Unciv: 4.13.19 4.13.19 Update mods even if we have cached data Modding: Unit icon falls back to UnitTypeIcons/ successfully Cities reduce tile movement cost to 1 (on e.g. hills), per Civ V Add Specialists Tutorial – By itanasi Add <when espionage is enabled> co… Continue Reading →
Unvanquished 0.55: Awesomeness has arrived Unvanquished 0.55 is now there! It was long awaited, but now it is real! Download it now! Fast! Fast! Fast! The engine and the game are now much more faster than ever! Sky simplification: Reaper brought a cleansing fire to the archaic and bafflingly ba… Continue Reading →
Unciv: 4.13.18 4.13.18 Better AI decisions for policy branches Modding: Allow fallback to ‘UnitTypeIcons/$unitName’ if ‘UnitIcons/$unitName’ does not exist Added unique-weighted decision for policy branches Better ‘hidden when’ uniques for disabled religion, victory… Continue Reading →
ZeroK: Cold Take #20 – Teamwork By Default Zero-K team games go up to 16v16, which is absurdly large compared to most RTS. That these games work at all is surprising, as is the design behind supporting such large games.Read it here: https://store.steampowered.com/news/app/334920/view/4518891123… Continue Reading →
Unciv: 4.13.17 4.13.17 Mod management screen: Cache online mod list for fast loading Always allow mod search Modding: Allow removing free policies Resolved crash on modded game with no capital city indicator AI: Improved automated worker tile selection Solve ANRs… Continue Reading →
Awesomeness is coming! We are now very close to releasing Unvanquished 0.55! It’s now only a matter of days! We have published a first release candidate (see the thread in the forums). Let’s give some news about the project before the release day comes! Updated u… Continue Reading →
Unciv: 4.13.16 4.13.16 AI: Better rules to not build unit-carrying units Units that can withdraw before melee do not do so when escorting civilian units Modding: Filtering uniques are also checked for in unit types Added ‘if [modFilter] is not enabled’ conditional … Continue Reading →
Unciv: 4.13.15 4.13.15 Fixed spies stealing multiple tech steals in one turn Resolved new game ANRs in a better way AI: Keep ‘don’t spread religion’ promises better Greatly discourage attacking stronger enemies Modding: Added ‘Remaining [civFilter] Civilizations’ … Continue Reading →
Unciv: 4.13.14 4.13.14 Ruleset validation for personalities with victory types not present in ruleset Added mod download percentage tracking Adjacent tiles updated when tile in changed in map editor, to update relevant edge tile images Remove ‘-0 HP’ from city attack… Continue Reading →
ZeroK: Cold Take #19 – Game Jams The week's cold take is early, unusual, and short because Ludum Dare is this weekend. How does a game created in three days compare to fifteen years? Try some and see.Read it here: https://store.steampowered.com/news/app/334920/view/468327124146885… Continue Reading →