Unciv: 4.13.2 4.13.2 Removed ‘continuous rendering’ setting, should always be false since Actions ‘override’ this and all our animations use Actions Resolved – City overview updates when entering a city via it, changing info, and exiting Fixed ‘don’t settle cities’… Continue Reading →
Unciv: 4.13.1 4.13.1 Unit statuses, which are temporary promotions! Can be applied with ‘This Unit gains the [promotion] status for [positiveAmount] turn(s)’ Can be removed with ‘This Unit loses the [promotion] status’ When selecting a unit, show only arrows relev… Continue Reading →
Unciv: 4.13.0 4.13.0 Revert ‘perf: Compute ‘missing from minimum’ stats only when necessary’ perf: Compute ‘missing from minimum’ stats only when necessary Fixed Civilopedia not showing non-unique buildings and units on techs UI: Show terrain icons in text UI: Fade … Continue Reading →
Unciv: 4.12.19 4.12.19 Multiplayer: Add button to skip current player after 24h inactivity Strategic balance applies only to major civs, as per Civ V Automated settlers take conditionals on settling locations into account Modding: Added ruleset validation that 2 poli… Continue Reading →
Wesnoth: Wesnoth 1.18.2 Wesnoth 1.18.2 is now available. This is a maintenance release for the stable 1.18.x series and, as such, it delivers an assortment of bug fixes and other improvements over previous releases in this series. Check the forum thread for a list of the mos… Continue Reading →
ZeroK: Cold Take #16 – Aim and Fire Projectile physics gives us a huge weapon design space, but much of it nonsense, so we made design rules of with the goals of unit intelligence, predictability and verisimilitude.Read it here: https://store.steampowered.com/news/app/334920/view/4356753… Continue Reading →
ZeroK: 1v1 Tournament 24th of August! There will be a 1v1 tourney 24th of August. Click on the link to see the tournament thread and sign up by leaving a comment: https://zero-k.info/Forum/Post/268063#268063 Continue Reading →