OpenHV: 20250413 This is a stable release that contains changes from the previous pre-releases plus Fixed unbalanced resource for map Keep off the Glass by @SiegeSpud in #1242 Fixed camera being in an incorrect position of first frame of the shellmap by @Mailaender Fi… Continue Reading →
ZeroK: Zero-K v1.13.4.1 – Snazzy Plasma This update sports fancy new plasma cannon visuals and an engine update. The engine update is fairly well tested by this point, and should resolve a few rare crashes and improve performance. It might need a bit of time to scan your maps when you first … Continue Reading →
Unciv: 4.16.3 4.16.3 Ruleset validation: Hide performance suggestions from users, they’re now mod-checker only Maintenance for improved Code quality Prevent wrong multiplicators when using the ‘for every [countable]’ Unique in complex ways Resolved – City states do… Continue Reading →
Mindustry: Build 147: v8 Beta Release This is a beta release of v8. It does not contain any new Neoplasm faction content – that will be included in a future beta release.With over a year since last release, this version has a massive amount of changes. Here are the highlights.Campaign Over… Continue Reading →
Unciv: 4.16.2 4.16.2 Added settings for circles vs hexagons for movable tiles Modding: Added ‘civ checkcountable’ console command Trigger ‘on tile enter’ before removing barb camps / ruins Suggest conditional order in uniques, for performance Harden unique paramete… Continue Reading →
Unciv: 4.16.1 4.16.1 Changed ’tiles we can move to’ indication from circles to covering the tile Convert ‘conditional settlers’ to workers upon capture Selected unit fadein/fadeout it much more visible Added notification when unit set to sleep/defend until healed ha… Continue Reading →
Unciv: 4.15.20 4.15.20 Fixed autosave crashes when saving to external files on some Android devices Modding: Replaced semi-working policy branch restriction with countable + Unavailable Negative stat percentages from buildings displayed properly in city screen. Exp… Continue Reading →
ZeroK: Cold Take #24 – Balancing Burst Breakpoints Zero-K combines light units with heavy weaponry, and the result is massive overkill. This makes for exciting battles, but is also a great balance tool, when used in moderation.Read it here: https://store.steampowered.com/news/app/334920/view/5073243418… Continue Reading →