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We the People Changelog
Version 2.7.1.1
Fixes:
- Bug in choose profession GUI, which could result in the popup window showing up each turn in multiplayer
- AI players no longer have free custom houses
- Natives now store production from more than one turn (related to the custom house issue)
Version 2.7.1
Improvements:
- #83 Clicking on the colony plot in the colony screen allows changing which yield to produce.
- #199 Double click a unit in garrison now brings up choose profession.
AI improvements:
- #17 automated coastal ships now pick routes as ships, like going between islands instead of competing against land transport.
- #171 Fixed a mistake that would have the AI consider the cities on its own team as being possible victims. Removed a cheat so that the AI has to have revealed the target city.
Fixes:
- #2 Native haggling exploit fixed: natives will no longer automatically accept haggles with replaced / added items.
- #23 typo: Priate Map fixed
- #26 Forts are upgraded by UNITCOMBAT_GUN or UNITCOMBAT_SIEGE, not just Colonial Militia.
- #26 Forts no longer upgrades from being worked on by a colony, only by placing military units on it.
- #40 Worldbuilder issue making very difficult to set diplomatic attitudes fixed.
- #51 Fixed case where AI could turn stone into lumber (copy paste error)
- #73 Shipwrecks no longer appear under ice.
- #86 The Domestic Advisor: Native tab now allows sorting by the goods the indians want.
- #87 Hurry production fails if there isn't warehouse space.
- #96 The Domestic Advisor: native tab now shows natives that you have discovered, but not yet talked with.
- #156 1 plot colony radius allowed colonies to be placed too close, even next to each other in some cases.
- #164 Out of sync GameFont ids resulted in wrong mission icons in Domestic Advisor.
- #172 Remove meaningless assert checks. (Being short on money is completely legitimate and not an error :P)
- #178 CvPlot::updateWorkingCity() now updates cache for CvPlot::hasYield() if the city change.
- #190 Colonies used human player for culture spread threshold instead of colony owner. Spain has a discount.
- #190 Fixed network desync related to culture spread if a human player is Spain.
- Crash if a colonist is on land on the edge of the map (founding code didn't take map edge into account).
- Combat (game) freezes when defeating the last unit of a (European only?) player.
- Colony import all/auto export all buttons now works again (broke in RaR 2.6)
Graphics:
- #158 Reintroduced the pre 2.7 loading screen
- #174 Pick a random loading screen each time a screen is displayed (currently the list has just one file)
Changes affecting xml modders:
- Domestic Advisor can display GameFont characters when using a debug DLL.
- #92 Custom house overhaul, moving settings from DLL hardcoding to xml.
DLL modding changes:
- #54 xml missing & on a local reference to an xml info class will now cause a compile error. Crashes from this issue are time consuming to track down.
- #190 Added network sync logging/debugging tool to track down causes of OOS.
Bugfixes from RaR (after 2.7, not released in stable before, all made by WTP members)
- BUG22: We only allow ships to sail to Port Royal if all units in the group are allowed to do so
- BUG23: Pirates and other non-animal "barbarians"/wild-animals will no longer result in a warning about animals
- BUG24: Citizens will no longer seem to disappear if re-assigned (by double clicking) to a plot with no apparent economic value. Removed testing/debug code.
- BUG25: Disable the European peace DLL event if the game option always war is enabled
- BUG26: Fixed the city import/export dialog issue (maintainLevel and importLimitLevel got swapped in the network code)
- BUG27: Fixed the coastal ship teleport / chain capture bug (units were allowed to jump to enemy cities)
- BUG28: Adapted from K-mod. Fixed an issue in getBestDefender that could make the AI think that a unit inside a transport was a valid defender. Additional optimizations (by refactoring some of the functionality into a separate and more effective hasDefender()
- BUG29: Fixed issue that caused the foreign advisor screen to draw red lines even though the players were at peace
- BUG30: The info screen demographics and graphs now only include the European players. The animals, church, kings and natives are excluded.
- BUG31: Native players that are in a permanent alliance with Europeans will not be shown as the owner FFs
- BUG32: The king will no longer offer civilians\colonists (e.g. doctors) when requesting military help
- BUG33: Ships that enter the map after returning from a port will no longer risk being placed on impassable terrain (e.g. ice)
- BUG34: Attempt to fix the issue where a wagon carrying sheep exceeded the import limit of the city, causing the excess to be taken to the capital (which did not even import the yield in question)
- BUG35: From K-mod: "Fixed a group pathfinding bug in the original bts code"
- BUG35: We will no longer attempt to make peace with ourselves!
- BUG36: Imported several fixes from K-mod: (list of 7 items not included here)
- BUG37: Adapted from K-mod. Fixed the issue that causes the wrong odds (due to selecting the wrong defender) to be displayed if units from different players were on the same plot
- BUG37: Fix strange divide by zero bug in CvPlayerAI::AI_transferYieldValue. It's weird that this happened so I am adding an assert to help detect issues caused by variables unexpectedly having negative values!
- BUG38: Adapted from K-mod, alberts2, DarkLunaPhantom. Various fixes concerning "Typos, order of operations mistakes, memory leaks, missing initialisers, style changes."
- BUG40: Adapted from K-mod. Whenever we check the attitude towards our own team, we're always friendly :P
- BUG41: Adapted from K-mod \ Unofficial patch. CvUnit::healTurns and CvUnit::canHeal - Now handles damage and healing from plot features (thanks LunarMongoose)
- EXP2: The cap on negative attitude from requesting military help from the king has been lowered to prevent players from permanently being able to buy discounted military units
- EXP3: If war is declared on another European nation, the aggressor will receive a major diplomatic attitude penalty with its king as well
- EXP4: To receive revolutionary support, we now require the player to be on good terms with the potential supporter's king as well
- EXP5: AI players fighting the revolutionary war will no longer consider a bribe to sign peace with their king. Also they will no longer reply with the "we'd love to, but you would have to ask them" nonsense :P
- GAME1: African slaves now have the same restrictions as native slaves with respect to allowed professions
- OPT3: From K-mod: "Made some minor efficiency improvements to CvUnitAI::AI_promote"
- OPT4: From K-mod: Disabled some obsolete BtS code.
- OPT5: Adapted from K-mod. Blocked most python callbacks and recoded those who only had a python implementation in C++. The callbacks can be reenabled in XML.
- OPT6: Optimized and refactored CvSelectionGroupAI::AI_tradeRoutes / CvSelectionGroupAI::AI_getYieldsLoaded. Added a helper CvSelectionGroupAI::processTradeRoute
- NOCHEAT1: Slaves and prisoners may no longer found cities (XML must be updated to disallow)
- ACO1: Implemented a modified version of PieceOfMind's Advanced Combat Odds modcomp for BTS that supports the limited combat rounds feature in RaR
- AI14: Prevent the AI from purchasing smuggling ships when offered since it doesn't know how to put them to use
- AI15: Tweak AI to produce less coastal transports and more wagons
- AI16: Block AI from producing YIELD_CANNON
- AI17: Restricting the UNITAIs considered by great generals / admirals
- AI18: Adapted from K-mod. AI explorers will now try to make contact with mapped but unmet players. Added missing const.
- AI19: By mistake I had broken CvPlayerAI::AI_needsProtection by omitting to return true when a transport needed protection.
- AI20: Added isProfessionalMilitary() mainly to prevent the AI from having units with GGs attached join cities.
- AI21: Prohibit the AI from ever exporting tools, blades, muskets and cannons to Europe. We can make the logic more refined in the future but for now the AI needs strict hand-holding
- EVENTS3: The WHALING event is no longer recurrent since the event's logic cannot handle it correctly
Religion and Revolution: Version 2.7 // Changelog
PLEASE NOTE THAT Version 2.7 IS NOT SAVEGAME COMPATIBLE WITH PREVIOUS VERSIONS!
Fixes:
- Corrected several XML issues (duplicates etc.)
- Removed dialog that asks for confirmation for declaration of war when entering a native village if the unit in question is a transport
- Natives will not teach skills if they are still angry due to bargaining
- If a size 1 city is razed, the player no longer gets an annoying and redundant message stating that the city will be abandoned
- Corrected artillery unit texture scaling issue in Europe. Removed the code for the other ports since it is not needed
- The great tool factory will correctly reduce the food yields of the city
- The graduation of colonists will no longer be able to cause a CTD (was only an issue when English text was used)
- Attempting to assign a unit that produces nothing on a plot (noble, governor etc.) no longer causes a CTD
- Fix swapped import / export limit parameters
- Fix graphical glitch/redraw problem that happens if the player has insufficient gold to buy a slave in Africa.
- Some graphic bugs cavalry and dragoons fixed
- RaR Americas Gigantic map bug with church fixed
- Bug Fix Map RAR Americas Gigantic and RAR Americas Huge; Church and Wild animals work fine now
Events:
- Disabled problematic events that could potentially cause CTD
Map generator:
- Indian villages will no longer be placed on top of bonus resources.
- Added a new version of the FaireWeather map script with a new option called regularity (Credit to Deliverator) which creates less predictable continents layouts.
AI:
- Fix AI handling of professions with multiple input yields
- AI players can now travel to the African port to sell goods/treasure and buy slaves.
- AI now sort the units that wait on the European docks by their value. This ensures that the most valuable units get picked up first.
- Prevent AI transport ships from traveling to Europe if they are carrying at least one unit. The AI should prioritize putting its units to work in the new world and not keep ferrying the same unit(s) back and forth, wasting turns and transport capacity.
- Great generals will now only consider safe paths when relocating between cities. This avoids previously reported issues in which a GG would travel through (or close to) enemy territory
- AI will now prioritize the production of liberty bells
- AI will produce the yields that gives the best profit, either in Europe or Africa.
- AI will no longer overproduce certain yields (ore)
- AI is more likely to produce yields that are used as input for other goods.
- The value of Bells/hammers now scale with the population / rebel percentage.
- AI may choose to go to Africa rather than Europe if to maximize the sale profit
- AI can now use great admirals
- AI will use their starting units better
Other stuff
- New feature: Coastal transport implemented: Coastal transport ships that can only traverse coast or culturally owned tiles. AI knows how to build and use them.
- New units: Small and big coastal ship
- Change of some unit graphics
- New promotions
- Implementation of a new achievement "The Governor arrives"
- Balancing of field workers done
- Great General, Great Admiral and Great Chief now have full combat animations
- New late cityset for Russia
- In era expansion now all citysets show a mix of their early and late citysets
- England now has a new cityset for the late game (era colonial) that contains some rare colonial buildings (the city shows a mix of late and colonial cityset)
- Incentives of late military founding fathers have been decreased
- The Danish King now use the royal anthem instead of the sports anthem (yes Denmark has two anthems)
Debug Mode:
- If debug mode is activated (ctrl-Z), we now display the AI's valuation of yields when hovering over the stored yields inside a city
Religion and Revolution: Version 2.6 // Changelog
PLEASE NOTE THAT Version 2.6 IS NOT SAVEGAME COMPATIBLE WITH PREVIOUS VERSIONS!
- Game Concepts / Texts for military units updated
- Some minor bugs and typos fixed
- Some new events implemented
- New Unit "Political Refugee" implemented (can be educated very fast in schools).
- Corrected promotion bombardment and added promotion high-sea fisherman
- Removed hardcoding for which units can move into peaks (can be edited in XML now) - by Nightinggale
- DLL for 2 Plot City Radius corrected / works fine now for both 1 and 2 Plot City radius, 2 Plot is standard
- Slightly changed required blades for cavalry
- Some small changes order of units in Europe Screen and price for Slaves
- Improvement of Peak graphic
- Implementation of Improvement "Sawmill"
- Bugfix military support by King fixed - King grants only military units now - diplomacy feature again works as intended.
- Some balancing
- Some small updates to some PublicMaps
Religion and Revolution: Version 2.5.1 // Changelog
Bug Fixes:
- Freeze Bug fixed (by Nighttinggale)
- European Line Infantry can now get promotions
- Some typing errors fixed
- 1 City Plot Radius bug fixed
- Some minor bugs fixed
Religion and Revolution: Version 2.5 // Changelog
Units & Professions:
- specialist unit helebardier: unit deleted
- specialist unit townguard: unit deleted
- profession helebardier: deleted
- profession town guard: deleted
- Promotion "Promotion Homeland Guard 1-3" implemented ((new tag "<iDomesticBonus>0</iDomesticBonus>")
- correspoding "Domestic Defense Bonus" for units added (new tag "<iDomesticBonus>0</iDomesticBonus>")
- new feature: a new feature has been implemented that is based on the "[MODCOMP] Not Allow Specified Professions per Unit" by Kailric which allows to deny professions for units - e.g. if you want that the governor cannot take the profession as a lumberjack - this is your feature!
Other changes:
- city graphic portugal early: updated
- improvement farm: graphics modified
- specialist butcher: unit graphic modified
- unit graphic settler militia modified
- unit graphic african slave modified
- unit graphic settler modified (female settler added)
- ingame map graphic slightly modified
- graphic for Port Royal changed (new graphic also by Willi Tell)
Founding Fathers
- Amendment of the appearance of a lot of founding fathers to a more reasonable order considering the requirements of the early, mid and late game
Traits
- New Civilization Trait "Agricultural" for Sweden (Swedish civilization trait changed from Forresters to Agricultural):
->+10% Food production in all settlements
->-10% Food required for population growth
- New Civilization Trait "Imperialist" for Russia (Russian civilization trait changed from Hunt tradition to Imperialist):
Imperialist (Russian civilization trait)
-> Free promotion: Homeland Guard I (+15% Combat Strength inside your Cultural Borders)
-> 25% Culture required for Territorial Expansion
The traits of Sweden and Russia have been changed to focuss a bit more on majaor aspects of the game.
- Amendment Trait "Undemanding": Food bonus no longer fixed at 2 for each settlement. It now scales with the bell-producing building that is present in the city (1 Food per Basecamp, 2 per Village Hall, etc.)
- General balancing and amendments of traits for the other European nations and overhaul of the traits for the native nations considering their diversity, historic situation, behaviour and - of course - the game balance.
Balancing
- units: terrain boni and mali: decreased
- units: combat strength of all units modified
- AIWeight for some buildings modified (AI now handles buildings more effectively and produces weapons)
- a lot of balancing changes
Features and Bugfixes imported from RaR Extended (Nightinggale's mod):
RaRE 2.5.2
Features:
- added yield change preview when mouse hovering pioneers change terrain buttons (drain marsh)
- added yield change preview when mouse hovering pioneers change feature buttons (plant forest)
Fixes:
- Crash when AI investigated building settlements on the edge of the map when the "Reduced colony distance" game option was on
RaRE 2.5.1
Fixes:
- Autoexport wasn't saved correctly
- Freeze when an AI transport tried to load a yield, which was required by the building currently under construction
RaRE 2.5
Features: (all done by Nightinggale)
- added ability to switch between 1 and 2 plot radius for colony catchment area (change of CvGameCoreDLL.dll required in the file directory of the mod)
- feeder service threshold change to supply construction
- import/export window now has buttons to set and clear multiple yields with one click (like clear all)
- autoexport to turn off export when there is nothing to export (no real gameplay change, but should prevent a late game slowdown)
Fixes:
- export threshold is no longer capped at 8 bit/255 (wladyslaw17)
- barbarian pirates now only spawn in areas with access to Europe (wladyslaw17)
- fixed issue where the feature had to be removed to allow building certain improvements, such as vineyards (Nightinggale)
- fixed broken hotkeys due to command order (ray)