Git Update Log

New update:
- fixed 2/3 UHV goals golden age length
- fixed congress occurence
- AI will reject ahistorical cities in trades
- made sure second Ethiopian UHV goal properly expires
- improved Ethiopian dynamic names
- improved Ethiopian city names
- cities that flipped on spawn cannot revert to previous owner on collapse
- corrected Man-of-War size
 
New update:
- rewrite of culture conversion on city conquest rules
- recapturing lost cities now spares population and buildings as intended
- culture conversion expires over time
- restored base game culture garrison requirements (disregarding culture conversion)
 
New update:
- removed random building destruction on city conquest
- instead, a total amount of building production is destroyed, beginning with buildings with the highest destruction probability
- number of population points lost on city conquest scales with city size
- building destruction and population loss is gradually applied while the city is in unrest
- reconquering a city stops building destruction and population loss
- remaining city defenses on conquest (from either buildings or culture) reduce damage to buildings
- defensive structures are not destroyed if city defenses are entirely undamaged

This update breaks savegame compatibility.

Note: the parameters of building destruction (buiding priorities and total damage) still need to be balanced.
 
New update: fixed a crash
 
New update:
- number of destroyed buildings influences pillaged gold
- less buildings are destroyed if a city has already recently been captured
- reduced Constabulary cost to 150
- reduced Warehouse cost to 200
- increased Levee cost to 250
- additional types of buildings have a chance to survive city conquest instead of automatically being destroyed
- adjusted building destruction probabilities
- less buildings are destroyed for the AI based on difficulty level
- religious buildings can survive city conquest if their religion is tolerated and is native to the city location
 
Last edited:
New update:
- settlers can settle in your cities to construct buildings that are present at the start of newly founded cities
- fixed the Aqueduct art glitch that occurs for Calcutta
- next city production screen appears after city comes out of unrest instead of right after being conquered
 
New update:
- added options to sack or spare conquered cities
- sacking a city results in additional pillaged gold, more unrest, building damage and population loss, reduces culture of all other civilisations in the city and can also remove a religion in the city
- sparing a city costs gold (based on the buildings), reduces unrest, building damage and population loss
- changed the wording of the city conquest dialog to match

(There is no AI for this yet)
 
New update:
- fixed a bug where cities lost more population after conquest than intended
- AI can now decide to sack or spare a city
 
New update: Sacking a city results in an attitude penalty
 
New update:
- AI will not build wonders that would have no effect as intended
- fixed a bug that prevented submarines from attacking or being attacked
 
New update: prevented effects of the overflow bug.

I have come a fair bit closer to finding the cause of the overflow bug thanks to the save @Vekkimaster posted. Unfortunately the root cause of the bug was already present in the save, so I could not completely fix the actual problem, but I could prevent it from actually affecting the game.

I have added more logging statements that will hopefully bring me closer to a complete fix the next time someone runs into it. Please let me know if messages about that appear in your event log.
 
New update:
- fixed a crash when cities are razed
- removed Lunar Landing movie from Lunar Colony
- corrected Byzantine dynamic names
- fixed First Satellite effect
- corrected next city production dialog when a space project is completed
- fixed premature expiration of the second Ethiopian UHV goal
- fixed building obsoletion
- corrected Reformation event text
- Ottomans do not remove cities around their spawn
- returning core cities to vassals is now allowed
- fixed capital relocation when original capital location is reacquired
- American Pioneers grant Labourers if available
 
Merged a Varietas Delectat pull request by h0spiall3rz: fixed missing Iranian Longbowman art
 
Another VD update: add distinct American Cannon art

Note: the VD updates only affect the VD git repository, so they will only take effect for the installer together with the upcoming next release.
 
New update: fixed a Babylonian UP exploit.

This update breaks savegame compatibility.
 
New update: second attempt to fix the Babylonian UP exploit.

This update breaks savegame compatibility (sorry).
 
New update:
- fixed a city conquest crash
- fixed automatic unit naming for new unit combat types
- adjusted early Central Asian barbarians (less frequent spawns before 200 BC, named Scythians)
- added Turkic civilopedia and strategy texts (credit to Dominus the Mentat)
- added Taizong and Hongwu diplomacy greetings (credit to freethink)
- added Khosrow diplomacy greetings (credit to Dominus the Mentat)
- Turkic Divan now provides one statesman slot
- Religious Persecutor now requires Doctrine (instead of Judiciary)
- corrected a hint about improving Rainforest (now states correctly that it requires Alloys)
 
New update:
- fixed a bug that prevented civilisations whose original spawn was before the scenario start date from respawning
- corrected the conditions of the debug output for the overflow bug
 
New update: fixed debug output check for the overflow bug.
 
New update:
- fixed a bug where too high city culture could roll over into negatives
- cities can not be released when they are in unrest, you are their original owner, or you have acquired them less than ten turns ago
- cities can not be traded when they are in unrest
- fixed a crash
- addressed some smaller bugs found while debugging
- corrected the gold received on city conquest to match the city conquest dialog
- the Viking UP now only applies to sacked cities
- corrected the starting Viking Galley in the 600 AD scenario to be a Longship
- Viking Longships now can bombard city defenses
 
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