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3.11.4
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@ -3,8 +3,8 @@ package com.unciv.build
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object BuildConfig {
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const val kotlinVersion = "1.3.71"
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const val appName = "Unciv"
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const val appCodeNumber = 499
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const val appVersion = "3.11.13"
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const val appCodeNumber = 500
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const val appVersion = "3.11.14"
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const val gdxVersion = "1.9.12"
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const val roboVMVersion = "2.3.1"
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12
changelog.md
12
changelog.md
@ -1,3 +1,15 @@
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## 3.11.14
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500th version, my goodness 0_0
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Resolved #3330 - Fixed black images on specific chipsets
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Multiple framerate improvement tricks - should feel smoother!
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Hide hotkeys on devices without keyboard - by jnecus
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Fixed a few more crash possibilities from badly configured mods
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## 3.11.13
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Probably solved the Mysterious Disappearing C's once and for all! #3327
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@ -493,7 +493,7 @@ class MapUnit {
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if(!hasUnique("All healing effects doubled") && type.isLandUnit() && type.isMilitary()) {
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val gainDoubleHealPromotion = tile.neighbors
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.any { it.containsUnique("Grants Rejuvenation (all healing effects doubled) to adjacent military land units for the rest of the game") }
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if (gainDoubleHealPromotion)
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if (gainDoubleHealPromotion && civInfo.gameInfo.ruleSet.unitPromotions.containsKey("Rejuvenation"))
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promotions.addPromotion("Rejuvenation", true)
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}
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@ -574,14 +574,17 @@ class MapUnit {
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civInfo.addNotification("We have discovered the lost technology of [$tech] in the ruins!", tile.position, Color.BLUE)
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}
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actions.add {
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val chosenUnit = listOf(Constants.settler, Constants.worker, "Warrior")
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.filter { civInfo.gameInfo.ruleSet.units.containsKey(it) }.random(tileBasedRandom)
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if (!(civInfo.isCityState() || civInfo.isOneCityChallenger()) || chosenUnit != Constants.settler) { //City-States and OCC don't get settler from ruins
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civInfo.placeUnitNearTile(tile.position, chosenUnit)
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civInfo.addNotification("A [$chosenUnit] has joined us!", tile.position, Color.BROWN)
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val possibleUnits = listOf(Constants.settler, Constants.worker, "Warrior")
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.filter { civInfo.gameInfo.ruleSet.units.containsKey(it) }
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if(possibleUnits.isNotEmpty())
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actions.add {
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val chosenUnit = possibleUnits.random(tileBasedRandom)
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if (!(civInfo.isCityState() || civInfo.isOneCityChallenger()) || chosenUnit != Constants.settler) { //City-States and OCC don't get settler from ruins
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civInfo.placeUnitNearTile(tile.position, chosenUnit)
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civInfo.addNotification("A [$chosenUnit] has joined us!", tile.position, Color.BROWN)
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}
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}
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}
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if (!type.isCivilian())
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actions.add {
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@ -630,7 +630,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
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update()
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showTutorialsOnNextTurn()
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}
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topBar.selectedCivLabel.setText(Gdx.graphics.framesPerSecond) // for framerate testing
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// topBar.selectedCivLabel.setText(Gdx.graphics.framesPerSecond) // for framerate testing
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super.render(delta)
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}
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