Unciv: 4.12.15 4.12.15 Modding: Validate mod folder names and catch misspellings Improvement Unique converted to trigger – ‘Gain control over [tileFilter] tiles in a [amount]-tile radius’ Resolved map type generation errors kudos @SomeTroglodyte Automated workers p… Continue Reading →
Unciv: 4.12.14 4.12.14 Add CLI argument to specify the data directory – this will allow native install on Windows, hopefully Modding: New unit triggers to gain/lose movement points AI citizen focus improvements – By EmperorPinguin Correct spelling of ‘Svannah’ to ‘Sa… Continue Reading →
Unciv: 4.12.13 4.12.13 Special nuke animation, to make it feel more momentous Better repeatable unique randomization Modding: mapUnitFilter no longer errors for correct values Better display of ‘object is missing a name’ errors Fix endless loop when many units can t… Continue Reading →
Unciv: 4.12.12 4.12.12 Terrain civilopedia displays improvements that can be placed Fixed paradrop to areas outside of movement range Fix number translation removing 0 digits from strings like ‘1,023’ Modding: Catch & fix unknown json filenames Added autoreplace… Continue Reading →
Unciv: 4.12.11 4.12.11 Modding: Added unique builder screen, accessible from mod checker 😀 Fixed Workboat construction automation ignoring existing workboat in city Fixed air unit movement on map Fixed icons in Wonder location ‘near city’ for cities with nation name… Continue Reading →
Unciv: 4.12.10 4.12.10 UNIT MOVEMENT ANIMATION! New uniques: ‘Can only start games from the starting era’ mod option ‘if [buildingFilter] is not constructed’ unique AI no longer declares war against defeated civs Unified AI and Human gold purchase logic Ruleset val… Continue Reading →
Unciv: 4.12.9 4.12.9 Solved edge-case missing images bug Hidden conditionals are hidden in more places Duplicate notifications are all shown Fixed infinite air units in cities Friendship-based modifiers calculated correctly By SomeTroglodyte: UX: Notifications for … Continue Reading →
Why average FPS and 1% low FPS are misleading A new benchmarking mode Until now, SuperTuxKart didn’t have an easy way for anyone to test the performance of the game on their system : Enabling the integrated FPS counter could give an estimate, but it required work from the user and suffered from … Continue Reading →