Mindustry: Build 145 Fixed logic icons for certain content being squished Fixed a freeze caused by stack routers Fixed Base AI not working sometimes Fixed mods not being able to override UI images Fixed map flags added in objectives not syncing Fixed a crash related to ed… Continue Reading →
Mindustry: Build 145 A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/1127400/announcements/detail/3675547701016637353]here[/url]. Continue Reading →
Unciv: 4.7.2 4.7.2 Resolved performance problem Performance improvements! Automated air units no longer lose “automated” state after moving between cities By SomeTroglodyte: Fix conditionals for trigger upon declaring friendship running twice More keyboard binding… Continue Reading →
Unciv: 4.7.1 4.7.1 AI: AI prioritizes purchace path to highly desirable tiles AI prioritizes work boats, and creates work boats for close non-contiguous cities Workers try to build roads utilizing existing roads, and railroads overriding existing roads Modding: U… Continue Reading →
Unciv: 4.7.0 4.7.0 AI: Improved AI city location picking AI more willing to risk happiness to create a new city AI doesn’t construct Settler before Worker AI Workers remove fallout Global politics table includes current civ Fixed crash when resuming Overview scre… Continue Reading →
Unciv: 4.6.19 4.6.19 Modding: “before adopting / after adopting” conditionals accept beliefs ‘Transform’ and ‘double movement’ uniques accept conditionals AI evaluation of BuyItemsDiscount no longer crashes ‘random generated map type’ is actually random By WhoIsJo… Continue Reading →
Unciv: 4.6.18 4.6.18 Pillaged improvements have a visual indication on the icon Fixed great engineer automation trying to reach cities it can’t Fixed later civs not getting any CS quests By SomeTroglodyte: Mod checks against sellable, missing or multiple Palace(s) … Continue Reading →