Test Branch 1.0.80559 Test 2025-11-05
[p][/p]Design
[p][/p]- [p]Civilian units defend cities instead of getting pushed out[/p][/*]
- [p]Units with Leader Generals are immune to stun, panic, enlistment [/p][/*]
- [p]Can no longer hire Barbarian units (affects Carthage and Orator leaders)[/p][/*]
- [p]Added tribal unit upgrade cost of money equal to its upgrade cost in training [/p][/*]
- [p]Increased Prosperous trait money from 5/10 per culture level to 8/16[/p][/*]
- [p]Halved Intelligent trait science output[/p][/*]
- [p]Assassination attempts that fail have a chance to avoid negative consequences[/p][/*]
- [p]Enlisting a unit replaces any existing cooldown by the enlisted cooldown [/p][/*]
- [p]Capturing city timer no longer counts back up when city is left vacant[/p][/*]
- [p]Cities in the capturing state no longer go to Anarchy if no capturing progress has been made[/p][/*]
- [p]Units can pass through capturable cities without capturing them as long as they don't stop inside [/p][/*]
- [p]Ocean depth tiles are safe from Tsunami's (Wrath of Gods) [/p][/*]
Programming
[p][/p]- [p]Memory management cleanup, fixed more memory leaks [/p][/*]
- [p]AI builds more strongholds, citadels and unique units[/p][/*]
- [p]AI now uses units with disarm effect early, so that later attacks can take advantage of it [/p][/*]
- [p]Tribe placement improvements on map generation[/p][/*]
- [p]Automated workers now take into account road pings[/p][/*]
- [p]ModManager improvements[/p][p][/p][/*]
UI
[p][/p]- [p]Added "Polearm" instead of "Rout" to combat preview, to make it clear when polearm units prevent a rout [/p][/*]
- [p]Holding Ctrl with a worker selected adds the improvement on the worker's tile (if any) to the unit action buttons[/p][/*]
- [p]Cloud games are now sorted by whether or not it's your turn first, time since last upload second, and alphabetically third[/p][/*]
- [p]Added selection to dropdown list for customizable leader portrait, name, age, gender, and trait, so that these can be reset to random after being selected [/p][/*]
- [p]Capitalized some game terms (Unit, City, Nation, Character, Tile, etc)[/p][/*]
- [p]Tweaked adjacent terrain target help text [/p][/*]
- [p]Improvement name is shown for bonus placements of improvements that produce no yields[/p][/*]
- [p]Planned specific improvements/roads for players on your team now listed on the tile tooltip (but still not as tile widgets) [/p][/*]
- [p]Camera no longer pans to failed unit movement if instant unit movement is turned on, or in Network games[/p][/*]
- [p]City screen button tooltip now differentiates between increasing and decreasing happiness[/p][/*]
- [p]Effect of free specialists now shown in improvement yield previews[/p][/*]
- [p]Unit modifiers to improvement yields only shown if unit on the tile [/p][/*]
- [p]Forced March button tooltip clarification [/p][/*]
- [p]Blocked abandoning ambitions in Learn to Play scenarios[/p][/*]
- [p]Changed High Vision icon effect color for Scouts [/p][/*]
- [p]Changed capture progress bar appearance on city widget when paused[/p][/*]
Bugs Fixed
- [p]Fixed attack preview not always updating[/p][/*]
- [p]Fixed error logged on shutdown[/p][/*]
- [p]Fixed unit repair recommendations[/p][/*]
- [p]Fixed Resources sometimes being listed multiple times in Encyclopedia[/p][/*]
- [p]Fixed never-buildable improvements appearing in map pin UI [/p][/*]
- [p]Fixed null reference in overlay customizer map pins [/p][/*]
- [p]Fixed mod manager UI when session is not already valid [/p][/*]
- [p]Fixed Atalia wikipedia link[/p][/*]
- [p]Fixed formatting of Zealot enlist tooltip[/p][/*]
- [p]Fixed 'Consumes X Orders' line showing when order cost is already shown[/p][/*]
- [p]Fixed enlisting a unit that had been capturing one of your cities not capturing it back for you[/p][/*]
- [p]Fixed effectCity help sometimes not appearing [/p][/*]
- [p]Fixed observer visibility update [/p][/*]
- [p]Fixed observer not being able to cycle decisions[/p][/*]
- [p]Fixed camera sometimes not panning to a unit that could not complete its movement[/p][/*]
- [p]Fixed movement preview when moving into a capturable city[/p][/*]
- [p]Fixed Tribe Elimination event and stat if eliminating a tribe through hiring a unit[/p][/*]
- [p]Fixed null reference caused by blank note pings[/p][/*]
- [p]Fixed yield panel not updating with changes to player trade network connections [/p][/*]
- [p]Fixed timeline borders for final turn when game is over[/p][/*]
- [p]Fixed Envoy trait tooltip[/p][/*]
- [p]Fixed player luxuries not being correctly updated when a resource was removed from a tile with a specialist[/p][/*]
- [p]Fixed city unit production buttons missing unit traits [/p][/*]
- [p]Fixed caravans causing game crash in Pharaohs of the Nile scenario 2[/p][/*]
- [p]Fixed unit action cost labels sometimes getting applied to mission buttons (affects mods) [/p][/*]
