Potential fix for failure to start the game with a particular combination of characters in the username.
Added logs for autosave replay issue. RATING & MULTIPLAYER:
Minor changes to the server ping system.
Fixed CP servers memorizing disconnected users in certain situations.
Added 2nd results json file (via dumpLeaderboards) that contains more information.
Enabled Lumirank display in Multiplayer.
(Slightly) reduced amount of necessary netcode packets, especially while other cars are changing setups.
Fixed server trying to connect to the secondary lobby backend first.
Race weekend resets now reset the track grip as intended again.
Added configuration option "randomizeTrackWhenEmpty".
Added "forceEntryList" option for non-public servers.
Fixed "maxClientsOverride" not working as indented, including the calculation for spectator slots left on busy servers.
Improved "/next" admin command, which now always forces the end of the session instead of skipping to the next one.
Race weekend simulation now allows to chain sessions, so the weather and track condition will just carry over.
CP Servers will now chain the Qualifying session into the Race session, so the starting conditions are well known.
Teleports of own car will now re-focus it in the last drivable camera.
The initial CP Rating (until a certain amount of races/positions have been completed) changed. Winning points will move the CP Rating more directly to the target, while losing only gives a comparably tiny progress.
Improved backend stability, moved one in-memory cache layer to hard disk.
Server now creates the required folders if necessary.
The Pitstop MFD can now be used in FP and Q while driving in a team, allowing swaps in all session types.
Updated Server Admin Handbook v2 to cover: "Custom cars", "overrideCarModelForCustomCar", "customCar"; "forceEntryList"; "randomizeTrackWhenEmpty"
Fixed setup and timing serialization in driver swap situations. The car taking over should now be able to use the Pitstop MFD as intended. GAMEPLAY:
Fixed tyre wear incorrectly resetting in pit stops. UI:
Fixed issues with rebinding an existing control and saving presets. AUDIO:
Audio scale improvements. PHYSICS:
Fixed Mercedes engine damage raising too much at engine limiter. Additional damage tweaks for Audi R8, Lamborghini Huracán and BMW M6.
Fixed Honda NSX too high fuel consumption.
Honda NSX AI tweaks.
Fixed missing Porsche aggressive Nurburgring setup.
Fixed astroturf grip level at some locations on Spa. AI:
Improved AI movement when they are on the outside. Update v1.0.4:
Fixed gameplay freezes.
Fixed the bug when your companions would just freeze up and don’t respond to your commands;
The mechanics of using grenades are reworked for AI;
Your companions now use only the equipped throwing weapons;
Now your animation change the higher you are in the Martial Arts skill;
Fixed the ability “Flea Waltz” for Dzhulbars;
Fixed the quest of the militiaman Kadushkin in Krasnoznamenny;
Removed the ability to farm EXP in the Dead City (Killdozer);
A lot of minor and not so minor fixes in the "Safe journey" farm;
A lot of fixes for the final battle in the Dead City;
Fixed the exploit that could give you infinite amount of throwing weapons;
The “Witness” now can be finished correctly;
A lot of minor fixes in the Red Fighter village;
A lot of minor fixes in the Dan’s Factory;
Added Grass Bending;
Two new weapons: VSSM and Saiga-A.
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▓▓▓▒ -P-R-E-S-E-N-T-S- ATOM RPG: Dead City Update v1.105 (c) AtomTeam Release Date : 06/2019 Protection : Steam
Discs : 1 Genre : RPG ▄▀▀▀▀▀▀▀▀▀▀▀ ▀ ▀ ▄▀▀▀█ █▀▀▀▄ ▄▀▀▀█ █ █ █ ▀ ▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀▄
█ █▀▀▀█ █▀▀▀█ █ █ █ █ █▀▀ █
▀▀▀▀▀▀▀▀▀▀▀ ▀ ▀ █ █ █▄▄▄█ █▄▄▄▀ █▄▄▄▀ █▄▄▄▀ ▀ ▀ ▀▀▀▀▀▀▀▀▀▀▀▀▀ For list of changes read included patchnotes.txt ▄▀▀▀▀▀▀▀▀▀ ▀ ▀ ▀ █▀▀▀▄ ▄▀▀▀▀ █ ▄▀▀▀█ █ █ ▀ ▀ ▀▀▀▀▀▀▀▀▀▄
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▀▀▀▀▀▀▀▀▀ ▀ ▀ █ █ █ ▄▄▄▄▀ █▄▄▄▀ █ █ █▄▄▄▀ █▄▄▄▀ ▀ ▀ ▀▀▀▀▀▀▀▀▀ 1. Extract release
2. Run setup.exe
3. Install update
4. Copy crack from the PLAZA folder
5. Play! This patch requires: ATOM.RPG.Dead.City-PLAZA
ATOM.RPG.Dead.City.Update.v1.104-PLAZA General Notes: - Block the game's exe in your firewall to prevent the game from
trying to go online ..
- If you install games to your systemdrive, it may be necessary
to run this game with admin privileges instead ▄▀▀▀▀▀▀▀▀▀▀ ▀ ▀ ▄▀▀▀▀ ▄▀▀▀█ ▄▀▀▀▀ ▄▀▀▀▀ █ ▄▀▀▀▀ ▀ ▀ ▀▀▀▀▀▀▀▀▀▀▄
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Год выпуска: 2019 Язык интерфейса:Русский, Английский, Французский, Итальянский, Немецкий, Испанский, Японский, Корейский, Польский, Китайский (упр.), Китайский (трад.), Бр. португальский, Испанский лат. ам. Язык озвучки:Русский, Английский, Французский, Итальянский, Немецкий, Испанский, Японский, Польский, Бр. португальский, Испанский лат. ам. Язык cубтитров:Русский, Английский, Французский, Итальянский, Немецкий, Испанский, Японский, Корейский, Польский, Китайский (упр.), Китайский (трад.), Бр. португальский, Испанский лат. ам. Версия: Update 1 Релиз-группа: CODEX Требуемая версия:https://avg.club/topic-rage_2_bethesda_softworks_ru...ex-t=110417.html
FEATURES AND IMPROVEMENTS
Bandit Camps are now replayable! Open your map and select any previously cleared bandit camp to replay them as much as you'd like -- and get rewarded.
New Wasteland Wizard Cheat Codes: Low Gravity, Bloody Mess, Phoenix Rejector Seat, Klegg Support. Find Cheat Codes from the Wasteland Wizard and activate the new cheats in the ‘settings’ menu.
New Voice Packs added! Ozzy Man Reviews "You Call That a Wingstick?" and German “TV Fatal”. Activate the new voice packs in the ‘settings’ menu.
Wasteland Wizard now only travels to 3 different locations instead of 15.
Menu optimization improved to address slowdown issues.
Crate Improvements! Improved melee hit detection and increased visibility at night.
Improved sharpness on high-res screens to reduce “blurriness”.
Adjusted the day/night cycle. (Previously, the day time moved too slow, night time lasted too long).
Digital Deluxe Upgrade now available in the in-game Store.
Bethesda.net Friend Leaderboards now available for Mutant Bash TV.
Fixed issue where linked Bethesda.net accounts appear as unlinked after re-establishing network connection. PERFORMANCE AND STABILITY
Fixed an issue where weapons, armor, and abilities disappeared after loading a save.
Fixed an issue where the PS4 version of the game would hang on the legal screens when attempting to boot the title without a network connection.
Fixed an issue where PC players could not access friends, statistics, or the store.
Fixed a PC crash that could occur when exiting to the desktop.
Fixed a crash that occurred when the player hovered their mouse over a location icon in the map.
Fixed a crash that occurred when the player was using the Icarus.
Fixed an issue where the title crashed when launching the game using minimum spec hardware.
Fixed a crash that occurred when skipping Prowley's cutscenes. USER INTERFACE
Fixed an issue where debug text and symbols were visible in the Settings menu.
Fixed an issue where debug text was visible in Reticle Style settings.
Fixed an issue where multiple UI elements were in slow motion.
Fixed an issue where magazine weapon upgrades text will remain showing on incorrect weapons and after closing menu. AUDIO & LOCALIZATION
Fixed an issue where character voice lines may infrequently fail to play.
Fixed an issue where dialogue lines occasionally do not play any VO or cut off early.
Fixed an issue where battle music no longer played after the completion of Blackout.
Fixed an issue where music was missing at Winner's Lounge.
Fixed an issue where no SFX played when unlocking ability levels or ability perks in the Nanotrites menu.
Fixed an issue where skipping the intro cutscene early may stop VO lines in character selection to stop playing.
Sound effects are now heard when a motorcycle falls over.
Resolved an issue where two separate countdown audio queues played out of sync at the start of race.
Sound for "New log entry" HUD no longer missing.
Fixed an issue where audio feedback was not heard when the player takes damage from the lasers in Goliath Plant Control Room.
Player no longer repeats Hurt VO when touching a Electricity Drop, but isn't damaged.
Sound effects for opening the hatches covering the reactor now plays properly at Shrouded Sub Station Alpha.
Grenade VFX no longer appear misaligned when user cooks a grenade while moving
Smart Rocket Launcher no longer missing VFX when firing in Overdrive
Fixed an issue where "Intel Collected" displays debug text when playing in any localized language.
Fixed the Japanese date and time localization on Save and Load screens.
Fixed the Russian localization for Golden Pistol.
All Languages - Log - Description of Polite request to BLOW UP GAZCATRAZ! intel is affected by inconsistency issues.
Fixed authority sentry VO distortion in JP SKU.
Resolved several localization issues including overlapping text for PTBR, zhTW, zhCN and KO.
Resolved broken "Help" hyperlinks in Polish or Brazilian Portuguese. GAMEPLAY BUG FIXES
Now possible to change key bindings for the Defibrillation mini-game (previously, it defaulted to WASD).
Fixed an issue where Dr. Kvasir's dialogue prompt did not work from certain angles
Fixed several portions of ChazCar where some areas of the course do not teleport the player back to track
Fixed an issue where the Nicholas Raine armor would always be seen on the player
Fixed an issue where signing out after resuming from a suspended state would allow the player to stay in the game, which would corrupt all saves.
Fixed an issue where Photo Mode options were missing upon reentering the mode.
Fixed an issue where Crushers would get stuck after their intro animation.
Fixed an issue where Walker would become invincible by dying and then using slam in the MBTV "The Ranger" challenge.
Fixed an issue where Gazcatraz may not be completed after killing all enemies.
Fixed an issue where it was not possible to steer right with motorcycles if you changed the keybinding to any key except the default key.
Fixed a crash that occurred when fighting an Authority Sentry north of Lagooney
Fixed an issue where creating a new save and quitting to the main menu during Gulo's speech would cause Marshall not to radio the player, blocking progression.
Fixed an issue where some story locations with no collectibles could not be marked as completed.
Fixed an issue where the Phoenix did not respawn when coming within reach of it (around 200m) on Xbox One.
Fixed an issue where the Annihilator did not fit correctly inside the location.
Fixed an issue with the Wingstick Lock-on control description button icon.
Fixed an issue where a player's friends list on Steam was failing to show added friends for some players.
Fixed an issue where the vehicle, bikes, and helicopter keybindings conflicted with each other.
Fixed an issue where changing the minimum resolution scale after switching window mode would result in graphical corruption.
Fixed an issue where touching the barrier when encountering General Cross would result in the player becoming stuck on the wall.
Fixed an issue where the wall near the "Cult of the Death God" cave entrance and exit door may pull and clip the player through the wall.
Fixed an issue where the Charged Pulse Cannon would appear invisible when opening the Ark.
Fixed an issue where engaging the mutant worshipers from the grate overlooking the shrine caused them to become stuck running into wall
Fixed an issue where the player would be unable to Fast Travel or spawn vehicles upon completion of Authority Bunker section of The Signal
Fixed an issue where the player could activate Focus oriented objects at an awkward angle and/or without looking directly at them
Fixed an issue where the player was able to trigger purchase confirmation prompts on previously bought items
Fixed an issue where the Charged Pulse Cannon model was missing when it was revealed to the player for pick up.
Fixed a Bethesda.net issue where the player could become control locked by opening the manage account modal and starting a new game simultaneously
Fixed an issue where the player could become stuck if they progress to the exit door before completing the Ark at Quake Hill.
Fixed an issue where the player was unable to change menu navigation keys leading to conflicts when rebinding keys.
Fixed an issue where the Dash ability did not make a sound when used
Fixed an issue where loading an autosave made after completing an ark causes objective to not complete and rewards not to be given
Fixed an issue where winning ChazCar derby mission registered as a loss and blocked progression
Fixed an issue where the Abadon Crusher would "morph" into a ball when transitioning from one animation to another when the player approaches.
Fixed an issue that automatically cancelled error messages when failing to log in.
Fixed an issue where hitting the Phoenix with a vehicle near the city entrances causes vehicle to disappear before being stored.
Resolved flickering shadows that occurred inside building at D and D's Hood.
Fixed an issue where the title would freeze if player attempts to delete or overwrite saves
Entering Eden Space Center at night no longer makes rooms incredibly dark
Fixed an issue where abandoning Project Dagger and restarting it with another car prevents the player from entering the Xerxes.
Convoy Locator no longer always shows Convoys on Compass including when Capture and Control are hidden on map.
Fixed an issue where when exiting a location where the sun is disabled, there is a pop in lighting
Fixed an issue where if a player is signing into a linked account with expired legal agreements, they will be blocked from accessing the Bethesda.net module.
Player will now receive an error message if they try to connect to a Bethesda.net account that is already linked.
Player will no longer appear unlinked to Bethesda.net after constraining or suspending multiple times.
Fixed an issue where location tracking UI text wouldn't update when selecting or deselecting Track Location
Fixed an issue where the camera angle transition was too harsh when operating vehicles
Fixed an issue where if the player runs out of the elevator as it ascends in the secret bunker, it leaves them stuck
Shadow flickering no longer present on light transitions on PlayStation 4
Fixed an issue where non-standard game modes in MBTV showed player without Ranger Armor
Fixed missing controller vibration with the Phoenix Blast upgrade
Fixed an issue where the Combat Shotgun ammo display was inconsistent between Scattershot and Slug Shot modes.
Fixed a UI issue with the incorrect display of a Reward Popup.
Camera no longer shakes violently when grabbing on to tall ledges.
Player can no longer go out of the world using Grav Jump and Vortex during MBTV.
Fixed an issue where the Predator Tank is almost destroyed after player loads back in from dying in it
Fixed an issue where hovering over EASY with the mouse, the player can't use arrow keys to select another difficulty option
Fixed an issue where opponent vehicles sometimes get teleported ahead of the player
Navigation Tool for the Map no longer breaks after completing a race
Fixed an issue where Firestorm Revolver bullets would not stick to props
Fixed an issue where Doomsayer Peak may not be completed after killing all enemies
Fixed an issue where sometimes the player is unable to finish "Yeoman Growery" location due to the fact that not all enemies spawn.
Salutations, Brave Astroneers! Prepare yourselves accordingly for the latest transmission of changes, fixes, and upgrades from headquarters… Readings from the Northern Hemisphere of EXO Dynamics HQ indicate that we are entering into what could be called the "Summer." Although it may be an entirely different set of seasons that you encounter on each of the worlds you visit, we have nonetheless decided to celebrate this change of (our) seasons with an influx of new schematics for our hardworking Astroneers, in both practical and recreational capacities. Please feel free to purchase and enjoy them in a proper and responsible manner! We are also pleased to release to you a pair of chromatic combinations in both helmet and visor varieties with matching palettes. We hope that you find them pleasing to the eye, and that the resultant satisfaction is an enhancement to your exploration and engineering goals. UPDATES The EXO Recreational Sphere and Recreational Canopy have been added to the game! There are also reports of special edition versions of these spheres scattered throughout Arid type planets! EXO Dynamics is not responsible for harm caused by hazards encountered while searching for this item. Recreational Sphere Printed from: Medium Printer
Resource Cost: 1 Aluminum Alloy, 1 Rubber
Byte Cost: 4,500
There are also reports of special edition versions of these spheres scattered throughout Arid type planets! EXO Dynamics is not responsible for harm caused by hazards encountered while searching for this item. Recreational Canopy Printed from: Large Printer
Resource Cost: 2 Aluminum, 1 Steel, 1 Explosive Powder
Byte Cost: 4,000 There have also been a number of items to help Astroneers with storage, and building bases! Medium Platform C Printed from: Small Printer
Resource Cost: 1 Resin
Byte Cost: 400 Tall Platform Printed from: Small Printer
Resource Cost: 1 Copper
Byte Cost: 1,000 Tall Storage Printed from: Small Printer
Resource Cost: 1 Ceramic
Byte Cost: 400 Medium Storage Silo Printed from: Small Printer
Resource Cost: 2 Titanium
Byte Cost: 3,000 A new lighting item, the Floodlight, has been added to the game to help Astroneers in dark environments! Floodlight Printed from: Backpack
Resource Cost: 1 Tungsten Carbide
Byte Cost: 2,000 Summer themed Palettes and Visors have been added to the game! Log in before August 31st to acquire them! These Summer "Sunset" and "Sunrise" themed Palettes and Visor sets are only available for a limited time. In order to unlock them for your account, make sure you log in on your platform(s) of choice before the end of the Summer, (August 31st, 2019) because after that point they will become unavailable to unlock. New Harmless Hazard seeds will sometimes spawn when hazards get destroyed! An unexplained phenomenon is causing previously seedless "hazards" to very rarely drop what we at EXO Dynamics are calling "Mutant" seeds. While these seeds are too anomalous to be properly scanned as research, we have found that the resulting plant that spawns from them carries none of the dangerous traits of its parent, and is instead docile and - well - harmless, and multiple Astroneers have been recorded utilizing them for decorative purposes. Look for these fascinating new finds as potential drops from: Boomalloon
Common / Vicious / Deadly Hissbines
Volatile Cataplant QUALITY OF LIFE The Terrain Tool reticle decal has been updated to better aid deformation.
This new Terrain Tool decal has gotten a visual overhaul, allowing one to better respond to the relative angle of your environment! The functionality of the terrain tool remains unchanged, but this new visual should help when trying to manipulate terrain. A slew of vehicle QOL adjustments have been implemented. EXO firmware updates to the locomotion systems in each of your vehicles has given them improvements to handling and a vastly increased ability to execute maneuvers. Executing "donuts," and "sick tricks" should now be much easier. Twist Tolerance and vehicle cables: In addition to vertical and lateral bending (pitch and yaw), cables can now twist (roll). This tolerance is limited to 15 degrees. Braking Assist:
Added braking force boost to vehicles so that they slow down faster than they speed up.
Applied braking friction to wheels on the entire caravan so that rover wheels are less slippery when braking. Automatic Parking Brake: Releasing the throttle below a certain speed will automatically engage the parking brake. If the throttle is released above that speed, the vehicle will coast as normal. The goal of this change is to address recurring feedback from players that the parking brake only engaged when fully exiting the vehicle.
With the above change, exiting the vehicle will engage the parking brake, regardless of how fast the vehicle was going. Tow Boost improvements: Tow boost applied to wheel forces, instead of being applied as a separate force to the back of the vehicle. This makes for more stable towing, especially when the lead vehicle doesn't have traction on all of its wheels.
Tow boost takes into account the difference in weight between itself and its trailers. This addresses the Tractor having the least amount of torque when it had no connected trailers.
Adjusted tow boost forces on all vehicles to be more effective in longer caravans. Drill Control Improvements: Front-mounted drills now respond to left or right steering, and will shift the deformation sideways appropriately.
While steering left or right, the angle of the drilled surface will bank left appropriately.
When steering straight ahead, the drilled surface will align with gravity. This keeps surfaces level.
Vehicles have a wider turn radius while drilling to prevent creating overly-tight tunnels.
While drilling up-hill, vehicles have boosted acceleration proportional to the grade of the slope. Drill Resistance: While drilling, vehicles have a reduced maximum speed. The reduction is greater if the drill is removing harder terrain than it's level (Drill 1 removing Level 2 terrain, Drill 2 removing Level 3 terrain, etc).
While drilling, wheel friction is increased on the entire caravan. The friction is greater if the drill is removing harder terrain than it's level (Drill 1 removing Level 2 terrain, Drill 2 removing Level 3 terrain, etc).
The goal of these changes is to not only make the drills feel more realistic but also to provide more tactile feedback to players while they drill tunnels. Tuning: Adjusted acceleration, max speed, steering speeds, and wheel traction on all vehicles.
Tuned suspension forces, neutral suspension height, and vehicle weight on all vehicles.
Increased the strength of the parking brake.
BUGFIXES The following bugs have been fixed as of version 18.104.22.168 General Fixed a bug where the fabric of the spacetime continuum would break, causing the solar system to stop moving.
[AS-5943] - Ammonium and Quartz nuggets should no longer appear disconnected from Terrain Tool slot when being harvested
[AS-5491] - Adjusted the value of the Extra Large Storage to better match its cost
[AS-6752] - EXO research aid lids are no longer mislabeled as detritus when packaged
[AS-6879] - Players can now exit the dropship when they press "Use" before prompted to do so in the Tutorial
[AS-6937] - Cursor selection should no longer break in the Rename Save Game submenu after renaming a saved game
[AS-7006] - Medium printer's print animation is now properly synced with the completion of the Research Chamber
[AS-7069] - Small gravel like nuggets are no longer left behind when a player explodes resources with Dynamite.
[AS-5120] - Planted seeds should no longer float if the terrain is dug out from underneath them
[AS-7084] - Drops from hazards should no longer be ejected at high velocity
[AS-7159] - Restored the Popper death animation to its appropriate size.
[AS-7196] - Fixed a bug where projectiles shot from the Shooters did not have SFX upon impact.
[AS-7314] - Proximity Poppers should no longer play their explosion VFX when they spawn.
Fix vehicles failing to brake when sliding faster than their max speed, causing runaway rovers.
[AS-6926] - Fixed a bug where wheel constraints would occasionally break when wheels get stuck in the ground, requiring a save-reload to recover.
[AS-6927] - Vehicle-flip operation should now work consistently on every planet.
[AS-6958] - Deforming terrain with a Tier 2 vehicle drill should no longer cause nearby decorators to fall through terrain. Multiplayer [AS-6911] - Saving and exiting a Multiplayer game while a Client player is still in the dropship will no longer leave behind a dropship on the landing pad.
[AS-7081] - In Multiplayer games, seeds should no longer disappear immediately from Client player’s perspective when planted. Customization
[AS-6612] - Fixed the Recruit palette properly apply to the Retro, Flight, and Terran suits
[AS-7007] - Fixed a bug which allowed Players to remain in unearned suits and color palettes after cycling through menu tabs while in preview mode.
[AS-7018] - Fixed a bug were Multiple emotes were missing SFX when paired with certain suits. PERFORMANCE
Significantly optimized system for flecks that fly from harvested resource deposits into the player’s terrain tool. This should eliminate spikes in frame time when harvesting resources.
Various optimizations to actor spawning to reduce the impact of spawning things on frame rate.
Various optimizations to transform updating and object overlap detection.
Gems / gold are no longer needed to unlock God Skill tree nodes (players can respec and refill character trees freely).
In addition to in-game menu, an executable "ResolutionsOptions.exe" has been added in the "Exe" directory to change the resolution outside the game if needed.
Some skills were listed which were not supposed to be here, they have been removed.
Fixed a bug that made the Wood Elf almost invincible.
Fixed some inaccurate tooltips.
Controls options will once again remain saved correctly.
You should now be able to join an online game from the main menu with a character that has finished the story.
The Keeper Of Secrets pools no longer continue to damage you once they’re dead.
Modifiers on some Invasion nodes have been changed.
The general difficulty level should stay the same after playing an Invasion mission.
Fixes and Improvements:
Added inverted look option
Fix for the End of the Line Achievement
Performance optimizations in the Neighborhood
Multiple updates to the end credits
Minor art improvements in Sewer
Minor art improvements in Cave Tunnel
Minor art improvements in Memory Hall
Root Cellar light switch fix
Fixed collision issues in late game areas
Update v105 Build 21:
The RDS CS mode has been added for e-sports competitions, the first stage of which will take place on June 21-23.
The qualification table with the results of the best attempts of the participants, according to which they are selected in the TOP 32, as well as the grid of paired races are updated in real time.
Added service area to the tracks where you can repair a car and change tires without leaving the online lobby.
The graphic problem of "flicker of shadows" is solved.
48 new vinyls for car application
Text comments in pair races in Russian
The sound of gaming chat messages is turned off, except for the creation of the Online Competition.
Many minor bugs fixed and improvements made.
Год выпуска: 2019 Язык интерфейса:Русский, Английский, Французский, Итальянский, Немецкий, Испанский, Китайский (упр.), Китайский (трад.), Корейский, Испанский лат. ам., Японский, Польский, Бр. португальский Язык озвучки:Английский Язык cубтитров:Русский, Английский, Французский, Итальянский, Немецкий, Испанский, Китайский (упр.), Китайский (трад.), Корейский, Испанский лат. ам., Японский, Польский, Бр. португальский Версия: v1.02 Релиз-группа: CODEX Требуемая версия:Warhammer: Chaosbane (Bigben Interactive) (RUS/ENG/MULTI13) [DL] - CODEX
A new rarity level for gear T5 (Green) gear that provides a new upgrade for all armors, rings, weapons, and amulets. These have the same set effects as T4 and can be stacked with T4 armor (so you won’t have to wait for a complete set for the effect).
Over 100 nodes to explore
New Unlockable Items
6 Passive Skills (including effects when using the life potion)
3 Rings (T5 Objects)
Additional Graphics Options Added
Depth of Field (On/Off)
Temporal Anti-Aliasing (On/Off)
Volumetric Lighting (On/Off)
Option To Limit FPS
Loot drop rate
Loot Quality % has been globally reworked
T4 (red) drops around 2 times less depending on the difficulty level
Fragment bonus’ has been removed from Relic Hunt
Bosses difficulty adjustments
Bonuses have been rebalanced
Skill unlocks have been reworked Misc
Passive Slots Upgraded to 6
Fanity Slots Upgraded to 12
Added an option to display loot permanently on the ground
Players will no longer die to DOT (Damage Over Time) effects alone
10 new levels of reputation have been added to the collector’s guild
Missing sounds have been added
Two new levels of difficulty have been added (Chaos 6 & 7)
Blessing values have been adjusted
The pause menu now shows current global quality loot bonus, current difficulty and the map modifiers (for Relic Hunt and Invasion).
The map size key is not a toggle when playing with mouse and keyboard (you no longer have to hold for map zoom).
New voice over for Bragi Axebiter Bug Fixes
Random crash fixes
Multiplayer bug fixes (including loss of story progression)
Backup bugs (lost character progression) in multiplayer
a backup save system has also been added to make sure you won’t lose your characters
Loot drop frequency issue for multiplayer games and disappearing ground objects
Pets now correctly increase pick-up radius
Fixed a bug that made some objects impossible to pick up
Fixed navmesh problems in boss arenas
Fixed pathfinding issues when playing with the mouse
Slayer dash skill will no longer take the player out of bounds
Fixed a rare occurrence where Elontit could disappear after using his teleportation ability
Fixed an issue where some people were ending up with more than 100 skill points Enemies
Fixed some issues on big creatures that can be attracted or repulsed and those that should not.
Leaders: fixed a bug that allowed Auras to stack.
Banners: reduced hit points and fixed a bug that allowed Auras to stack. Now daemons can only benefit from one banner at a time.
Bloodthirster: Increased Basic Damage
Reduced the natural life regeneration of Nurgle's daemons.
Great Unclean: damage rebalanced.
Daemonette: removal of bleed effect on skipped attacks.
Seekers: Reduced damage and basic health.
Keeper of Secrets: increased damage, basic hit points, attack strike zone, reduced the trance aura's slow effect, reduced projectile pattern durations, and added the addition of a knockback to these.
Lord of Change: Reduced damage and basic hit points, reduced damage and hit points for Pink Horrors summoned by portals.
Rebalanced difficulty and statistics of enemies based on the number of players in the same part. Characters
Reduced damage to melee characters from 20% to 10%.
Increased damage depending on riposte damage on some skills.
Fixed a bug that allowed auras and banners to stack between multiple players.
Increased the knock back effect of the skill Break through the Ranks.
Increased god skill duration.
Increased Vengeance Blade bonus duration.
Increased Meteor Shield damage aura.
Exchanged improved skills between the Solland Destiny and Metallic Iron Armor sets to better match builds.
Reduced cool-down, increased damage, and decreased the duration of the Improved Empire's Justice skill slowdown.
Heroic set changes to the Skaven's Slayer's Armor: The Shield Strike now creates a wave that repels, and the set no longer improves the banners. The improved Blunderbuss skill touches a larger area and does more damage.
Heroic Meteoritic Iron Armor set deals more damage to the zone counter when the player is hit and has a new effect that inflicts a lot of damage depending on Thorn damage to the first enemy hit by each attack. The bonus duration of the improved skill Provocation is increased. High-Elf Mage
Reduced damage to Arcane Hail.
Increased Qhaysh Breakage Damage
Fixed a bug that allowed some bonuses to stack between multiple players.
Increased the duration of Aetheric Pillar.
Reduced knock back distance and increased damage from the Blade Energy Wave of Instability.
Reduced damage to the aura of the Hérault stick Phoenix.
Increased damage from the Crystal of Focus Blast. Slayer
Reduced damage to melee characters from 20% to 10%.
Reduced Rage bonus duration.
Fixed a bug that allowed shouting bonuses to stack between multiple players.
Reduced damage penalty for Ultimate Carnage.
Increased Marks of Last Song Damage Bonus. Increased damage and increased skill size for Cleaver. Wood Elf Scout
Fixed a bug that prevented the Ambush Specialist from increasing the maximum number of traps.
The traps from the Living Roots skill are now persistent.
Controlled Reflex Shooting no longer repels but provokes enemies.
Reduced deployment time for Hungry Roots.
Fixed a bug that allowed some bonuses to stack between multiple players.
Reduced conversion percentage from life regeneration to Executor dagger damage.
Increased the Poison Damage bonus of the Eternal Queen's Dette set, increased the size, and reduced aura damage.
Reduced damage and speed for the improved version of Tournament Blades.
Increased the damage bonus of the Armor of Eternity set.
Reduced the collision size of the Dryads, increased armor and health. Items
Increased damage stats, critical strike damage, riposte damage, and maximum energy, on all items.
Reduced critical hit chance, reduced cost, reduced cooldowns, and armor strike on all items.
Reduced statistics for damage blocked by shields.
Increased bonuses on heroic items.
Rebalanced the appearance of certain statistics on items.
Added stats to some items: energy costs reduced on chest armor, damage bonus on gloves.
Increased bonuses on rings and amulets.
Reduction to armor-piercing statistics on amulets.
Rebalanced bonuses related to tapping items.
Rebalanced in-game currencies (fragments and gold) and XP gains
Rebalanced the odds of finding better items and reworking the bonus statistic formula regarding luck of finding better items.
3 New World Congress Proposals
Public Relations: Target Player generates 100% more Grievances, and other players generate 100% more Grievances with the Target Player OR the Target Player generates 50% fewer Grievances, and other players generate 50% fewer Grievances toward the Target Player.
Espionage Pact: All Spies function +2 levels higher for the Target Operation OR Target Operation is unavailable (later game)
Military Advisory: Target unit promotion class gains +5 Combat Strength OR loses 5 Combat Strength
1 New Request for Aid Type
Military Aid Request: If a civ that you have at least 200 Grievances against declares war on you, a Military Aid Request becomes available. This uses the gifting system (gold and/or project).
[ALL RULESETS ON PC] WorldBuilder Basic Mode is now “on” by default. Click on Additional Content from the main menu, and you will see the button on the upper-right.
Additional bugs and polish are listed in the WorldBuilder section below.
[ALL RULESETS ON PC] Unit Abilities
Added Unit Abilities tooltip to the Unit panel. Mouse over a unit portrait to see Unit Abilities that were previously hidden. Note that this will not include temporary or situational Abilities.
[ALL RULESETS ON PC] Diplomacy Ribbon Yields
We now have an interface option in settings to turn on all the player yields on the Diplomacy Ribbon. They are: Always Off, On via Mouse-Over, Always on.
Many thanks to modders for inspiring this change! We like it better this way as well.
Add a Power Lens when on the Power Tab of city-view with area highlights to easily see what is powered and what is not.
Body of Water Labeling
Add Map Labels to any body of water over a certain size (oceans, bays, lakes, etc.) [BALANCE/POLISH]
Iron and Coal Mines accumulate 2 more resources per turn. +100% Production towards Military Engineers. Military Engineers receive +2 charges. Buildings that provide additional yields when powered receive +4 of their respective yield. +20% production towards Industrial Zone buildings. Harbor buildings increase Strategic Resource Stockpiles by +10.
Last Best West: Add +1 Production to Tundra/Tundra Hills/Snow/Snow Hills Lumber Mills and +1 Food to Camp in these terrains.
Château's adjacency for each wonder doubles at Flight.
Increase Diplomatic Victory requirement to 25 Diplomatic Victory Points (DVP), and increase ability to gain DVP in-game.
Players gain 1 DVP when voting for the winning option/target combo of any Resolution.
Statue of Liberty gives 4 DVP (doubled).
Potala Palace Gives 1 DVP.
Mahabodhi Temple Gives 2 DVP.
Aid Requests (including new Military Aid Request) grant 2 DVP (doubled).
Non-Emergency Scored Competitions grant 1 DVP to first place.
Change current DVP Resolution to +2/-3 DVP for the Target Player.
Buffing starting DVP for existing saves and late starts.
Saves from “the wild” should now double their DVP upon load, making the victory more achievable with existing saves.
Advanced starts now have a more reasonable number of starting DVP.
Scored Competitions now end one turn before World Congress meets again (to lower the noise threshold by all of it happening on the same turn).
Update to vote tie breaking for World Congress – Now, instead of awarding the win by player ID once all other values are calculated, determine it based on player with LEAST remaining favor.
Send Aid Project now sends Gold to all accepting ongoing Emergencies
Add light scaling to Era Score by game speed.
Dedications for later eras:
Sky and Stars Golden Age (updated): Unlocks the Eurekas for Satellites, Nuclear Fusion, and Nanotechnology if in the Information Era. When chosen in the Future Era the Eurekas for Smart Materials, Predictive Systems, and Offworld Mission are unlocked. +100% XP earned for all Air Units. Aluminum mines accumulate +2 more resources per turn.
Automaton Warfare Golden Age (new): Gain a Giant Death Robot. Receive 3 Uranium per turn. Uranium mines accumulate +1 more resource per turn.
Automaton Warfare Normal and Dark Age (new): Gain +1 Era Score for each non-Barbarian unit killed with a GDR.
New Dark Age Policies for later eras
Cyber Warfare: +10 Combat Strength against units from the Information and Future Eras. BUT: Grievances against you do not decay.
Automated Workforce: Your cities get +20% Production towards city projects. BUT: -1 Amenity and -5 Loyalty per turn in your cities.
Disinformation Campaign: +3 Favor per turn for each Broadcast Center. BUT: -10% Science and Culture in all cities.
Great Works of Writing are now +2 Culture and +2 Tourism.
If a player cannot earn a Great Person of a class (ex. Great Prophet after they already have one or after they run out), Great People points are converted into Faith at a 1 to 1 ratio.
Great Person points from the Holy Site Prayers project (and other city projects) now count as excess points and generate Faith if no GP of that type can be earned.
Decreased the number of one-tile mountains on XP2 Archipelago maps by about 15%.
Generate more Woods on Tundra.
Allow Coal to be on Woods and Aluminum to be on Rainforest.
Building/Improvements (tied to the Tech Tree rebalance)
Building production cost balancing. Decreasing costs of later game buildings and their civ unique variants by roughly 20%.
Medieval Walls: 220 (was 225)
Renaissance Walls: 300 (was 305)
Tsikhe: 260 (was 265)
Factory, Electronics Factory, Stock Exchange, Military Academy: 330 (was 390)
Zoo, Thermal Bath, Aquarium, Oil Power Plant: 360 (was 445)
Hangar, Food Market: 380 (was 465)
Seaport, Broadcast Center, Film Studio, Research Lab, Tier 3 Government buildings, Shopping Mall, Hydroelectric Dam: 440 (was 580)
Nuclear Power Plant, Airport: 480 (was 600)
Stadium, Aquatics Center: 480 (was 660)
Buffing the yields and amenities of certain mid and late game buildings to make them more worth the production cost investment. Adding small Power requirements to some buildings as well.
Workshop: 3 Production (was 2).
Armory: 3 Production (was 2).
Ferris Wheel: 3 Culture (was none).
Factory: 3 regional Production, 6 when powered (was 2, 5).
Electronics Factory: 3 regional Production, 8 when powered (was 2, 6).
Military Academy: 4 Production (was 3).
Food Market: Adds 1 to city power requirements (was none). 4 Food, 6 when powered (was 3).
Shopping Mall: Adds 1 to city power requirements (was none). 1 Amenity, 2 when powered (was 1). 2 Gold, 4 when powered (was none).
Airport: Adds 1 to city power requirements (was none). 4 Production, 6 when powered (was 3).
Stadium: Adds 2 to city power requirements (was 3).
Aquatics Center: Adds 2 to city power requirements (was 3).
Tier 3 buildings in districts that can support worker citizens ("specialists") now increase the yields for each citizen working that in that district tile.
Coal Power Plant, Oil Power Plant, Nuclear Power Plant: +1 Production per citizen
Stock Exchange: +2 Gold per citizen
Military Academy: +1 Production per citizen
Seaport: +1 Food per citizen
Broadcast Tower, Film Studio: +1 Culture per citizen
Research Lab: +1 Science per citizen
Religion-specific buildings: +1 Faith per citizen
These values are all viewable in the Civilopedia
[ALL RULESETS ON PC] Changing the yields of citizens working district tiles ("specialists") to better fit the balance and flavor of certain districts.
Harbor, Royal Navy Dockyard, Cothon: 2 Gold and 1 Food (was 2 Gold and 1 Science).
Encampment, Ikanda: 2 Gold and 1 Production (was 1 Culture and 1 Production).
Change Industrial Zone adjacency bonus
+1 Production for every 2 adjacent districts; +1 Production for every 2 adjacent Lumber Mill; +1 for every 2 adjacent Mine (Minor adjacency).
+1 Production for the Strategic Resource, Government Plaza and Quarries. (Standard adjacency).
+2 Production for Aqueducts, Canals, Dams, and Bath Districts. (Major adjacency).
Increase value of Quarries, Pastures, and Lumber Mills (to have similar output to Mines, which are dominant right now)
Lumber Mill (unlocked with construction, classical): +2 Production. +1 Production from Steel (Steel), +1 Production from Cybernetics (Future).
Allow Lumber Mills on Rainforest tiles (Unlocked with Mercantilism)
Remove River adjacency.
Pasture (unlocked with Animal Husbandry, Ancient): +1 Production and 0.5 housing. +1 Food from Exploration (Renaissance), +1 Production with Replaceable Parts, +1 Food from Robotics (Information).
Quarry (unlocked with Mining, Ancient Era): +1 Production, +1 Production with Gunpower (Renaissance), +1 Production with Rocketry (Atomic), +1 Production Predictive Systems (Future).
Hansa: Add +2 Production for Aqueducts, Canals, and Dams. (Major adjacency)
Remove Goddess of the Harvest.
Add Goddess of Fire which gives +2 Faith for every Volcanic Soil and Geothermal tile.
Divine Spark: +1 Great Person Points from Holy Sites (Prophet), Campuses with a Library (Scientist), and Theater Squares with an Amphitheater (Writer). (Before just the Great Scientist and Great Writer facet didn't require buildings)
Craftsmen: +1 Production and +1 Faith from improved strategic resources. (Before just +1 Production on Mined improvements)
Earth Goddess: +2 Faith from tiles with Breathtaking Appeal. (Before +1 Faith from tiles with Charming or better Appeal)
Goddess of the Hunt: +1 Food and +1 Production from camps. (Before just +1 Food)
Remove Oral Tradition.
Goddess of Festivals: +1 Culture from Plantation. (Before Goddess of the Festival was +1 Food to half of the Plantation types and Oral Tradition was the other half of plantation improvements +1 Culture)
Religious Settlements: When chosen and you have at least 1 city receive a Settler in your capital. Border expansion rate is 15% faster. (Before just 15% Expansion)
Fertility Rites: When chosen and you have at least 1 city receive a Builder in your capital. City growth rate is 10% higher. (Before just 10% Growth)
River Goddess: +2 Amenities and +2 Housing to cities if they have a Holy Site district adjacent to a River. (Before just +1 Amenity)
Initiation Rites: When a Barbarian Outpost is cleared receive +50 Faith and the unit that cleared the Barbarian Outpost heals +100 HP. (Before just +50 Faith)
Technologies and Civics
[ALL RULESETS ON PC] Rebalance Antananarivo suzerain bonus to have a maximum bonus of +30% Culture (was no limit).
Additional Tech prerequisites
Stirrups requires Apprenticeship
Chemistry requires Replaceable Parts
Tech cost increases
Early Renaissance costs 600 (was 540)
Late Renaissance costs 730 (was 660)
Early Industrial costs 930 (was 845)
Late Industrial costs 1070 (was 970)
Early Modern costs 1250 (was 1140)
Late Modern costs 1370 (was 1250)
Early Atomic costs 1480 (was 1410)
Late Atomic costs 1660 (was 1580)
Civic cost increases
Early Medieval branch costs 220 (was 200)
Early Medieval trunk costs 300 (was 275)
Late Medieval branch costs 340 (was 290)
Late Medieval trunk costs 420 (was 385)
Early Renaissance branch costs 440 (was 400)
Early Renaissance trunk costs 600 (was 540)
Late Renaissance trunk costs 720 (was 655)
Early Industrial branch costs 800 (was 725)
Early Industrial trunk costs 1010 (was 920)
Late Industrial branch costs 1050 (was 870)
Late Industrial trunk costs 1210 (was 1060)
Early Modern branch costs 1540 (was 1255)
Early Modern trunk costs 1540 (was 1410)
Middle Modern branch costs 1580 (was 1560)
Middle Modern Ideology costs 1640 (was 1500)
Late Modern government branch costs 1640 (was 1500)
Late Modern Nuclear Program costs 1715 (unchanged)
Increased Anti-Air strength of naval units to be on par with increases made on land AA units.
Several strategic resources required unit changes:
Cuirassier changed from Niter to Iron.
Cavalry changed from Niter to Horses.
Cossack changed from Niter to Horses.
Huszar changed from Niter to Horses.
Nuclear Submarine no longer requires Uranium per turn.
Reduced upfront resource cost of remaining unique units from 20 to 10. Mamluk, Conquistador, Redcoat, Black Army, Huszar, Cossack, Mandekalu Cavalry, Legion, and Janissary.
[ALL RULESETS ON PC] Corps and Army Gold purchase costs now take into account the 25% Production discount awarded by building the Military Academy. Upfront resource costs also consider the 25% discount.
[ALL RULESETS ON PC] Increased movement ranges of some late game units from 2 to 3. (Modern AT, Mobile SAM, Rocket Artillery).
Military Engineers can contribute production to Flood Barriers and Aqueducts.
Update Battering Rams and Siege Towers to only work with Melee and Anti-Cavalry units.
Medieval and Renaissance Walls are immune to Battering Rams. Renaissance Walls are immune to Siege Towers. Battering Rams upgrade into Siege Towers.
Policy: Music Censorship: Rock Bands from other players may not enter your territory. BUT -1 Amenity in all your cities with 10 or more Population. [UI]
[ALL RULESETS ON PC] Gossip and Combat Status UI
Reduced size of gossip messages that appear during AI turns and gave them their own column of screen space to the right of combat status messages.
Reduced size of combat status messages.
[ALL RULESETS ON PC] Reports
Added new Gossip Report to reports menu.
[ALL RULESETS ON PC] Front-End
Added toggle for drag-and-drop functionality.
Add mini-map preview to saves so you can see what your game looks like before loading. Only works for new saves created post patch.
Hot-Key text fields in the Options menu now have tool-tips on each item.
[ALL RULESETS ON PC] City Recommendations UI
Refactor recommended Settlement location system to take more factors into account aside from growth.
Added easy-to-read Settler recommendation tooltip (with thumbs up/down icons) that reflects why the game is recommending a given location (growth potential, presence of new resources, distance from friendly cities, etc.).
Increase number of recommendations and spread them out based on the players explored area.
Back port settling recommendations changes to base and XP1.
Adding notification for when the player earns DVP.
Implementing "Previous Results" for resolutions in the World Congress (tooltips added to resolutions where the same resolution has come through the World Congress in the past. Gives the player an idea of how everyone voted the last time the resolution was up for a vote).
[ALL RULESETS ON PC] Production Queue
Add user interface option to always open to the production queue even if the queue is empty.
Open directly to the production queue if a city has any items currently queued.
[ALL RULESETS ON PC] Religion
New Pantheon Chooser (left side of screen instead of center of screen). Now the player can see the map when choosing what Pantheon will apply to their civ.
Religion Screen style update designed to show more data and waste less space.
Floating text for Power Plants when a turn ends will now only show the amount of Power that is actually used, rather than the total amount it generated from the resources.
[ALL RULESETS ON PC] Add espionage missions to the Spy Civilopedia page.
[ALL RULESETS ON PC] Add Terrain and Feature defense modifier to the Civilopedia. Also include the movement change in the terrain section of the Civilopedia .
[ALL RULESETS ON PC] Fix overlays not being cleared unless the map updated, enabled map search results on the mini-map and full map.
[ALL RULESETS ON PC] Right click to close full screen movie-based popups, and Historic Moments.
[ALL RULESETS ON PC] There is now a notification that appears when a new Barbarian Camp appears in the mid-fog near the player. Unique notification icon added.
[ALL RULESETS ON PC] Policy Panel: We are now using slightly wider cards to allow more room for text to avoid as many text overflows.
Units: Allow GDR to be namable
[ALL RULESETS ON PC] Colors: Change Gitarja (Indonesia) colors to not conflict with Kupe (Maori).
[ALL RULESETS ON PC] Notifications are now properly serialized/localized. If 2 individuals with different language settings are playing Play-By-Cloud, they will no longer see notifications in the opponent language. [AI]
Give Matthias additional alliance favoritism to support the Huszar unit
Correct issue in Eleanor's alliance favoritism.
Allow Kupe to settle further from his own cities to stop him from getting island locked.
John Curtin now favors liberating cities.
AI support added for new Resolutions.
AI Aid requests: AI now offers aid every 10 turns, at 3 times previous value. This won't change existing saves/running emergencies.
Improve AI vote prioritization, looking at all resolutions available in a given World Congress.
Adjust AI so it doesn’t regularly overvalue some resolutions.
Don't choose Great People for Patronage resolution if they're no longer available (Great Prophet for example).
Combat and Operations
[ALL RULESETS ON PC] Korean Hwacha - Remove siege designations from unit so that AI uses them properly
[ALL RULESETS ON PC] Improvements to city defense tree when trying to get units into defensive positions.
Improve religious units understanding to retreat from stronger opposing religious units.
[ALL RULESETS ON PC] Fix bug in tactical (non-coordinated) ranged units with attacking unguarded combat districts.
Improvements to operational movements around mountains and other terrain.
[ALL RULESETS ON PC] Barbarians: Fix bug stopping raids from starting.
Use correct stockpile limits when deciding how much of a resource to trade. AI could have offered 0 if they were over their stockpile limit, even if the person they're trading to was not.
When the AI does not have a good enough reserve of a strategic resource they want, they won't trade it away rather than undervaluing it.
Trade for strategics up to double what is needed, then stop. Makes for consistent valuation.
[ALL RULESETS ON PC] Fix problem putting together peace deals where they want to return a city.
Don't let AI try to trade resources that would take either side beyond their stockpile caps.
Don't count both sides of the deal against the amount, this was causing deal amounts to go negative in some situations. Misc
[ALL RULESETS ON PC] Inner ring and total yield scoring changed to use all yields (previously only production and food) - This makes the AI a bit more aggressive and expand more quickly.
[ALL RULESETS ON PC] Unit combat analyzers only check for hostile major powers. Makes oligarchy less favored when not at war with majors.
[ALL RULESETS ON PC] Don’t send non-combat Great People to scout the civilization they are at war with during gameplay (they’re gonna have a bad time). [MODDING]
[ALL RULESETS ON PC] Worldbuilder Editor Basic Mode
New UI on WorldBuilder HUD (left-hand tool panel, right hand info panel with icon-driven placement).
Show resources in the plot tooltip in World Builder even if the plot has no owner assigned.
Don't allow loading or saving World Builder maps to the cloud, it's not supported.
Additional error messages for successful and failed placement (Basic Mode), and for setting visibility (Advanced Mode).
Impose a delay so the UI can breathe in between instances of the resource scatter. This prevents the scatter code from getting jammed and showing resources that don't exist.
'Restart' disabled when in WorldBuilder.
Show results for resource placement in UI.
Properly sort out input states so left and right clicks and drags work as documented.
Update the cursor color immediately when placing or removing an item to show the hex's new status.
Save and restore brush size when entering and exiting a mode where it's not valid and show it as "small" when in the invalid mode.
Sort all the lists of items alphabetically in Place Mode.
Chunk undo/redo (previously, when you used a large brush to paint, it would only undo a single hex at a time).
Full screen map support to easily preview your continent shapes.
Re-enabled allowing user to place Natural Wonders on tile types outside of gameplay rules.
Fix and issue causing Bananas and other valid resources to be missing from placement lists.
Lock start position editing completely out in Basic mode.
Fix an issue that was preventing you from selecting a strategic resource tile when in “Plot” mode.
Don't allow plot selector to set improvements that aren't valid for the tile.
Plot editor now ignores existing resources and features when deciding what you're allowed to place.
Only coastal tiles are shown in green now for Cliff placement.
Don't show resources that can't be placed, such as Toys.
For WorldBuilder map mods, show the filename in the details view.
Tiled map importer improvements: Support CSV format for tile layers & do something with transparent tiles, plus register World Builder in Standard rules games for Game Core side scripts to match XP1/XP2 behavior.
Tiled maps now import from the saves/worldbuilder directory.
When deleting a WorldBuilder map, refresh available mods.
'Restore Defaults' will no longer clear the WorldBuilder editor flag.
'Restore Defaults' for WorldBuilder will default to Standard Rules rather than the latest expansion.
When importing a map, the setup screen will no longer be missing options if the user backs out and goes to create a standard game.
Fix an issue that was preventing City States from spawning on World Builder maps.
Allow custom text tags to be edited outside of Advance Mode.
Fix an issue that would cause the game to crash when valid starting positions could not be found.
[ALL RULESETS ON PC] Worldbuilder Editor Advanced Mode (Unsupported)
City States are now a slider starting at 0 rather than fixed for most world builder maps.
Remove cities, improvements, and units from the map when their owning civ is changed.
Editing a city's population in the Player Editor now works.
Improved status reporting for player editor building placement.
Better status/error reporting for Unit placement, and a special message for the Spy.
Don't allow editing gold/faith for barbarians.
Show a red placement cursor for Districts and Buildings on plots that aren't part of the selected city.
Show more accurate errors when unable to place districts and buildings and turn off workarounds.
Remove Projects from buildings list.
City states can now be chosen at random based on their starting positions, allowing several city states to be defined while only using a few.
Mods can now add starting positions for worldbuilder maps such as TSL earth by populating the MapStartingPositions tables located either in Config or Gameplay database.
Instead of just merging mods that do not affect saved games (UI mods, normally), merge mods that only have active components AND do not affect saved games. This will remove map mods from being included in saves.
Added extra validation before attempting to set improvement type.
Do not place goody huts if 'GAME_NO_GOODY_HUTS' is set.
Do not place barbarian camps if 'GAME_NO_BARBARIANS' is set
Back-port an XP1/XP2 requirement into base game to allow certain popular mods to write significantly faster implementations of their natural wonder modifiers. [PERF]
[ALL RULESETS ON PC] Multiple misc check-ins to reduce memory allocations.
[ALL RULESETS ON PC] Additional graphics performance improvements. [BUGS]
[ALL RULESETS ON PC] Changed Royal Navy Dockyard to apply the +1 naval unit movement bonus as an ability so that it carries through when upgrading.
Environmentalist agenda modifiers were reversed. This is now corrected.
[ALL RULESETS ON PC] Aircraft
Air units are now correctly using their standard movement range instead of embarked movement range when based on Aircraft Carriers.
Fix rebasing air units if the rebase target is the current base of the air unit. If the base was full, it would think it couldn't rebase there. Rebasing to the same base is done when an air unit is requested to return to base.
Add very simple concept of a parent/child relationship to the app side Unit System. This is to fix the ugly look of an aircraft carrier moving with air units as cargo.
Air units now properly have an unobstructed view (added ability for units to be able to see 'through' terrain as well as features).
Units marked as DOMAIN_AIR no longer increase city strength values.
Fixed a bug preventing aircraft from deploying if based in an airstrip.
[ALL RULESETS ON PC] Units
Fixed issue with Hungarian Huszar not correctly requiring Horses for production.
Removed CLASS_MELEE tag from GDR. It was incorrectly giving the GDR a bonus vs. anti-cavalry units.
Fix an issue with the Jong not working properly with Press Gangs and International Waters.
Fixing the Naturalist model staying behind after the unit is destroyed by creating a park.
Update the text for Rockefeller so that it states that strategics do not need to be improved.
Make sure all unit layers (including the Spy Layer) are checked for units that need to be displaced from a submerged tile.
Make sure you can't start a new wonder on a tile suffering from coastal flooding.
Make sure submerging tiles properly wipes out Great Wall tiles.
When sea level rise consumed a wonder or district, sometime the incorrect wonder or district would be removed from the map, leaving the submerged version in place (for example, a neighborhood was submerged, but a completely different neighborhood in your empire was removed).
[ALL RULESETS ON PC] Fixing an issue that could cause a black screen to appear when human player was defeated while multiple pop-ups were present (user could “ESC” out of it).
[ALL RULESETS ON PC] Unit Panel: Disable the settler lens if a selected settler is killed.
[ALL RULESETS ON PC] Production Panel: Made failure text for damaged walls. We now display text explaining that the prerequisite wall type must be repaired and the number of turns before the walls can be repaired.
[ALL RULESETS ON PC] In a peace deal, can add a return or cede city, as well as right-clicking existing cities in trade deal, to switch them out.
Some fixes to prevent players with negative score from gaining rewards in Scored Competitions
Fix an issue where players were being injected into ongoing Emergencies
Governor Liang's "Reinforced Materials" promotion now also prevents damage to city HP and walls HP from natural disasters.
Changing the rules for which Power Plant resources are used first. Uranium, as the most power-efficient resource (16 power per unit), will now always be used before Oil (4 Power) and Coal (4 Power), if it is available.
When playing the Black Death scenario in Hotseat, a new plague icon appears on a City Banner every turn the city has plague.
If a scenario has no historical rankings information, do not show the rankings tab. This makes historic rankings an optional feature for scenarios.
Slow down the map search to do at most 35 tiles per frame instead of 128. This prevents us from hitting worst-case map search times that can make the game unplayable, at the expense of slower search results. Modders can always turn it back up if they want to.
Disable auto-updating the map search, make progress bar more visible. Was causing CPU issues on lower-end hardware. Will not only update when the user performs a search.
Liberated players who return to the game no longer have to build their own Palace.
Fixing an issue where Civic boost amounts were not accounting for era bonuses or penalties (Civics can be cheaper or more expensive when they are outside the current game era). Tech boosts were doing this already, as intended. This led to a case where earning the boost for the Near Future Governance civic (a 90% boost) would grant the whole Civic, even when the proper prerequisites had not been obtained.
[ALL RULESETS ON PC] Make Demand Tribute work for human whether they view the AI as Friendly, Neutral or Unfriendly.
[ALL RULESETS ON PC] Fix city-state clumping problems when generating the map.
[ALL RULESETS ON PC] Fixing an issue where large amounts of Culture overflow (ex. from Moon Landing project) could apply more than once to increase domestic tourists if it was used to complete more than one Civic. Culture only converts into domestic tourists when applied to researching a particular Civic, and now that amount is capped to the cost of the Civic itself. This means that overflow will no longer be counted more than once towards tourists, but also that the increase in tourists may be spread across several turns as the overflow is applied piece by piece.
[ALL RULESETS ON PC] Removing Norway's palace for the Viking scenario so that all three Viking civs will have the Ancient Viking palace [CRASH]
[ALL RULESETS ON PC] Stop circular rivers from crashing the game on load.
[ALL RULESETS ON PC] Fix multi-GPU bug that could cause the game to crash.
[ALL RULESETS ON PC] Misc crashes reported in the wild via bug collector. [EXPLOITS]
Exploit: Fix a trading issue which would allow you to give a gift of negative resources to an AI, essentially giving a gift that grants their stuff back to you. [ART]
Fixing the Panama Canal movie not going through the time of day cycle.
Great Works no longer use Drag and Drop. They have been returned to the previous functionality of “click to move.”
Addressed the following trade exploits reported within the community:
Fixed: User could trade low Gold-per-turn for high Gold-per-turn with AI players, essentially “stealing” large amounts of Gold.
Fixed: AI was not valuing Strategic resources correctly. You could sometimes trade 1 iron for 18 iron. Once you offered over 20 Strategic Resources, the value from the AI would drop to 1 Gold regardless of quantity. It now properly levels off.
Fixed: AI would give the player hundreds of Gold for a single Luxury Resource. While AI can give a healthy amount (Gold per turn plus some additional Gold) if they really need the Resource, it should rarely if ever be 10+ Gold per turn.
Fixed: The AI would give the player hundreds of Gold for very low quantities of Diplomatic Favor, regardless of whether they were pursuing a Diplomatic Victory or not. This should now be back in line with everything else, with offers weighted accordingly if the AI is chasing a Diplomatic Victory.
[ALL GAME VERSIONS] New and improved version of Map Pins (now called Map Tacks) that includes pin icons for many new specific markers (Districts, etc.), in addition to a new grouped scrollable list of pins that were placed. Thanks to Bradd Szonye for his Mod inclusion!
[ALL GAME VERSIONS] Map text search: Located on the mini-map tool bar. Players can now search for map items via text search and have them highlight on the map. For example, type “Iron”, or “Knight”. Includes search history, search suggestions, and “go to” buttons. [BALANCE/POLISH]
Canada: Receives +1 Production from mines on Snow and Tundra (Including hills).
China: Great Wall can only be pillaged (never removed) by natural disasters. +2 Gold for improvement itself. Add +1 Gold and +1 Culture to that received for each adjacent Great Wall.
Egypt: Update the Egyptian Chariot Archer to not replace the Heavy Chariot.
Egypt: Sphinx now provides +1 Culture if built on Flood Plains. Cannot be built on Snow, Snow Hills, Tundra, or Tundra Hills. +2 Appeal (since they are encouraged to build on Flood Plains). Cannot be built next to another Sphinx.
France: Château now provides 1 Culture for each adjacent wonder. 1 Gold for each adjacent Luxury Resource.
Hungary: Mathias ability now only 75% resource and Gold discount to upgrading levied units (instead of 100%).
India: Cities gain an Amenity for every Religion with at least 1 Follower. Missionaries have +2 spreads. +100% Religious pressure from your Trade Routes.
India: Varu ability no longer stacks but maintenance reduced to 2.
Mali: Nerf the Mali + City-State + Democracy Combo/Exploit. Democracy is now a 15% discount on purchases with Gold.
Mali: Increase Mali desert weighting.
Maori: Toa ability no longer stacks, and Strength is reduced to 36.
Maori: Reduce the Marae ability to +1 of each bonus yield, instead of +2.
Netherlands: Add a Production bonus towards Flood Barriers and Dams.
Norway: Allow Norway (only) to receive Science and Culture from pillaging improvements in addition to Gold or Faith.
Spain: Mission: +2 Faith; +1 Food, and +1 Production if on different continent than your capital. +1 Science for every adjacent Campus and Holy Site.
[ALL GAME VERSIONS] Improve leader victory preference weighting.
Environment Systems and Climate Change
Reduce Dust storm yields by 33%. Add some Food yields from Blizzards. Reduce damage to population and structures from Blizzards by about a third.
Detach climate change progress from Natural Disaster Intensity slider.
Move percentage of coastal tiles that can flood from 35% to 45%.
Halve carbon emissions from units to slow down climate change to just over half the previous rate.
Reduce unit CO2 emissions for a player by 50% if they research Advanced Power Cells.
Increased chance of Storms and Droughts per degree of temperature rise is no longer 20% for all events. Now it does not increase chance of weaker type of each storm/drought at all but instead boosts stronger type by 50%.
From Phase IV on Floods and Storms will not add fertility.
At Phases V and above yields previously added to the map can be stripped off as Storms and Droughts pass over (chances increase as you move to later phases).
Allow a single player's CO2 footprint to go negative (if they have run the Carbon Recapture project but never generated much carbon). Hence one player can clean up the other players' mess.
Provide a one-time cap on each player receiving Favor for reviving each other major player.
Adding tooltip to tiebreaker scenarios so players can understand why a player won a tiebreaker.
Adding Favor Per Turn and Request for Aid score penalties for excessive Grievances and CO2 emissions.
Climate Accords competition now enables projects for decommissioning Power Plants.
Reducing the lockout timer on hostile emergencies so that they can show up slightly more often.
Reduce time between deals during Request for Aid emergencies so AI can give multiple gifts if desired.
Reducing power of Royal Society Government District Building (reducing percentage-per-builder-charge from 3 to 2).
Nuclear Accidents of any severity will now always pillage the Nuclear Power Plant.
[ALL GAME VERSIONS] Convert Science and Culture from pillaging improvements to Gold or Faith.
Reduce effectiveness of Raid and Total War policies so they are only +50% instead of +100% to pillaging
Dam districts now provides healing if plundered.
Pillaged Reactors cannot trigger a nuclear accident. Completing the 'Recommission Nuclear Reactor' project will also 'un-pillage' it.
Seastead: Cannot be placed adjacent to another Seastead.
Panama Canal wonder now gives +10 Gold to its city.
Mahabodhi Temple and Statue of Liberty now award Diplomatic victory points.
Increase the cost of upgrading units (about 33%).
Reduce base cost of Naturalists from 800 to 600 to make them compete better with Rock Bands.
Update certain Great Generals and Admirals to provide strategic resources.
Make sure Barbarians can't spawn GDRs.
Unsuccessful WMD attacks now consume the WMD.
[ALL GAME VERSIONS] Increase the Destroyer’s sight range to 3.
[ALL GAME VERSIONS] Air unit and Anti-Air unit combat strength balance changes propagated to base game.
Add Walls to City States on Diety and Immortal games.
Add additional melee units to City States at higher difficulties.
Grievances/Warmongering: Changing Grievance calculation (and Warmonger in base and XP1) to treat cities taken offensively during a Defensive Pact/Suzerain War/Emergency War as if taken during a Formal War (now generates Grievances)
Setup: For advanced starts, add extra Faith and scale it.
[XP1, XP2] Track barbarian camp placement throughout the game (much like we do storms & droughts) and shy away from camp locations that are close to previously used spots. Should distribute camps across the continents better. [MULTIPLAYER]
Play By Cloud
Hide full games on Lobby list.
Adding Remember My Choice option for what happens after a client readies up.
Adding automatic ready up countdown.
Activating an in-game notification for a Your Turn event to display a popup that will allow the user to go straight into that match.
The Upper case " i ", lower case " L", and number 1 all look identical when observing the Join Code in the Game Summary of the Play By Cloud Staging Room. - Increased size of the font so unique aspects of gylphs can be determined. Misc
Relationship pip icons would fail to display when progress with other Human Players during a Multiplayer game (Allied, etc.).
Staging Room countdowns should reset when a new session is joined. Countdowns should persist even if the screen is simply hidden, which happens if the Game Settings tab is pressed.
In-game chat panel should not display dead players.
Additional general bug fixes and polish. [SCENARIOS]
You can now play the Black Death scenario in hotseat/PlayByCloud. [SYSTEMS]
Add secondary color to jersey selection color collision detection. Now jerseys are only considered to have collided if BOTH primary color and secondary color collide. Jerseys with similar or identical primary colors are now allowed if the secondary colors are very different [UI]
Great Works UI: Converted system to Drag and Drop.
Climate Overview: Add icon, tooltip for fertilized tiles lost due to weather events.
Civilopedia: Pillaging Yields are now database driven in the Civilopedia.
[ALL GAME VERSIONS] World Resource Report: Add sorting on resources and on the leaders in a row.
Additional general bug fixes and polish. [AI]
Increase value of Diplomatic Favor. Limit number of items desired in a trade. Set minimum value for traded items.
Don't try to trade more of a Luxury resource than the human is already importing.
Correctly value maintenance resources when calculating trades. Reduces possible exploits with resource for gold trades with the AI.
Fixes to trades for strategic resources - Stop paying full value for them when you've got a decent stockpile, not just at the stockpile cap. Reduces possible exploits with resource for gold trades with the AI.
AI will not pay for banned resources
Reduce the chance that the AI offers only a single strategic resource in a trade deal unless they are padding out a larger deal.
Improvements to AI Deal management with Gold.
[XP1, XP2] Fix an issue where AI was overvaluing Great Works on the turn they are created (causing lots of trade requests).
Victory Strategies and Agendas
Boost Wonder Obsessed AI's desire for Wonders in later eras.
Improve victory strategies, including Diplomatic victory.
Improve AI ability to successfully complete the capture of a city during a Military Emergency they are taking part in.
Embarked units know they are under threat from naval units - Improve protection of units while on city assault.
[XP1] Improve ability for AI to use Warrior Monks militarily - Add additional war footing condition.
[XP1, XP2] Fix an issue where an AI unit garrisoning a city would occasionally leave the protection of the city when they didn’t need to, exposing them to attack.
[ALL GAME VERSIONS] AI more strongly prefers attacking with aircraft to deploying to districts.
Fixed an issue that was making the AI less likely to improve strategic resources.
Avoid advancing your Power Plant if you don't have resources for it.
Increase odds of aggressive civs making encampments.
[XP1, XP2] Reduce value of supply convoys, they were heavily overvalued by AI.
[ALL GAME VERSIONS] Minor Civs will no longer make aircraft carriers (since they can't make aircraft) [PERF]
Additional AI and rendering performance improvements. [BUGS]
Phoenicia: Fix non-capital continent bonuses moving properly for Phoenicia (additional checks).
Cree: Poundmaker's Trade Route UA (which is based on tile improvements at the destination city) now works like it used to back in XP1.
Maori: Mana ability was incorrectly being applied to all units.
Ottomans: Ibrahim in some situations was not able to be moved to another capital.
Kongo: Now correctly is awarded benefits from Founder beliefs. Mvemba now cannot get the Intolerant Agenda.
Policies: Check for obsolete policies after awarding free civics (Bolshoi).
Many fixes to code that controls what is expelled during city flips, capture, trade, etc.
On city transfer, all air-units that do not belong to the new owner that are based in a district or improvement, are immediately re-based, prior to any other expelling of other units.
If the city is flipped to a new culture, default placement rules apply, no units are booted out, except stationed air-units, unless they can't be in the new owner's territory.
If the city is transferred in a deal, only friendly units (non-air), traders and spies can stay.
Units, Movement, and Combat
Fixed a bug caused when trying to form an Army with a unit that has no movement remaining.
[ALL GAME VERSIONS] Don't factor in embarked and amphibious combat penalties for air units.
Don't let the player select other player's air units.
Fix an issue that was causing the unit cycling to pull camera away from user when they were doing things like changing citizen assignments in the city.
Don't add Mountain Tunnel entrances/exits on water tiles.
Don't let an embarked builder/engineer create an adjacent improvement on a land tile.
Remove mountain tunnel entrance/exit if the tile submerges.
Don't let naval units use Tunnels.
Added additional checks to rebasing aircraft to make sure they are properly paired in cases where a carrier unit exists in a city center.
Correct some visualization issues with air-unit rebasing.
When a tile is annexed by a player and it is trying to kick out any other players that shouldn't be there, don't assume that all the air units can't be there, they might be able to stay.
Also do the kick out in two stages so that if the units do have to leave, any parent objects are moved first, then child objects, so the child objects can just go to where the parent is (aircraft carrier) if appropriate.
Removing a page from the Civilopedia's Trade Route game concepts, which referred to a base benefit that was removed in XP1 and XP2 and made into a governor bonus instead.
Update Sweden's capitals in the Civilopedia to be Swedish instead of Norwegian.
Golden Age UI will fail to display on the Status bar when transitioning into the Future Era during a Gathering Storm gameplay.
Fix an extremely large amount of space being added for tooltips from point.
UI now properly updates upon completion of the Recommission Nuclear Reactor project.
[ALL GAME VERSIONS] Several color systems fixes and corrections. Improved default colors for several civs that were difficult to read.
Multiple misc UI fixes and updates.
Front End: 'Teams Share Visibility' is now disabled/0 when 'No Teams' is checked and reset when unchecked.
Treat incoming gifts as incoming demands; don't allow the user to modify them.
Player Resources are now updated before Player Units in the turn order. This is to fix the issue where the insufficient resource combat debuff was not being removed until the following turn, even though the player had sufficient resources at the beginning of the turn.
Fixing multiple World Congress issues that could cause mis-matched or blank proposal choices to show up on the review and results screens.
Adding in filtering for the Migration Treaty, so that players cannot target unmet players.
Fixing an issue that would allow a Special Session to be called before the World Congress properly unlocked.
Fixed an overflow that some players noticed when they had large amounts of gold and completed Big Ben, which gives a 50% gold bonus.
Fixed an issues with Apadana where the user was not granted 2 Envoys when completed.
Fixed Panama sometimes not lining up with its neighbor canals.
Grievances now decay between dead civilizations. Prevents negative Loyalty modifier from hanging around after defeating the city's original owner.
Fixing Grievance notifications doing nothing when clicked.
Fixed a bug preventing nuclear reactors from being removed from the game when a city is razed. Changed the identification of nuclear reactor buildings to use a database parameter instead of a game tag. Added fail checks when searching for a reactor type building.
District modifiers should now properly reattach when the district was pillaged but has been successfully repaired (was staying inactive; ex. a pillaged Suguba district that was then repaired).
Districts that are over strategic resources are now correctly represented in the Reports screen. Resources are shown as from that city as opposed to 'Gameplay Bonuses'.
Hall of Fame: Improved performance of aggregate updates. Also fixed a crash that would occur if one of the Hall of Fame aggregate queries was bad (typically from a mod).
Map Gen: Make is so that there is a chance that Zhangye Danxia and Mount Roraima can appear. Before there was 0% chance of them showing up.
Map Gen: Make sure coastal lowlands don't appear inland near lakes
Scenarios: Plantations should not show up as a potential build in the Black Death Scenario.
Achievements: Fix “Peacekeeper” achievement to require that the end-user be Laurier winning an emergency.
Achievements: Ensure that the player has actually won the Nobel Prizes for achievement
[ALL GAME VERSIONS] Multiplayer: Fixing progress blocker that was occurring if a player was defeated during their turn in hotseat.
Road Vis: Fixing issues with Road and Railroad “spaghetti”.
Tile improvement modifiers should now properly detach from an old city when the tile is swapped to another city (was staying active; ex. Power from green energy improvements)
[ALL GAME VERSIONS] Espionage: Fix espionage funds being siphoned not showing for negative amounts
City-States: When sending your first real Envoy to a city-state, but you already have Amani in that city-state giving you "virtual" Envoys there, correctly award a second bonus Envoy from the Diplomatic League policy [CRASH]
Multiple crash fixes as reported by the public crash reporting system [EXPLOITS]
[ALL GAME VERSIONS] Re-enable SHIFT+ENTER to force end turn. Make sure that production overflow is lost if this is used.
Coastal Raids can no longer target Impassable plots. In Gathering Storm, this loophole allowed naval units to raid a mountain improvement (ex. Mountain Tunnel) without actually pillaging it, allowing continuous gold.
Great Generals that transform a military unit into a Corps or Army can no longer do so for the GDR, which is not allowed to be a Corps or Army.
Correct exploit where player could receive duplicate Luxuries by trading it away, removing the improvement, then rebuilding it for a duplicate copy. [MODDING]
ModBuddy now supports XP1, XP2, and shared pantries in art tools.
Misc polish and debugging.
WorldBuilder Editor (unsupported)
Allow Forge tuner panel to work in WorldBuilder.
Add “Basic mode” for creating simple hand-crafted location maps with random start positions. Separate out scenario tools to “Advanced Mode”, which is very much still in development.
Add ability to “paint” with different brush sizes.
Assign a default continent value when “painting” any terrain (Africa).
Scatter Resources button added.
Disable Generate New ID button in Basic mode.
Make Generate ID button do something in Advanced mode.
When updating text strings, the text in the left column did not update to reflect the changes.
Now, text options are locked for name, descript, and map name, map descript (they are required). These were able to be deleted before.
Don't allow selection of resource amounts for non-strategic resources in the Plot and Placement editors.
Fix an issue where an already saved WorldBuilder map, when loaded back into WorldBuilder, would lose continent data.
Erase any improvements on a plot when changing the owner to NONE.
Erase improvements and features on a tile if you change the terrain type to something incompatible in the Placement mode.
Allow changing the Pillaged state of improvements on tiles.
First pass at status message system to give feedback like "Library requires a Campus district" or "Placed Shrine successfully" instead of silently doing nothing.
Show correct civ icons in World Builder Player Editor.
World Builder Front-End
New maps created in WorldBuilder are now automatically found and enabled when returning to the main menu. No more required restart.
Updated mods UI to show a different icon if the mod came from a map.
If a mod has a 'Created' property, show the date the mod was created. * Expansion 2 and Expansion 1 are now always shown at the top of the mods listing.
Map-loaded mods are always considered compatible.
Additional fixes for compatibility, etc.
Maps now display properly in the in-game map-lists if you are in the correct rule-set, and the map mod is enabled.
Maps created in the “Standard” ruleset now will show as playable in both Rise and Fall and Gathering Storm.
World Builder Menus
Change front-end menus to reflect only items necessary for WorldBuilder. Update text strings. Update in-game pause menu to reflect only items necessary for WorldBuilder.
Add World Wrap toggle to Advanced Setup. [ART]
Fixing hotseat Rock Band colors.
Fixing the unit colors for the Fez city state.
Tweaking the unit colors for Japan and Mapuche to match their civ jersey's a bit better
Pass on the "Player Colors" which are the jerseys that are picked when we run out of other reasonable jersey selections. We have enough to cover over the max number of players picking the same civ.
Add beards to all remaining leaders that did not previously have beards.
Tweak to the civ Icon backing texture that is used in the Character selection screen. Show more representative color scheme so that players will be able to make more informed readability decisions in the main menu.
Editing Gorgo/Greece civ symbol placement and size so it matches all the other civs.