Unciv: 4.13.7 4.13.7 Performance improvements! Added Barbarian image variants for AbsoluteUnits by Pelo AI is displeased when you become the new ally of a city-state it was the ally of kick/skip turn in mutliplayer only active if the game contains the current player ID Continue Reading →
OpenHV: 20240908 Fixes Fixed a crash in Scientist Rescue mission by @OcelotWalrus in #1107 Correct Broker Pod’s arc ZOffset by @OcelotWalrus in #1126 Fixed only some aircraft landing on Trading Platform to 🛠️ repair. @OcelotWalrus in #1139 Don’t play animation on Ore … Continue Reading →
ZeroK: Cold Take #18 – Terrain Matters Zero-K maps set surprisingly few hard restrictions on unit movement. Instead, they use nuanced terrain to influence the value, accessibility, and defensibly of each location.Read it here: https://store.steampowered.com/news/app/334920/view/457743411438… Continue Reading →
Unciv: 4.13.6 4.13.6 Performance improvements! AI prioritizes unit upgrades over purchasing new constructions Units are not added to cities in resistance if non-resistant cities are available Continue Reading →
Unciv: 4.13.5 4.13.5 Modding: Make event choices ruleset objects, with standard ‘uniques’ field Added ‘AI choice weight’ for event choices, techs, policies and promotions Moved screen orientation setting from advanced tab to display tab Performance: only trigger p… Continue Reading →
Unciv: 4.13.4 4.13.4 Don’t allow constructing stockpiled-resource-requiring constructions when lacking the resources Consume stockpiled resources when purchasing constructions that require them Don’t show ‘ok’ ruleset validations when starting a new game Set ‘auto a… Continue Reading →
Wesnoth: Wesnoth 1.19.3 The first release of the new development series, Wesnoth 1.19.3, 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 sou… Continue Reading →
Unciv: 4.13.3 4.13.3 Fixed ‘conquer city’ automation crash Minor memory performance improvements Natural wonders uniques generalized to work for terrain feature as well Prep work for unit-based Events 🙂 Dev console displays enum options correctly when given incorre… Continue Reading →
ZeroK: Cold Take #17 – Tactical and Strategic Cloaking Invisible units are tricky to balance since they often feel unfair, and cloaking fields don't help. So we like to think about cloak in a few ways, depending on how it is used.Read it here: https://store.steampowered.com/news/app/334920/view/4268936… Continue Reading →