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3.12.5
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@ -3,8 +3,8 @@ package com.unciv.build
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object BuildConfig {
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object BuildConfig {
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const val kotlinVersion = "1.3.71"
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const val kotlinVersion = "1.3.71"
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const val appName = "Unciv"
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const val appName = "Unciv"
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const val appCodeNumber = 515
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const val appCodeNumber = 516
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const val appVersion = "3.12.4"
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const val appVersion = "3.12.5"
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const val gdxVersion = "1.9.12"
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const val gdxVersion = "1.9.12"
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const val roboVMVersion = "2.3.1"
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const val roboVMVersion = "2.3.1"
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14
changelog.md
14
changelog.md
@ -1,3 +1,17 @@
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## 3.12.5
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Resolved #3470 - popups now make the rest of the screen unclickable to avoid exploits
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Resolved #3431 - Redesigned the player picker, to scroll through civs and display them separately
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Resolved #3476 - captured civilian units no longer move on the same turn
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Resolved #3331 - resources for city-state quests are taken from resources on the map
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Resolved #3464 - units only advance improvements when they have movement points left
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Fixed minor automation bug for modded terrains
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## 3.12.4
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## 3.12.4
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Resolved #3424 - Added blink on event location
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Resolved #3424 - Added blink on event location
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@ -277,9 +277,10 @@ object UnitActions {
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if (unit.isEmbarked()) return
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if (unit.isEmbarked()) return
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val canConstruct = !tile.isCityCenter()
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val canConstruct = unit.currentMovement > 0
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&& !tile.isCityCenter()
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&& unit.civInfo.gameInfo.ruleSet.tileImprovements.values
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&& unit.civInfo.gameInfo.ruleSet.tileImprovements.values
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.any { tile.canBuildImprovement(it, unit.civInfo) }
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.any { tile.canBuildImprovement(it, unit.civInfo) }
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actionList += UnitAction(
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actionList += UnitAction(
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type = UnitActionType.ConstructImprovement,
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type = UnitActionType.ConstructImprovement,
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isCurrentAction = unit.currentTile.hasImprovementInProgress(),
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isCurrentAction = unit.currentTile.hasImprovementInProgress(),
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