When updating, be careful not to delete your
UserSettings
folder unless you want to go back to the default settings, or, if you drag-and-replace the updated files, you may want to delete the old PublicMaps and PrivateMaps folders. The bundled map scripts are now deployed in a ZIP archive, meaning that they're available only to those who choose to manually extract them. You may also want to be aware that the Taurus
.ini
file no longer blocks CustomAssets from being loaded. This means, loading Blue Marble from there should now work. On the other hand, a complex mod in CustomAssets could cause problems. BUG/BULL in CustomAssets didn't seem to interfere with Taurus in a quick test.
Changes: Not many of note. v1.01 had partially broken the Oracle and Liberalism (the free tech was not granted when choosing one's current research), and this is now fixed and the only somewhat urgent reason for this update. Another undesirable behavior fixed: First-meeting messages no longer indicate the positions of AI units that would otherwise be unobservable.
New conveniences: Waiting missions such as Fortify are no longer ignored by units that are out of moves. I found this (BtS) quirk pretty annoying when I actually played with Taurus for a while. And "All Military" is now the default initial choice when turning on the Unit layer (Alt+U) – instead of just "Enemies in Territory". No option for this change, hopefully uncontroversial enough.
A couple of graphical changes: A more detailed-looking waiting cursor (spinning globe) and moderately larger city billboards with correspondingly larger text. I recommend disabling the Wide City Bars option on the Map tab of the BUG options screen, which is now also the default setting. These changes unfortunately can't be as optional as I'd like. Removing or renaming
Assets\Res\Cursors
should get rid of the new cursor. The billboard size can be adjusted through a new button under "Camera" on the "Map" tab of the BUG options screen. This will open
CIV4DetailManager.xml
in a text editor. Changes to that file take effect while the game is running.
Plus quite a few minor tweaks, especially to map scripts, but it's all quite situational.
Here's the full change history on GitHub. Many of the changes were prompted by bug reports and suggestions by @DeafMetal.