Releases: yairm210/Unciv
4.16.5
4.16.5
Added improvement image toggle next to minimap
Added indication when attacking, for which tile we will attack from
Fix opening Civilopedia from main menu when easter eggs enabled
Remove messages from defeated civilizations
Don't automate naval units in cities that only lead to enemies via impassible water routes (e.g. ice)
Uniques are never sorted alphabetically
Modding: Added validation for global unit uniques
By Ouaz:
- Fix untranslated string
- Fix personality names
4.16.4
4.16.4
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
4.16.3
4.16.3
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
4.16.2-patch1
4.16.2-patch1
4.16.2
4.16.2
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
4.16.1
4.16.1
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
4.16.0-patch1
4.16.0-patch1
4.15.20
4.15.20
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
4.15.19
4.15.19
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
4.15.18
4.15.18
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