Unvanquished 0.55.5, polishing it Here comes Unvanquished 0.55.5, our 6th release in the Unvanquished 0.55 development cycle! We expect this to be the last 0.55 point release. The next, major 0.56.0 release should come in the near future. This point release only updates the engine and … Continue Reading →
Living in the future The next version of Unvanquished will run on SDL3! Our release will also run natively on Wayland, and many libraries will be updated! Wait, what? Today we offer you a dive into an underestimated topic of game development: the building of redistributabl… Continue Reading →
Mindustry: Build 152 (Beta) Fixed bound unit not saving in logic blocks Made water extractor less effective on charred stone tiles Made turrets rotate-able during placement Made Mindustry use a OpenGL 2 context on Intel GPUs as a possible workaround for a driver memory corruptio… Continue Reading →
Wesnoth: Wesnoth 1.19.16 The newest release of the new development series, Wesnoth 1.19.16, 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: 4.18.2 4.18.2 Can no longer repair improvements in neutral territory (exploit) Fixed crash on declare war with triggers By RobLoach: BNW: Fix logic around Cultural Victories Add if no Civ has adopted [policy/belief] Conditional By unciv-loof: Fix multiplay… Continue Reading →
ZeroK: Zero-K v1.13.9.5 – Hotfixes and Jump Stun This update has tweaks and fixes for the update from two weeks ago. Detriment now responds to status effects while winding up its jump, and being transported cancels the jump entirely. Racketeer is also better at keeping large units disabled.TweaksStat… Continue Reading →
Fheroes2: version 1.1.11 Allow to customize and ban spells for the Mage Guild in the Editor Allow to select monsters for Random Monster objects in the Editor Fix multiple rendering and logical issues in the Editor Fix several logical problems with objects on the Adventure Map… Continue Reading →
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 →