Was anything broken by the August patch

alexm

Chieftain
Joined
May 31, 2011
Messages
4
I've released several Civ VI mods in the past, and people have told me the August patch broke some of my mods.
I haven't played the game in years, so I'm out of the loop.
Does anyone has any idea what was broken by the latest patch?

EDIT:
My mods are pretty simple - only changing default game configuration using XML.

The reason I'm asking is that last time this happened was around the time "Gathering Storm" was released, and all mods without "version" attribute stopped working.
So I'm wondering if this is a similar scenario...
 
Last edited:
I've released several Civ VI mods in the past, and people have told me the August patch broke some of my mods.
I haven't played the game in years, so I'm out of the loop.
Does anyone has any idea what was broken by the latest patch?
Not knowing what your mods do makes that question so vague as to be unanswerable. Also, years? A lot has changed.
 
We believe we know the following to be true
JNR08/28/2020
ok clarification. It seems to be that:
With the shuffle mode active, a unique building must be unlocked on the same tree as the generic version it replaces. A unique building having a civics prerequisite cannot replace a generic building having a tech prerequisite, and vice versa.
From a comment by JNR on a discord server. This a difference between the August stuff and the stuff that was true after the June stuff.

Several (if not more) User Interface mods have been broken by the August patch -- this is nothing new, generally patches break mods that replace one of the game's stock User Interface files with a custom version.

So far I have as yet not pinpointed anything else that appears to have been broken by the August patch vis the June patch -- but if you are multiple years out of the loop then the amount of stuff that could be broken in your mods could be legion.
 
Not knowing what your mods do makes that question so vague as to be unanswerable. Also, years? A lot has changed.
Hey,
Sorry for not providing enough details.
My mods are pretty simple - only changing default game configuration using XML.
Specifically the mod I got complaints about was - https://steamcommunity.com/sharedfiles/filedetails/?id=1222476993&tscn=1598727206

The reason I'm asking is that last time this happened was around the time "Gathering Storm" was released, and all mods without "version" attribute stopped working.
So I'm wondering if this is a similar scenario...
 
Worked fine for me. The database updated the three values changed in your xml when I ran a game with it. Was it just the one complaint on the Steam page? I'm not sure what the person means by "broke". Game not loading or what? Errors in their logs?

In any event, two changes I'd recommend:
1. Add a LoadOrder to your modinfo's UpdateDatabase action, just to make sure it loads after all of the games files. 200 or higher to be safe.
Code:
<UpdateDatabase id="moreBarbariansModsCompatible">
   <Properties>
      <LoadOrder>200</LoadOrder>
   </Properties>
   <File>MoreBarbarians_ModsCompatible.xml</File>
</UpdateDatabase>
2. I'd change Components in your modinfo to InGameActions. They're technically interchangeable, but the latter is in line with FXS nomenclature.
 
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