Hey all,
New version inbound, just in time for the holidays! Most of this is just bugfixes, nothing too exciting, but there are some cool features in here.
Special shoutout to balparmak for his awesome work for this release, including making buildings invest-able later on, reducing the size of art assets by over 150 MB, and several bugfixes.
Changelog:
Link: https://drive.google.com/file/d/1AJm5e5xuBfBmFstDD_MAD2MnRzs5TOaH/view?usp=sharing
Online as of 7:37 PM CST. Not savegame compatible.
Happy holidays!
[Version 1.3.1]
Hotfix for a few missing textures has been posted.
Link to 1.3.1 (in case of map generation issues): https://drive.google.com/file/d/1g1OB6ssurSAPLSbZcOjzK5IrVfKdTUfI/view?usp=sharing
Online as of 10:19 PM CST. Savegame compatible.
[Version 1.3.2]
Added improvements to resource placement during map generation (AssignStartingPlots.lua) from azum4roll. Clear a Marsh is now moved to Construction, requiring fewer techs to unlock it.
Changelog:
Kept 1.3.1 uploaded in case there's a map generation issue (crash or whatever).
Online as of 2:54 PM CST. Savegame compatible.
[Version 1.3.3]
Hotfix for a few small issues.
Changelog:
Online as of 12:52 PM CST. Savegame compatible.
[Version 1.3.4]
Hotfix for religious pressure/followers. Link above has been updated.
Changelog:
Religious followers should be distributed correctly now (although the number of Atheists and the Atheism pressure are not yet shown in the tooltip).
Online as of 9:30 AM CST. Savegame compatible, but won't fix existing negative religious pressure/follower issues.
New version inbound, just in time for the holidays! Most of this is just bugfixes, nothing too exciting, but there are some cool features in here.
Special shoutout to balparmak for his awesome work for this release, including making buildings invest-able later on, reducing the size of art assets by over 150 MB, and several bugfixes.
Changelog:
Code:
Major Features
- Buildings and Wonders can now be invested in as long as they have more than 1 production turn remaining
AI taught to use this properly
- Major cleanup of the religion code from ilteroi
Total religious pressure is now displayed in the city tooltip (EUI only)
- Significant reduction in memory usage from art assets (thank you very much balparmak!)
AI
- Shoshone and America AI less likely to select God of the Expanse
- AI willingness to backstab friends reduced, logic adjusted
- Diplo AI's "Easy Target" evaluation is now more nuanced (considers captured cities and other factors)
Balance
- Added +1 Culture per turn to all World Wonders without it (and the Consulate) because the inconsistency annoyed me
- Added +4 Culture per turn to Ideology NWs
Bugfixes
- Fixed Barbarian Hordes not spawning
- Fixed "kidnap specialists" spy event never ending
- Fixed City-State Influence forum quest never ending
- Fixed extremely low Corporation Franchise limit
- Fixed buggy spy text (duplicate notifications, bad grammar)
- Fixed units purchased with Faith being able to move immediately (they still get full XP)
- Fixed crash when starting a game with 43 Civs
- Fixed blockades not affecting cities correctly
- Fixed bug with Siege Tower
- Fixed "attacked resurrected civ" diplo penalty not applying correctly
- Fixed excessive diplo penalty for different ideologies
- Fixed bug with AI approach weights towards City-States
- Fixed AI expending all of its Great Admirals when it has more than one
- Fixed bugs with Tourism (Tourism tooltip should now display accurate modifiers)
- Fixed errors with T34 tank promotions
- Fixed Venetian puppets ignoring building requirements for units
- Fixed Palace Garden giving +3 Food instead of displayed +5
- Fixed Ceremonial Burial culture not scaling with era
- Fixed Influence bonus from failed coup
- Fixed City-State Influence modifying Tribute yields incorrectly (CP Only)
- Fixed Dojo yields
- Fixed non-Artistry AIs still getting mad about excavated artifacts from hidden sites
- Fixed being unable to build Work Boats in lake cities
Misc.
- Ottoman UA renamed from Tanzimat to Kanuni
- Added LUA hook for modders to change the AI's flat and percentage weights to major civ approaches (thanks InkAxis!)
- Text fixes
Link: https://drive.google.com/file/d/1AJm5e5xuBfBmFstDD_MAD2MnRzs5TOaH/view?usp=sharing
Online as of 7:37 PM CST. Not savegame compatible.
Happy holidays!
[Version 1.3.1]
Hotfix for a few missing textures has been posted.
Link to 1.3.1 (in case of map generation issues): https://drive.google.com/file/d/1g1OB6ssurSAPLSbZcOjzK5IrVfKdTUfI/view?usp=sharing
Online as of 10:19 PM CST. Savegame compatible.
[Version 1.3.2]
Added improvements to resource placement during map generation (AssignStartingPlots.lua) from azum4roll. Clear a Marsh is now moved to Construction, requiring fewer techs to unlock it.
Changelog:
- A separate Impact and Ripple table has been made for each strategic resource (instead of all of them sharing one).
- The order of placing strategic resources should no longer matter
- Size of coal deposits reduced. Amount of coal deposits increased.
- Resource placement follows Civilopedia
- Coal: grassland, plains. No longer on tundra.
- Gold: grassland, plains, desert. No longer on tundra.
- Silver: tundra, desert. No longer on grassland/plains.
- Copper: can be on all featureless plots, including snow.
- Gems: can be in jungle in addition to featureless non-snow plots.
- Salt: plains, desert, tundra. No longer on grassland.
- Sugar: flood plains and marsh only. No longer in forest/jungle.
- Truffles: can be in marsh in addition to forest/jungle.
- Furs: flat forest tundra only. No longer on plains.
- Ivory: open flat plains only. Grassland ivory was a bug.
- Cotton: can be on featureless desert in addition to grassland/plains.
- Clear Marsh moved to Construction (was Iron Working)
- Communitu_79a changes:
- Use new impact layers, adjust strategic rate accordingly
- BUGFIX: AdjustTiles now works for Even More Resources
Kept 1.3.1 uploaded in case there's a map generation issue (crash or whatever).
Online as of 2:54 PM CST. Savegame compatible.
[Version 1.3.3]
Hotfix for a few small issues.
Changelog:
Code:
Clear a Marsh now actually moved to Construction (not Masonry)
Major civs with no cities can no longer Accept Embassy (but the other civ can accept theirs)
Killing a player's initial Settler(s) now kills them immediately, triggers the historic event for winning a war, and plays the defeat animation, unless Complete Kills is enabled (vanilla bug)
Online as of 12:52 PM CST. Savegame compatible.
[Version 1.3.4]
Hotfix for religious pressure/followers. Link above has been updated.
Changelog:
Code:
Fixed negative religious pressure/followers
Fixed bug in how religious followers are distributed based on total pressure
Religious followers should be distributed correctly now (although the number of Atheists and the Atheism pressure are not yet shown in the tooltip).
Online as of 9:30 AM CST. Savegame compatible, but won't fix existing negative religious pressure/follower issues.
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