2.5 officially released on June 22nd, 2013. Following is a list of most of the changes (I'm sure I missed a few)
Download link
Thanks to Terkhen, lfgr ostar, and Red Key for the coding assistance!
Download link
Thanks to Terkhen, lfgr ostar, and Red Key for the coding assistance!
Bugfixes
- Units that are cargo will no longer do a fear check if their stack is attacked (bug #175)
- Tolerant civs can once again build civ-specific units in captured cities (ie, Freaks in Balseraph cities for example)
- Fixed a bug that was causing the AI to use too many units to guard forts (code by Red Key)
- Captured Slaves will no longer receive a racial promotion from the capturing player (fix for bug #3610488)
- fix for AI not upgrading units to High Priests
- fix for AI not pursuing level 4 victory strategies for Altar and Tower victories
- Bugfix - Peaks will now be considered connected to trade networks if they have a route on the tile (fix for bug #3608845)
- fix for incorrect addition to a player's power value (AI should no longer over-estimate its current power)
- civ-specific units for other civ-types wont be shown in the tech help (fix for bug #3608717)
- adding a missing GlobalDefine for Puppet States that was keeping them from receiving an initial culture boost
- AI now checks for SpecialistTypeExtraCommerce when valuing specialists (fix for bug #3609259)
- fix for python error when mousing over a unit with 0 attack strength (fix for bug #3609604)
- players with no cities will no longer be able to trade Embassies or Right of Passage agreements (fix for bug #3609298)
- unit icons on the main screen will now show civ-specific unit art (bug #3609567)
- Bugfix - In Advanced Tactics units will not be invisible in Super Forts the same as they are for cities. Fix for #3609079
- players will no longer be assigned to random@alignment leaders (fix for bug #3608541) (code by Terkhen)
- Barbarians will no longer research religious techs or spawn religious units (fix for bug #3608619)
- the Deepening now only affects 25% of the tiles in the world and also has the length of the terrain change modified properly by gamespeed (behavior is now as described here - http://forums.civfanatics.com/showthread.php?p=7347972&highlight=deepening#post7347972)
- Culture from forts will be cleared immediately when a player dies by CvPlayer::killCities rather than at the end of turn in CvPlot::updateCulture
- isNoCapture() units will no longer be able to enter Super Forts
- Ice Elementals now have their UnitCombatType set to None (like all the other elementals) rather than UNITCOMBAT_MELEE (bug #3607079)
- animals spawned via the CreateDen spells will now get the Hidden Nationality promotion
- Held units can no longer be loaded onto transports (fix for bug #176)
- fix for python error when right-clicking on research bar (fix for bug #3606100)
- splitting empires no longer causes automatic war declarations with the Barbarians (fix for bug #3604886)
- Nyxkin now get PROMOTION_DARK_ELF rather than PROMOTION_ELF (fixes issues with being unable to upgrade to Nyxkin)
- upgrades TO non-alive units are allowed (fix for bug #3604993)
- Hellfire will now spawn demon units
- Rebels should no longer be able to cast World Spells
- Chalid should no longer give an extra vote in the Undercouncil
AI:
- AI should no longer use Adepts and Mages to guard forts
- AI will now consider cities of other players as Inquisition targets
- Raider units will no longer pillage roads
- AI less likely to merge important units into Flesh Golems
- AI will hurry Victory buildings if it can
- Feasters with nothing to do will switch to UNITAI_ATTACK_CITY
- AI will no longer devalue units for UNITAI_ATTACK_CITY just because they have no defensive bonus
- AI will travel less when placing their first city
- AI less likely to raze its own cities that it re-captures
- AI more likely to create Puppet States rather than razing
- AI more likely to build UNITAI_EXPLORE units
- AI less likely to start random warplans with faraway civs
- The AI will build Super Forts adjacent to mana or bonuses it doesn't have yet such as those from unique features in FFH2.
- The AI now calculates choke and canal values for plots (currently just used for deciding on fort placement)
- AI will sometimes choose magic resistance promotions
- Merged a few things from K-mod regarding Team AI and some naval movement
UI:
- Addition of Playpting's Enhanced World Builder
- Held and Push messages will now include the name of the unit affected (fix for bug #3604401)
- Civ help info will now include information about when a civ is unable to engage in diplomacy due to Civics (ie Crusade) (feature request #3554638)
- Message log will now display the description of a civ when it is destroyed rather than just the civ adjective; will also save messages about rebel civs being destroyed
- Revolutions pop-ups will be suppressed when Autoplay is running
- City Growth bar will now display informative text when stagnant due to Growth Control being enabled
- Players will now receive messages when they capture a unit or their unit is captured (fix for bug #3599041)
- Players who are at peace with the Barbarians will now be able to destroy Animal lairs (fix for bug #3584287)
- Project descriptions will no longer appear twice in the Civilopedia
- Great General graphic will now be removed from units when the Great general is detached (fix for bug #3576505)
- Capturing units will no longer generate kill messages
Game Tweaks:
- Advanced Tactics - Super Forts: Units can now airlift into forts
- Advanced tactics - Animal units can now be traded
- Puppets are now SPECIALUNIT_SPELL and thus not affected by the Summoner trait (feature request #3605724)
- slightly increased number of free defenders new colonies receive
- Map generator will try to place improvements that spawn units out of sight of the players' starting areas
- Improved Councils - votes now require a majority to pass; tie votes will be decided based on how the Head Councilor voted (first part of feature request #3608246)
- Puppet States will now start with a few more units
- Improved Wildands - with Wildlands option on, Animals will spawn all game (feature request #3605204)
- Divided Souls are now Never Obsolete (feature request #3605725)
- Game will no longer try to add Forests to starting positions unless the civ affected is flagged as MaintainFeatures for the feature type (fix for feature request #3606836)
- Players can gift cities to their Vassals (feature request #3528662)
Code:
-
Terraforming effects for spells will now be handled via XML tags(On hold due to technical issues) - New Unit tags
- <bCanMoveLimitedBorders>
- New Promotion tags
- <bCastingBlocked> (feature request #3603875)
- <bAllowsMoveImpassable> (feature request #3597354)
- <bUpgradeOutsideBorders> (feature request #3597357)
- <bAllowsMoveLimitedBorders> (feature request #124)
- <UnitPrereqReligion> (feature request #69)
- New Improvement tags
- <FreeSpawnPromotion> - idea taken from EitB (feature request #123)
- Numerous updates and tweaks to the BBAI logging
- exposing getChokeValue, calculateChokeValue, getCanalValue, and calculateCanalValue functions to python
- exposing changeStolenVisibilityTimer() to python (feature request #3609373)
- Civilization Terrain Yield Changes are now handled in CivilizationInfos rather than TerrainInfos (code by Terkhen)
- Debug - suppressing the unit killed output to the python debug log since this info is now displayed in the BBAIlog
- new function -- int CvPlayer::countNumOwnedTerrainTypes(TerrainTypes eTerrain) const