gradle project configs
AI: swap spaceship parts into capital - By EmperorPinguin
Allow proposing peace between warring civs in trade window - By metablaster
Unique: `May Paradrop to [tileFilter] tiles up to [positiveAmount] tiles away` - By RobLoach
Added missing demand translations
Added global tiles countable - By PhiRite
By RobLoach:
- Vanilla, G&K: Fix Samurai ability to build Fishing Boats
- Add unit state for tile improvement conditionals
By SomeTroglodyte:
- Changing gold trade amounts using buttons reflected in popup UI
Fixed ancient ruins spawning
Possilby fixed Android dev console - requires testing
Fixed Happiness being found as a global stat
Unique builder - trigger conditionals are not a superset of global uniques
Added 'Unowned' terrainFilter
By SomeTroglodyte:
- Parse localized numbers correctly
- Better Validation of Nation colors
By RobLoach:
- When capturing settlers, fix finding the Worker units with conditionals
- Add ability to remove policies with ModOptions
CPU performance improvements
Fixed dev console requiring scrolling on small UI settings
By SomeTroglodyte:
- Fix console `tile find` for quoted input or filters, requiring correct uppercase
- Fix mod checker not offering to auto-update Uniques for extension mods
- Speed and Difficulty uniques treated as part of GlobalUniques
Make Machu Picchu and Neuschwanstein need a non-Natural Wonder mountain - By SpacedOutChicken
Fix display for mod names with dashes in them - By RobLoach
AI considers tile damage when deciding on which tile to heal on
Fixed building maintenance unique
By SomeTroglodyte:
- Improve ModChecker UI
- Allow mods with no global uniques, no ruins or no difficulties file
AI: better handling of improvement-buildings - By EmperorPinguin
AI performance optimization
By RobLoach:
- Fix number popup with commas in the number
- Add `Gain control over [positiveAmount] tiles [cityFilter]` Triggerable
AI: update getStatDifferenceFromBuilding - By EmperorPinguin
Improve ruleset validator - By SomeTroglodyte
Sprites do not change to base color when moving
Barbarian workers no longer construct improvements
modding: Allowed stat reserve to get happiness
console: Can set game turn
modding validation: Catch empty altases.json file
Add `[relativeAmount]% [resourceFilter] resource production` Unique - By RobLoach
Refactor RulesetValidator into two files - By SomeTroglodyte
Fix broken chart in victory status - By metablaster
Edge restructure update - By hackedpassword
Increased font size so it looks less blurry on large screens
'connect road' works when railroads don't exist in the ruleset
'connect road' acknowledges availability uniques on road/railroad
Simplified requirements for adding a new demand
By EmperorPinguin:
- Autoplay: don't assign citizens according to AI Personality
- AI: remove thingsToFocusOnForVictory
By metablaster:
- update missing world screen image annotation
- Table and colors for diplomatic relations between human players in diplomacy screen.
- Fix automated units not auto upgrading when enabled
- Fix broken translations
By RobLoach:
- Allow using `[relativeAmount]% Gold from Great Merchant trade missions` on units
- Fix Civilopedia 'required Building' links for Wonders
'Stacked with unit' conditional unique - By PLynx01
Hexarealm edge tiles restructuring - by hackedpassword
Fixed Gold being translated in trade offer with peace treaty
By metablaster:
- Improved diagram colors in global politics
- Fix crash for automated Fighter units
- Fix automated long range units not heading to enemy city
modding: Show status page for civilian units - By SomeTroglodyte
Add 'don't spy on us' has a demand - By Emandac
Don't spawn prophet in holy city if it's been taken over
City location ranking takes modded city work range into account
Modding: Avoid crashes from 'free buildings that no longer apply once they're in the city / change which buildings are free'
City stats table immediately scrollable again, AND scrollable all the way to the end
By RobLoach:
- Add unique `denounced` quotes
- Mods can add voiceovers for start intros
Fix showing negative mod download progress - By SomeTroglodyte
Disabled android-specific behaviour of text fields since it's broken currently :|
Fixed city screen buildings panel not fully scrollable
Only add mod search textboxes if there are at least 10 mods (cleaner UI)
uniques: Add a 'not constructed by anybody' conditional unique - By RobLoach
AI: Don't choose one-time-action promotions
Display city-state bonuses per relationship level
Conditional city-state bonuses colored green only when conditional applies
By RobLoach:
- Add ability to remove entire policy branches
- Gods & Kings: Great Generals cannot enter a golden age
Netherlands trade bugfix - By EmperorPinguin
Unit triggerables with triggers, no longer trigger on new units
Clicking on statuses opens promotion screen
AI:
- City states disband great prophets
- Don't offer peace when we're just about to take a city
Multiplayer:
- Better, less buggy resign/skip
Modding:
- Fix global unique validation
- Validation catches 'global triggers attached to unit triggerables', which will have no effect
By SomeTroglodyte:
- Fix Resources Overview to work as intended
- Add an 'XP' column to Units Overview
Countable can accept arbitrary mathematical Expressions - Kudos AutumnPizazz for kicking this off, SomeTroglodyte for parser implementation!
Added 'search mods' in new game screen and mod checker
Fixed bugs in unique validation and in countable validation
Allow automation for settlers with conditional settling uniques
Add 'Cannot embark' unit unique - By PLynx01
Demands/Requests from other civs do not stop other events registering
Better 'Pay to improve CS resource'
Seed pillage randomness to avoid save-scum
Modding:
- Added misspelling tests for uniqueTo for buildings, units and improvements
- Triggerable uniques on promotions only activate once when added on creation
- Beliefs can have AI decision modifiers, and do in base rulesets
Finish city-state quests upon acquiring great person
Prevent AI placing units near citadels - by EmperorPinguin
Tile swapping with transported units in the tile, checks *who* is transporting the units
City states don't get continually researchable techs automatically
Modding:
- Resolved automation crash for units with 'gain free [building]' uniques
- Allow multipying cached uniques
By touhidurrr:
- more detailed multiplayer authentication
By SomeTroglodyte:
- CityScreen's top-right widget better sized for mobile
- Better save/load in map editor
Ruleset validation: Hide performance suggestions from users, they're now mod-checker only
Maintenance for improved Code quality
Prevent wrong multiplicators when using the 'for every [countable]' Unique in complex ways
Resolved - City states don't get continually researchable techs automatically
By SomeTroglodyte:
- Map editor save/load now support the PgUp/PgDown keyboard keys
- Improve validation of Countables
- Fix NullPointerException from Countables evaluation
Ruleset validation: Hide performance suggestions from users, they're now mod-checker only
Maintenance for improved Code quality
Prevent wrong multiplicators when using the 'for every [countable]' Unique in complex ways
Resolved - City states don't get continually researchable techs automatically
By SomeTroglodyte:
- Map editor save/load now support the PgUp/PgDown keyboard keys
- Improve validation of Countables
- Fix NullPointerException from Countables evaluation
Added settings for circles vs hexagons for movable tiles
Modding:
- Added 'civ checkcountable' console command
- Trigger 'on tile enter' before removing barb camps / ruins
- Suggest conditional order in uniques, for performance
- Harden unique parameters to disallow negative numbers where not relevant
Eureka unique - By EmperorPinguin
By SomeTroglodyte:
- Improve save file name and errors handling
- Better Countable handling
Fix untranslated strings - By Ouaz
Changed 'tiles we can move to' indication from circles to covering the tile
Convert 'conditional settlers' to workers upon capture
Selected unit fadein/fadeout it much more visible
Added notification when unit set to sleep/defend until healed has fully healed
Faster listing for existing saves - By SomeTroglodyte
Pillage uniques moddability - By EmperorPinguin
Civ V - Gods & Kings: Fix William personality - By RobLoach
Fixed autosave crashes when saving to external files on some Android devices
Modding:
- Replaced semi-working policy branch restriction with countable + Unavailable
- Negative stat percentages from buildings displayed properly in city screen.
Experimental UI animations change. - By k-oa
By EmperorPinguin:
- Add pillage yield uniques
- Add game progress modifier
By SomeTroglodyte:
- Minor refactor: Save/Load game loading image uses `LoadingImage`
- Mod download robustness
Modding: Warn against Resource uniques cannot use countables that depend on citywide resources
Animated healthbards in battle menu - By k-oa
Forest chopping moddability - By EmperorPinguin
Hide bomb shelters when nuclear weapons are disabled
Decrease Out Of Memory errors on crash screen
Modding:
- 'Costs [amount] [stockpiledResource]' accepts game speed modifier
- 'Must be next to [tileFilter]' includes the center tile as well
Stats in notifications no longer with black icons
Console: Allowed alt-navigation and deletion
Support BNW score formula - By EmperorPinguin
Science points no longer 're-bonused' on overflow
Updated docs regarding event choice fields
By k-oa:
- Added animation for unit movement button
- Changed the Settle sprite to match style of AbsoluteUnits
Auto promotions fixes - by Emandac
Sort city religion overview by number of followers
Made Prince difficulty 'truly balanced'
Modding:
- 'Not shown on world screen' applies to promotions and statuses
- 'Never appears as a Barbarian unit' also affects upgrades
- Remove great person point accumulation for units no longer available in this ruleset
- Allow atlas generation when using --data-dir option (e.g. Windows, installed via MSI)
Correct puppet city description - By Ouaz
Added uniques to make AI value resources at set prices
Allow trading stockpiled resources
Added unique to change promotion XP cost - By Emandac
By EmperorPinguin:
- Bugfix: puppet science cost increase
- Fix puppet city description
Add a filter for religions - By SeventhM
Modding:
- Added 'worked' and 'pillaged' tile filters
- unitFilter catches status names
- before/after/while researching tech uniques accept techFilter
- 'Will not be chosen for new games' works for major nations
Fixed crash when moving selected spies via long-click
Console tile checkfilter works for resources
By EmperorPinguin:
- Add tech cost uniques
- Move CS tribute modifiers to mod constants
tooltip for purchase blocked by unit - By saejo
Add .ico file to Windows zip
MacOS dock icon
Added 'tile setpillaged' to dev console
Fixed duplicate units by spamming upgrade
'upon gaining the [promotion] promotion' activates for free promotions
Added statuses to promotion screen
Hide 'hidden in world screen' resources from overview tab
Solved 'duplicate resource' bug
Fix free populatoion buildings not working when settling cities - By SeventhM
AbsoluteUnits ancient era Settler - by Basil
'Abundant resources' with mods with loads of resources no longer crash
AI: choose policy branch at random between those with the least remaining policies
modding: rename 'experience' with 'XP' for unified naming
Move Spy tech steal modifiers to mod constants - By EmperorPinguin
UI: Fixed edges for edge tiles on word wrap maps
Fixed automated road connections attempting to go through impassible tiles
Modding: Changed stockpile names to be human readable
Units with logistics that attacked but did not move, no longer heal
Added feature to save unitType promotion - By Emandac
Add 'Will be destroyed when pillaged' unique - By PLynx01
modding: Validate tech row value
UI: More visible railroads
Display unexplored tiles 1-tile out from explored tiles
Retain zoom when moving between different city screens
Stats in notifications no longer have number format 'baked in'
Map no longer makes map options left-right scrollable
Only show 'move spies' button if there are places to move spies
Add Shuffle Civ option - By itanasi
Rendering performance improvements
Map example for new games is *only an example* and does not cause lag
Generate map tab in map editor properly scrollable
Added missing attack notification translations
Fixed unit statuses causing game to be unloadable
By itanasi:
- Add small Skip/Cycle Button
- Settling Suggestion Improvements
Add turn start unique - By SeventhM
'Triggers a global alert upon build start' works for units
UX:
- Added generated map type preview in New Game screen :D
- Better panel sizing in New Game screen
Fixed multiple buy buttons in construction info table
Revert all texture packing - solves several bugs at the expense of the faster rendering
Avoid rare crash when failing to load mods on Android
Fixed Unciv not starting on MacOS
modding:
- Added 'upon entering a [tileFilter] tile' trigger
- Added validation for UnitType.movementType
- populationFilter now accepts Specialist names
Fix Assignment Cycling - By itanasi
Fixed white blocks on new game from new game screen
Added stat categories for buildings in the construction list
Spy randomness is different for different spies in same city
Resize map with drag gesture - By sulai
Add info about adding project - By itanasi