Unciv: 4.20.6 4.20.6 By SeventhM: Allow enabling embassies in Global/Policy/Era uniques instead of just techs Fix redundant requirement for sending embassies Add countables for worked tiles/population Fix edge case where Great Prophet costs are wrong Improve langu… Continue Reading →
Unvanquished 0.56.2, quality! We’re proud to deliver you Unvanquished 0.56.2! This point release is all about Quality! The Unvanquished 0.56 release has been a very important milestone with a huge amount of work shipped in it. But our community of volunteers is also very smal… Continue Reading →
Unciv: 4.20.5 4.20.5 modding: Correctly ignore possible filtering uniques for ruleset-disabled uniques modding: Check for event loops that the AI can get stuck in By SomeTroglodyte: Improve Civilopedia around Diplomacy concepts depending on Embassies Fixed map edit… Continue Reading →
Unciv: 4.20.4 4.20.4 modding: Ignore ruleset-specific errors when unique is disabled in this ruleset By SomeTroglodyte: Hide religion- or espionage-specific demands when disabled Fixed NPE when Espionage Screen is used to move a spy to an unknown civ’s city By unc… Continue Reading →
ZeroK: Planetwars Ends In Ceasefire The most recent planet war ended in mutual ceasefire just over an hour ago. Humanity Rising took an early lead with three artefact planets, but could not quite clinch the victory before the other factions rallied and dislodged them. Then Free Machines … Continue Reading →
ZeroK: Zero-K v1.14.5.0 – Planetwars Playtest Command Tweaks Planetwars is live right now. The second open playtest is in full swing, with 240 invasions launched in the past 26 hours. We designed the round to last the weekend, although it is hard to dial in, although we are considering pausing it during the week… Continue Reading →
Unciv: 4.20.3 4.20.3 Custom maps are retained when starting a new game from an old one Spies ‘evacuate’ correctly from destroyed cities Spectators can see the building list again By unciv-loof: Confirmation popup before breaking promise not to spy ConstructImprovem… Continue Reading →
ZeroK: Cold Take #40 – The Retreat Range Bonus The retreat range bonus was a quirk of game physics that started causing problems six years ago. Removing it would break some basic rules of Zero-K, but something had to be done.Read it here: https://store.steampowered.com/news/app/334920/view/51749295… Continue Reading →