Unciv
Unciv version history
‹ General InfoVersion | 4.4.11 (3 variants) |
Updated | 1 year ago |
Changelog | AI tweaks for better targeting Cannot alter city build queue in between turns Fixed 'destroy civilian unit before attack' crash Terrain-Specific Natural Wonder Sprite Support - By OptimizedForDensity By vegeta1k95: - City Screen improvements - Fix crash when attacking city with disabled overlays - PolicyScreen: branch progress + fix spectator Trade button initially disabled - By lishaoxia1985 By Gualdimar: - Collapsible tutorial tasks - Bigger header on policy and mod screens |
Version | 4.4.10 (3 variants) |
Updated | 1 year ago |
Changelog | By vegeta1k95: - Performance optimization: fast and smooth zoom By Gualdimar: - Policies screen top button reworked - Android autosave location fix - Fix unresponsive policy screen header AbsoluteUnits - Cataphract, Companion Cavalry, Horseman - By letstalkaboutdune Fix UX of random nations pool - By alexban011 Double Click on Tech to Exit Tech Screen - By OptimizedForDensity modding: Unbuildable accepts conditionals Stats serialize to notifications |
Version | 4.4.8 (3 variants) |
Updated | 1 year ago |
Changelog | By OptimizedForDensity: - Fix Faith Healers healing enemies - Notification log fix By vegeta1k95: - Add next-turn-progress bar for growth/production on CityButtons - Fix incorrect dimming Don't heal units when pillaging roads - By itanasi By Gualdimar: - Autosave fix - Remember Show autosaves setting state |
Version | 4.4.7 (3 variants) |
Updated | 1 year ago |
Changelog | AI battle automation vastly improved for taking over cities AI automation: Don't nuke cities that we're already winning against By vegeta1k95: - Rework of TileGroup: split into dedicated layers, initial preparation for slot-mechanics - Optimized BorderedTable, refactored CityButton, new air table for units + misc Better check for inquisitors blocking religion Modding: Allow unique ruins stat gain notifications Wonder overview uses viewing civ, not current player |
Version | 4.4.6 (3 variants) |
Updated | 1 year ago |
Changelog | Fixed Android custom location save Fixed 'infinite stat' from city-states Clearer city tiles Do not allow placing of 'repair' in map editor Fixed spawn ignoring i/4 of the map Better main menu map Modding: - allow roads/railroads with no required tech - Mods without unittype for a unit will trigger correct warnings - Fallback images for all major objects Modification of the random part of Prize Ship to avoid save scumming - By AlatarTheYoung |
Version | 4.4.5 (3 variants) |
Updated | 1 year ago |
Changelog | Modding: - Added upon discovering a Natural Wonder, upon founding a city triggers - Added conditionals for above and below resource amounts - Great general unique accepts conditionals - @SpacedOutChicken Allow placing Barbarian encampments in map editor Added option to allow players to choose randomly selected civs - By alexban011 Fix crash in Tactical Analysis Map - By OptimizedForDensity AbsoluteUnits - Mohawk Warrior, Swordsman v2 - By letstalkaboutdune |
Version | 4.4.4 (3 variants) |
Updated | 1 year ago |
Changelog | Better generation for all map types Include forked repos in github search - By FiretronP75 AI doesn't declare war until it's sufficiently built up |
Version | 4.4.3 (3 variants) |
Updated | 1 year ago |
Changelog | Version 800! Can pick a policy with enough culture even if you have no cities Korea's unique applies to Library Notifications scroll retains position Displayed Great Person point requirements always take game speed into account Conditioned trigger uniques do not 'go off' without the trigger (e.g. when tech researched, building built) Global alerts translated properly Add options to use random number of players and city states - By FiretronP75 Refactor Cannot Move Unique - By itanasi |
Version | 4.4.1 (2 variants) |
Updated | 1 year ago |
Changelog | New tile visibility framework! - Differentiated attackable from visible tiles per Civ V - Tiles 1 step out of bounds of visibility are visible if they're higher than current tile - Higher tiles can be visible beyond non-visible, hidden tiles Damage bonuses are additive, per Civ V, not multiplicative Resolved health bar overflow problems Preparation for Tactical AI Rework: analysis map, domination zones - By vegeta1k95 |
Version | 4.3.20 (2 variants) |
Updated | 1 year ago |
Changelog | Show numbers on attack damage and final strength comparison for battles Changed Windows icon for Unciv to new icon Unit icons no longer overlap unit action images, improved render time for unit images MoveTo image visible AbsoluteUnits - Unique Triremes - By letstalkaboutdune By vegeta1k95: - Modding: allow custom ResourcePortraits - Fix foreign units flags fading - Fix AI being able to bombard non-visible tiles + optimizations |