C2C SVN Changelog

SVN-11496
v42.1.BETA.7110 - 2022-07-25

All Changes

Merge branch 'master' into release -- Toffer
Refactor and possible fix to suspicious logic in CvUnit::healRate(). -- Toffer
Fixed text bug for healer unit alt tooltip. -- Toffer
Fixed bug in caching healer stat for specific unit combats in specific units, not retroactive, so units where these stats are messed up will remain messed up. -- Toffer
Small refactor in CvCityAI::AI_bestUnitAI(...). -- Toffer
Some refactoring, mainly in "CvUnitAI::AI_retreatToCity(...)" -- Toffer
 
SVN-11498
v42.1.BETA.7116 - 2022-08-01

All Changes

Merge branch 'master' into release -- Toffer
Added experimental complexity to the sighline logic. -- Toffer
Fixed bug in how sightline logic is applied, removed some useless global defines, increased units max vision range from 5 to 8, tweaked sighline logic. -- Toffer
Added a boolean logging option controlled from the BUG option menu. -- Toffer
 
SVN-11499
v42.1.BETA.7121 - 2022-08-05

All Changes

Merge branch 'master' into release -- Toffer
Fixed bug in sentry (unit action) being too sensitive waking unit when enemy unit is still 1 plot too far away to be seen. -- Toffer
forgot to remove a temp debug line. -- Toffer
 
SVN-11500
v42.1.BETA.7135 - 2022-08-08

All Changes

Merge branch 'master' into release -- Toffer
Restructuring some of the code dealing with the order of unit actions, one can now use the iOrderPriority tag for BuildInfos to internally sort their order as unit actions without them getting mixed with non-builds, same goes for automation unit actions. -- Toffer
Reordered unit actions a bit, promotions are at the end now, with only "delete unit" after it, always the very last action. -- Toffer
Misc refactor and cleanup. -- Toffer
Refactor/cleanup in CvXMLLoadUtilitySet.cpp. -- Toffer
Fixed minor issue in some mapscripts, that afaik only manifested when doing "play now" on the debug dll. -- Toffer
Quick fix to a couple text errors in the volcano events. -- Toffer
Exp to *feline units from big cat enclosure -- DZF
Workaround for fixing Great Holmegaard Hunt -- DZF
Added 1 camo spot for recon line -- DZF
Added simple terrain prereqs to 5/6 cave wonders to differentiate them -- DZF
Fixed ordering of fruit picker, grape picker -- DZF
Freshwater makes towns/suburbs valid -- DZF
fixed old inconsistency with vactrain route speed -- DZF
Added exp to canine combat units from big cat enclosure -- DZF
Caves prevent terrain damage -- DZF
Makes Krakatoa only in Sea/Coast, not Sea/Ocean -- DZF
ui: units that can't heal no longer show max-int turns-to-heal -- DZF
 
## SVN 11501
## v42.1.BETA.7148 - 2022-08-15


### Features
- **Language:** German translations(Marco Bellmann)
- **Balance:** Many animal buildings converted to hammer-possible variants (DZF)

### All Changes
- Reduced volcano eruption frequency + some organization (DZF)
- 0.2g upkeep for subdued animals, 0.5g for tales (DZF)
- Buffed animal fight/tale yields by 5x (DZF)
- Added tamed duck/turkey (needs 'tame' art variant) (DZF)
- Added bad boy cage constructability to rest of weasels (DZF)
- small code change to allow units with zero iBaseUpkeep to get upkeep through iExtraUpkeep from promos and combatTypes. (Toffer)
- Clarified description for dynamic XP game option (DZF)

(See here for animal changes discussion and feedback)
 
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## SVN 11502
## v42.1.BETA.7191 - 2022-09-01


### General
  • Conquering a city updates terrain knowledge of tiles near it (radius approx 2 + working radius of city)
  • Replaced old recording which misreads the Naturopathy quote with a new one by me which does. (James McDermott)
  • Ignore size matters in unitvalue calculation, it seems to evaluate too low (flabbert)
  • try to fix law enforcemnet tanks (flabbert)
  • Minor rebalancing for animal workers (DZF)
  • Clarity fix for city wonder limits (DZF)
  • Suggestion by N47. Esc key will unselect selected city, and it will unselect selected unit if selected unit is not waiting for orders or have no moves left, i.e. if unit has red or grey dot-status. (Toffer)
  • Domestic advisor: clicking on a city opens the city screen. (N47)
  • Different notifications for random bonus discover, improvement discovery (DZF)
  • Cleanup of Events, corporations pedia (Sannita)
  • ... also, probably, lots of bugs, due to:
# General Culture:
  • Thresholds for reaching culture size X are now always 2x or 4x the previous level (depends on Realistic Culture Spread option). In terms of absolute numbers, culture amount needed to generate for early and late levels have significantly increased, middle levels haven't changed too much.
  • Culture decays on all plots, adjusted for gamespeed. The culture on a plot from a city reaches an equilibrium value fairly quickly related to the culture output of that city and distance from it, instead of stockpiling indefinitely. XML tags in GlobalDefines.xml; CITY_CULTURE_DENSITY_FACTOR, TILE_CULTURE_DECAY_PERCENT, TILE_CULTURE_DECAY_CONSTANT
  • No immediate change of culture tiles on city conquest unless Fixed Borders is on. Culture is lost through decay or IDW
  • Additional information about revolts in the form of notifications, and tooltip when mousing over culture bar in city view or city bar in world view.
  • Revolt chance increases substantially - almost uncapped - as foreign culture reaches 99%. Still possible to reach 100% revolt protection from units, though.
# Realistic Culture Spread (RCS)
  • RCS now has 2x - 1 the number of border expansions as without it on (instead of 3 more), but...
  • Terrain difficulty increased, and difficulty of some terrain and types depend on tech. Mountains are harder until can settle on them, water harder until can trade on that type, etc.
  • RCS borders update to circumstances; if you chop a forest, you may acquire an additional tile the following turn. Conversely, a forest growing may cause borders to shrink. Don't need to wait for another level of city culture.
  • When combined with one-tile-start option, there is a different pattern of border growth that is much smaller; consider this a challenge mode! Existing games that have it on and want it off can disable one-tile-start thru worldbuilder, game options tab.
# Influence Driven War (IDW)
  • Largely rebalanced. Winning a battle gives 5% culture by base on tile plus some nearby, many modifiers. Due to rounding, will be larger effect very earlygame, but also the effect will disappear faster
  • Emergency draft fixed, notifications improved. City won't draft if pop is below 6, or if attacker has above 25% culture in the city, or if already has sufficient defenders. Can draft twice per attack if city is large enough, and has few enough defenders.
  • Converted to int math, may help prevent some OOS in mp
  • XML tags available in GlobalDefinesAlt.xml for a great many of these values.
# Fixed Borders (FB) now has the following effects when allowed by gameoption and enabled by civic:
  • Increased threshold needed to lose tiles by culture (instead of whoever has most, only lost when next best has twice FB civ's culture, regardless of if next best has FB or not). XML tag FIXED_BORDERS_CULTURE_RATIO_PERCENT, in GlobalDefines.xml
  • Military units can claim tiles (as before)
  • Military unit on a tile will keep the tile owned, regardless of any culture on it (fixed a bug related to that)
  • When conquering a city, nearby tiles that conquerer has the minimum bound to hold on to will be acquired (e.g. a 45/55% tile will flip to them, because they can hold onto tiles of down to 33/66%).
### Bugfixes
  • No longer gain double border radius expansion at levels 4, 5, 6
  • Cities conquered with RCS on no longer expand in radius like nobodies business
  • Tiles should no longer flicker back and forth between owned and unowned in certain circumstances (if they still do, it's because of entirely different circumstances...)
  • Fixed (rewrote) inconsistent fixed border mechanics
  • Fixed fort tiles flipping from culture inconsistently (probably)
  • Fixed fort tiles being not conquered when a warring unit walks onto them in certain circumstances
  • Revolt chance readout now shows actual % chance per turn
  • Conquest of cities should no longer produce wild culture swings and bordergore for several turns

Balance feedback will be needed due to this equilibrium culture overhaul mechanic. Please post suggestions in this thread. Thank you!
 
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## SVN 11503
## v42.1.BETA.7197 - 2022-09-02


# Bugfixes
- Barbarian culture should now decay properly
- IDW should no longer on rare occasion spread culture up to 50 tiles away
- Fixed end-of-turn hang when a city located on specific index value tiles is conquered
- Cities now remember how to spread culture vertically, not just horizontally on RCS
- Revolution should no longer complain about a div0 error (patched division, not root cause; revolution module isn't well supported...)
- Fixed bugged citybar UI text on 1-tile-start option when 0 culture level (and some related effects)

Feedback for culture still requested in this thread please!
 
## SVN 11504
## 42.1.BETA.7202 - 2022-09-02


# Bugfixes
- Patched potential CtD in IDW caused by poorly initialized units(?)
- IDW culture increased on capturing fort, not fighting on a fort
- Better rev warning fix

# Known issues
- There may be an intermittent CtD I've been unable to duplicate. If it is too frequent, reverting back to 11501 may be desired until it can be fixed (though strange border effects may occur for games saved in 11502+).
 
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## SVN 11505
## 2022-09-05


# Reverted cultural changes from 11502 - 11504 until bugs can be conclusively fixed. Thank you all for the feedback, and apologies for issues caused.

# Known issue: Cultural borders from games saved on 11502+ may behave unexpectedly, but (hopefully) should not cause ctds.
 
SVN-11506
v42.1.BETA.7214 - 2022-09-09

All Changes

Merge branch 'master' into release -- Toffer
Minor value tweaks in CvPlayerAI::AI_promotionValue(...) -- Toffer
Fixed CTD in CvPlayerAI::AI_promotionValue(...) -- Toffer
Refactor misc -- Toffer
Removed unnecesary folklore requirement from two tamed units -- raxo2222
 
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SVN-11508
v42.1.BETA.7238 - 2022-10-05

All Changes

Merge branch 'master' into release -- flabbert
Merge pull request [#1409](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1409) from dsmabell/master -- dsmabell
German translations -- Marco Bellmann
Merge pull request [#35](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/35) from caveman2cosmos/master -- dsmabell
Merge branch 'master' into NewCultureTweakBranch -- flabbert
Switched 3 arrays to boost::scoped_array ([#1407](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1407)) -- MattOttawa
patch for spy culture insert ctd -- DZF
Added missing text for one volcano event -- DZF
Merge branch 'master' into NewCultureTweakBranch -- Toffer
Merge branch 'realistic-culture-tweaks' into NewCultureTweakBranch -- Toffer
remove very inefficient automatedpillage use -- flabbert
remove the minimum culture flip -- flabbert
nullcheck defending unit -- flabbert
remove redundant curlybraces -- flabbert
nullcheck surrounding territory check -- flabbert
disable sm check for unit revolt protection (this in theory can make splitting units for revolt protection more powerful) -- flabbert
removed references to FEATURE_STORM in more places -- flabbert
nullcheck adjacent plots in feature growth -- flabbert
remove storms, disabling them broke feature spread -- flabbert
remove storm and tornado, disabling them with option breaks feature spreading -- flabbert
 
SVN-11509
v42.1.BETA.7245 - 2022-10-15

All Changes

Merge branch 'master' into release -- Toffer
Fixed bug in planet generator mapscript introduced when storm feature was removed. -- Toffer
Event triggers can'tbe deleted as it breaks saves + more cleanup -- raxo2222
proper cleanup -- raxo2222
 
SVN-11510
v42.1.BETA.7250 - 2022-10-26

All Changes

Merge branch 'master' into release -- Toffer
Fixed strange behaviour in code that spawns gladiators when Spartacus wins battles (e.g. losing ones own city and immediately recapturing it when attacking a stack outside the city with Spartacus from the city and gaining a gladiator from it), might fix other issues where plotCheck is called on the plot of a dying unit which would consider the dying unit as valid for the check, whatever that check might be. -- Toffer
Some minor refactoring in 3 CvPlot functions -- Toffer
switched culture distance loops to foreach ([#1410](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1410)) -- MattOttawa
 
SVN-11511
v42.1.BETA.7256 - 2022-11-02

All Changes

Merge branch 'master' into release -- flabbert
Merge pull request [#1411](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1411) from MattOttawa/cities_safe_iterator -- flabbert
added safe city iterator -- MattOttawa
 
SVN-11512
v42.1.BETA.7263 - 2022-11-07
All Changes
Merge branch 'master' into release -- Toffer
Fixed CTD and odd logic as well. City X could while running its doTurn() function change owner due to increasing the culture on the plot it is on and then go on to do other struff in doTurn after it just deleted itself due to the ownership change. -- Toffer
Fixed minor bug where a city with 1 pop would autoraze when changing owner peacefully. -- Toffer
added includes, stops intellisense yelling -- flabbert
 
SVN-11513
v42.1.BETA.7276 - 2022-11-27
All Changes
Merge branch 'master' into release -- Toffer
Some tweaks on the new culture mechanic. -- Toffer
Tweaked plot help in debug mode a bit. -- Toffer
City plot will minimum always have 1 culture from city owner. Added some debug code, minor refactoring. -- Toffer
Quick fix on contract broker shortcoming that should help a lot on AI explorer unit spam training. -- Toffer
Auto stash before rebase of "origin/master" -- Toffer
Merge pull request [#1412](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1412) from dsmabell/master -- dsmabell
Language -- Marco Bellmann
Merge pull request [#36](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/36) from caveman2cosmos/master -- dsmabell
ensure required combatodds cant go over 99% when evaluating autohunt -- flabbert


SVN-11514
v42.1.BETA.7278 - 2022-11-27

All Changes

Merge branch 'master' into release -- Toffer
Fixed dumb rounding error mistake from my tweak on culture, pointed out to me by Blaze, thanks Blaze. -- Toffer
 
SVN-11515
v42.1.BETA.7285 - 2022-11-28

All Changes

Merge branch 'master' into release -- Toffer
Fixed plot culture issue with barbs becoming minor civs. -- Toffer
Isolated the two isFighting dllexport function so that only the exe ever calls them. Some refactoring and cleanup. -- Toffer
Actually, the assert is just dumb, removed it instead. Did some refactoring in CvUnit::setCombatUnit where the assert resided as well. -- Toffer
Resolved false positive assert triggering when killing units in combat. -- Toffer
 
SVN-11516
v42.1.BETA.7290 - 2022-12-03

All Changes

Merge branch 'master' into release -- Toffer
Fixed bug with culture, didn't round up minimum culture output with high enough accuracy. -- Toffer
Tweaks and refactoring of CvGame::updateColoredPlots(), fixed a minor UI bug where a worked plot with a bonus that can be provided by two different improvements will have a red ring no matter which of the two are built. -- Toffer
Infotypes shouldn't start with txt_key -- raxo2222
 
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