ZeroK: Cold Take #32 – Stun and Lightning Stuns add a whole dimension of strategy by letting players disable units without killing them. But leaving units alive creates a host of unit AI issues that needed to be solved.Read it here: https://store.steampowered.com/news/app/334920/view/526480042… Continue Reading →
Unciv: 4.18.1 4.18.1 By RobLoach: Add Global Uniques to the Civilopedia Add Adopt [policy/belief] Unique Add diplomacy status to civFilter New Screen ‘start game’ button alignment – By SidedYapper Continue Reading →
Unciv: 4.18.0 4.18.0 CPU performance improvements Fixed rare crash when closing map editor Roads are not shown on non-visible tiles Limit tile information shown when spying on cities WLTK resource demand changes every ~20 turns Add cityAirUnitCapacity ModConstant – … Continue Reading →
ZeroK: Zero-K v.1.13.9.0 – Shock and Awesome Jumps This update is packed with unusual buffs. For starters, Detriment can now jump three times in a row, but every factory technically has some unit that was buffed. Most of the buffs are via a change to the stun and disarm system that will help units avoi… Continue Reading →
Unciv: 4.17.19 4.17.19 Added map autosave CPU performance improvements Notification categories can me minimized by clicking on the title By RobLoach: BNW: Fix getting Cultural Victory through Domination Modding: Trigger Event unit action text is the Event text Fixe… Continue Reading →
Unciv: 4.17.18 4.17.18 Peace trade no longer generates notification when it ‘ends’ Inquisitors disrupt religion in other civs as well Fixed automated move with escorted unit crash By RobLoach: modding: Add a ‘Play Sound’ unique modding: Add unique to get resources f… Continue Reading →
Wesnoth: Wesnoth 1.19.15 The newest release of the new development series, Wesnoth 1.19.15, is now available. Check the forum thread for a list of the most notable changes in this version, as well as the more technical full changelog for enthusiasts and content creators.The s… Continue Reading →
Unciv: 4.17.17 4.17.17 Force rankings doesn’t evaluate all unit conditionals as multiplicative Handle mods removing techs, adding/removing eras Post-battle movement doesn’t occur if during the battle the unit lost movement points conditionals in event choices work ag… Continue Reading →
Mindustry: Build 151 (Beta) Deprecated 32-bit Windows version (please switch to a 64-bit install!) Added ‘rune’ decorative tiles for use in the campaign Added 3 new environmental metal wall blocks and 1 new metal floor block Added support for selecting multiple buildings in comm… Continue Reading →