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!*
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
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
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
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
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
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
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
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
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
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
Allow rulesets to forgo capital city indicators entirely!
Default city for hexarealm does NOT have a question mark
Added ruleset validation for preferred victory type
By SomeTroglodyte:
- Mod checker reports some problems with texture atlases or their source images
- ImagePacker detects changed settings file
- Make random conditionals depend on turn
By tuvus:
- Fixed gold ruin not displaying notification
- AI worker build roads improvement
Barbarian water units no longer pillage
By SomeTroglodyte:
- Console: tile setowner, civ removepolicy
- Fix crash when a starting unit has a random conditional
- Espionage icons
By tuvus:
- Espionage: Spies can be moved on map
- Espionage: City state coup
- AI doesn't settle very unfavorable locations
By tuvus:
- More espionage UI improvements
- City state election rigging
By SomeTroglodyte:
- Fix 'Move a unit' tutorial isn't completed by moving via right-click
- Fix 'Translating' wiki link
Added the culture-refunding remove policy unique - By PLynx01
Corrected Coast yields to give 1 Food and 1 Gold - By Skekdog
Added 'checkfilter' console commands for city, tile, and unit, for easy mod checking
Unit movement changes - should solve some edge-case problems
'Adjacent unit' conditional takes civilians into account
Better UX for multiplayer game add & rename
Fixed 'Open terrain' filter
Better 'escort settler' logic
Automation fixes - By tuvus
Performance: Memory and CPU optimizations
Civilian AI wandering avoids enemy melee units correctly
Color lands by owner on max zoom out, for better overview
MP Spectator can scroll entire map
Resolved - Safeguard against uniques specifying non-existant promotions
Fix: Android pause/resume cycle not working - By SomeTroglodyte
As pointed out by Gallifreyan on the aur package page, Unciv only really
depends on the java runtime. Changing this dependency saves almost 300MB
in space.
By tuvus:
- Declare War Reason
- Autoplay can run on a different thread, to update game UI continuously
By SomeTroglodyte:
- Units with 'no sight' should still see their own tile
- Modding: Validation for civilopediaText
- Fix: Potential crash on new game after deleting a base ruleset mod
- UX: Auto rename new capital in rare cases to prevent confusing notifications later
Military unit capturing respects 'Uncapturable' unique
By SomeTroglodyte:
- Do not preselect custom map option and defer map file loading
- Prettier Events - that now respect 'hidden from users'
Fix Puppets building wonders - By SeventhM
Better multiplayer game screen
Solved some problems with resigning MP games
Disallow creating 'multiplayer' games with only AI and spectator
By SomeTroglodyte:
- Fix Invest quest stays forever
- Minor Scenarios UX improvements
- Console autocompletion can display *all* possibilities
Can nuke barbarians - By tuvus
By SomeTroglodyte:
- Two extension features for custom maps
- Images for Escort Formation
- Can click behind OptionPopup to close
By SeventhM:
- Allow policy removal unique to remove multiple policies
- Fix personality being ignored for tile rankings in small cities
Cannot trade with civs you're at war with through notification action
Remove city-state construction bonuses from difficulty
By tuvus:
- Espionage Uniques, Buildings and Policy
- Civs with spies in a foreign cities get some information
By SomeTroglodyte:
- Fix 'Connect road' through Mountains
- 'New game' UI improvements
Implement Same-majority-religion diplomatic modifier - By TommasoPetrolito (new contributor!)
AI civilian units consider more triggerable uniques - By woo1127
Mod checker warns against deprecated conditionals
Resolved edge-case crashes
Added triggerable unique to remove policy - By woo1127
By SomeTroglodyte:
- Work boat construction automation tweaks
- Fix new game screen mod selection
By SeventhM:
- Fix softlock for spectator with free policies
- Allow Civilian units to promote
Performance improvements
By SomeTroglodyte:
- Improve diplomatic vote result screen
By tuvus:
- Water units can enter lakes-near-cities
- Workboats improve resources outside of city work range
By SeventhM:
- Allow AI to consider building stats more accurately
- Allow for replacement improvements
Add configurable natural wonder discovery stat bonuses - By PLynx01
Hide battle table after attack if we can move, but not attack again
Maps with mods change mods visible on new game screen accordingly
Barbarian units always placed next to encampment, so they don't 'jump over' tiles they can't enter to the other side
Remove mod blacklist - By SeventhM
UI Tips article additions - By Ouaz
Add UnitActionModifier for Stockpile Cost - By itanasi
Countable comparison conditional uniques - By PLynx01
fix misimplemented Dromon - By ravignir
Policy tables no longer repeat on some height/width configurations
Discard all pending trade requests on both sides when war is declared
Memory performance improvements
Personalities.json no longer precludes generating translations
Fix loop when AI is trying to remove an improvement with the same name as a terrain feature - By SeventhM
Fixed uniques of marble - By woo1127
Fixed ruleset-dependant building filter activating *when initializing ruleset*
Fixed endless loop when unit tries to reach a tile it can pillage, but can't
Fixed rare crash on city-state diplomatic relationship update
Fix loop when improvement is unbuildable and removements feature - By SeventhM
Modded units can construct improvements on impassible tiles
By woo1127:
- Added multi filter support for BuildingFilter
- Fixed error message of ConditionalBuilding
Better tundra color - By Caballero-Arepa
Allow improvements that don't need feature removal to be built on features - By SeventhM
Fixed group natural wonders only spawning in single tile
Fixed crash entering trade from overview on other player's turn
Fix visual bug in event when more than one trigger is activated by a choice
Workers cannot repair improvements in enemy territory, thus avoiding repair-pillage exploit
Modding: Zero-cost constructions no longer cause automation crash
Melee Escort Attacking Fix - By tuvus
New UnitActionModifiers to enable Stats and Minimum Movement - By itanasi
Performance improvements!
Religious victory no longer causes crash
Worker automation takes city focus and civ personality into account evaluating stats
Free buildings granted properly when era-free cities also granted
'Connect road' unit action doesn't build on unbuildable tiles
Allow resources from follower beliefs - By SeventhM
Add 'upon entering a new era' trigger - By PLynx01
CanOnlyBeBuilt is its own conditional-friendly unique - By itanasi
Added Events, moddable choices for triggering uniques!
By tuvus:
- Fixed swapping a unit with a unit that is escorting
- Next turn button reactivates after closing a popup menu
River terraform - By SomeTroglodyte
New language - Norwegian - by Floxudoxu
Allow multifilter uniques to count for filtering
By tuvus:
- Skip next unit button (right-click option)
- Better Unit Actions Sorting
By SomeTroglodyte:
- City filters for cities in resistance and being razed
- Competition quests in progress display tied leaders (and your place if you're behind)
AI consider production bonuses when building - By SeventhM
Added ConditionalWhenBetweenStatResource unique - By woo1127 (new contributor!)
Changed tech trigger to accept tech filters
By SomeTroglodyte:
- Improve DiplomacyScreen UX (nation icons) on cramped screens
- Move DiplomacyScreen close button to top right
- Validation warning Suppression as Unique or modifier
- UI: Fix options popup 'spilling' in cramped screen conditions
Allow city state uniques for nation descriptions - By SeventhM
Add MovedToNewCapital buiding unique - By PLynx01
Better military unit retreat - By tuvus
AI tile evaluation considers Faith
Civ-wide uniques for city-wide resources
Added 'city addbuilding', 'city removebuilding' console commands
Add unique to conditionally control construction costs
Added conditional for exact amount of population in a city
Mod checker:
- Unique conditional corrections, and better correction
- Limit tech column building/wonder costs warnings to when required
Unit upgrade menu can scroll - By SomeTroglodyte
Military unit healing improvement - By tuvus
Add AI for land-based nuke units
Keep opened mods open and at top of list when reloading mods in 'locate mod errors' tab
above/below HP conditionals work outside of combat
update uniques upon taking damage and other situations
By SomeTroglodyte:
- New notifications bell icon with actual count
- Fix TabbedPager geometry - the cell for the close button needs to be ignored in the rest of the Table!
Added ConditionalAboveHappiness unique - By PLynx01
Terraform unique triggerable from improvements
By SomeTroglodyte:
- Right-click/longpress for World screen city buttons
- Fix some uses of 'hidden from users' modifer
- Fix fortified units upgraded to unfortifyable ones keeping fortification
- Empire Overview Screen closing now with same UX as Civilopedia
Added unit escorting formation! - By tuvus
Allow conditional timed triggers for unit actions &c - By SeventhM
Allow Barbarians to make set-up ranged units - By SpacedOutChicken
Terraforming unique! 'Turn this tile into a [terrainName] tile'
Fix timed uniques without other conditionals
Only allow a trigger-based unit action if actionable
By SomeTroglodyte:
- Conditional 'While Researching'
- External links: Right-click and some housecleaning
- Fix Maya 'Long Count' unlock translations
By SeventhM:
- Fix victory focus being ignored
- Add unique for Personality to avoid building object
By SomeTroglodyte:
- Great Person Point breakdown UI in city
- Fix creating odd-width rectangular no-wrap maps
By SeventhM:
- Allow barb camps to function after giving ruins effects
- Conditional for building in amount of cities
AutoAssign Population with Food Converts to Production - By itanasi