2.51 officially released on October 19th, 2013. (not compatible with previous saves)
Download link
Thanks to lfgr, MagisterCultuum, Terkhen and fe79 for the coding assistance!
Download link
Thanks to lfgr, MagisterCultuum, Terkhen and fe79 for the coding assistance!
Bugfixes
- changeStolenVisibilityTimer() now properly exposed to python
- A unit flagged with the <UpgradeOutsideBorders> tag will now be able to upgrade anywhere if the upgrade unit requires a building so long as the owner has one of those buildings (previously it was only checking the closest city)
- Liches now set to max 4 per player rather than 3 per team
- BUG Unit Naming option will no longer throw errors when a Beast unit is built
- Enclaves will no longer spawn Demagogs during Crusade
- Unit portraits will no longer block the Unit name line
- Baby Spiders now have a 20% chance to grow into a Giant Spider after combat (was 2%)
- Raider units will once again be able to pillage enemy roads
- Player will now receive a message when a HN unit kills a Worker or Settler
- Blur no longer grants immunity to Defensive Strikes
- River of Blood now affects size 2 cities
- Summoners will now be re-associated with their Summons after Conversion (ie upgrades mainly)
- fix for crash when Boarding units attack cities where the only defenders are naval units
- Power calculations should no longer go into the negatives
- Wild Hunt will no longer summon wolves on Peaks or Water tiles, nor will it summon wolves for non-alive units; Hyborems Whisper no longer allows the player to take a city from their Mater if they are a Vassal; Pillar of Fire and Crush will no longer count non-visible units when checking for potential targets; the Draw now disables diplomacy for the whole team (code by Terkhen)
- Goblin Forts will no longer spawn extra units with UNITAI_LAIRGUARDIAN in Scenarios (partial fix for bug 57 - see bug entry for details)
- fix for a potential permanent loop (fix by lfgr)
- Civ4lerts should now work properly (fix by fe79)
- fixed an issue that would sometimes cause the AI to inadvertently declare war on a neighbor when pursuing Barbarians
AI:
- when selecting techs, the AI will no longer value units which have a non-matching <PrereqAligment>
- AI should no longer try to broker peace when one of the parties is a Vassal
- loosened some artificial restrictions that were forcing the AI to spread cities out more
- AI should be more interested in founding near Mana and researching magic techs when pursuing a Tower victory; AI should no longer pursue Culture victories (too difficult for the current AI to actually win a Culture victory)
- AI will now consider War Weariness when calculating AI_endWarVal()
- AI will no longer build Warrens in small cities
- AI less likely to set units with bonuses for attacking cities as city defense (AI_ejectBestDefender() function)
- Some updates to AI_conquestMove() - Conquest groups should prioritize attacking cities
- AI less likely to pursue Conquest victory based on being near the top of the scoreboard
- AI should be less interested in building culture buildings for initial culture if they have a trait that gives free
culture - few minor tweaks to how the AI values religions - now has a base value for each religion, even if that religion isn't present in the player's cities
- when not playing with the Aggressive AI option, the AI will now take into account its current attitude towards the owning player when evaluating AI_targetCityValue()
- AI Infernals will now build Demon's Altars; Archmages should now always be flagged with UNITAI_HERO
- adjusted AI_searchRange() so that temporary summons shouldn't look for targets that are beyond their range*duration
- the AI should be less likely to start new wars via AI_pickTargetCity() when they are already involved in another war
- AI should be more focused on building offensive troops rather than defensive
- AI will now build Hawks sometimes
- removed some Ruthless AI code that was causing the AI to change their Worst Enemy too frequently
UI:
- Enhanced World Builder (original code by playpting - adopted for MNAI by MagisterCultuum)
- Updated the descriptive text for the Wildlands option
- Sevopedia now includes a section for Minor Leaders (code by lfgr)
- Greater Snowfall now is called Greater Snowfall (was just 'Snowfall' before)
- Players will now receive combat messages when an Illusionary unit attacks and withdraws
- updating the description for the Citadel of Light
Game Tweaks:
- setting Mistforms to UNITAI_ANIMAL
- addition of a Diplomatic Victory option (code by lfgr)
- Spells that require a building to cast (ie, Shrine of Sirona for example), will now be castable by teammates
Code:
- Puppet States - updating to version 1.4 code; Puppet State activation is now defined via an XML tag in TechInfos.xml
- Advanced Tactics - Tech Diffusion enabled (settings can be changed via XML)
- Advanced Tactics - Advanced Diplomacy - tech diffusion gets a bonus for Rights of Passage and Embassy agreements
- Revolutions - Rebels will no longer spawn Settlers; added Stability adjustments to a few more buildings; Reduced stability penalties for City States
- Revolutions - Rebels should now be able to spawn civ-specific units; Rebel units will no longer start the game injured; Rebels should be better at spawning tech-appropriate troops
- exposing getMinLevel() to python
- exposed CvPromotionInfo::getAIWeight() to python
- Exposing CvBuildingInfo:isRequiresCaster() and CvGame::setHandicapType() to python
- exposing isPermanentSummon() and setPermanentSummon() to python
- some additions and changes to logging
- fix for assert error when mousing over commerce info for Settlements