[UI]
- Prevent creating duplicate great people by lagging the free great person UI.
- Yield modifiers of buildings from policies are now shown in the tooltip of that building in the choose production UI.
- Production tooltip in City View now displays the production penalty (usually -10%) for when the player has too many units than they can support.
- The checkboxes for the mini-map panel now correctly reflect the state of the options (even if these options were toggled while the panel was hidden).
- Unhappiness is now broken down between regular population and population from puppet cities.
[GAMEPLAY]
- Slightly reduce the bias to sneak attack.
- "City must not be in Plains" requirement for Stone Works now functions properly.
- Killing Barbarians inside a City State's borders with a ranged unit now correctly rewards the player with influence.
[TACTICAL AI]
- Found and corrected a likely cause of having the AI send Great Generals out unescorted to "defend" tiles.
- AI will avoid using land units for an operation if they are currently on a different continent than the muster point.
- If attacking over land, add extra emphasis to nearby targets (reduce the chance that the AI will bypass closest cities).
[MULTIPLAYER]
- Multiple out of sync causes found and fixed.
- Add an Invite button on the Staging Room screen for the host.
- Add a network message when force-quitting the game. Should eliminate the tedious wait for a network timeout when a player quits like this.
- Host can now change the game set-up options in the lobby (except DLC) after a group has been gathered.
- Player can now manually save a game while in multiplayer.
- Player can now “un-end” their turn in multiplayer. This includes performing any new actions, like giving a unit a new order, opening a city screen, or clicking on the "Please Wait" button after previously ending their turn.
- Ping times now displayed in the Player List UI (click the player list to expand, exposing the ping times, and then click again to hide them).
- Hot-Seat: City State screens now update properly when switching players.
[BALANCE]
- Pyramids now grant 2 free workers when built instead of 1.
- Brandenburg Gate now gives 15 XP to units built in the city in addition to the Great General.
- Taj Mahal now gives 4 Happiness in addition to a Golden Age.
- Seaport now gives an additional gold on sea resources and increases naval unit production by 15%.
- Harbor no longer increases naval production by 15%.
- Aristocracy now gives 1 happiness per 10 citizens in a city in addition to 15% production towards wonders.
- Landed Elite now gives 2 food and 10% growth in the capital (stacks with Tradition Finisher).
- Trade Unions now reduce road/railroad maintenance by 33% (up from 20%) and adds 1 gold to Harbors and Seaports.
- Balance tweaks to New World scenario.
[MODDING]
- Installed Mods panel (in Mod Browser) will now display which mods have updates available online w/ a link to view that entry.
[BUGS]
- Multiple minor bug fixes.
Problems I've noticed during ancient scenario:
I haven't seen the following problems during normal play, but it's probably there also
I had set a worker to build a road route to a tile just next to a city. On that tile a swordman was fortified. After clicking the end turn button, all the units I had set to move moved as they should, except for the worker, who complained that he could not finish the route as something was in the way. I couldn't move the worker to the tile with the fortified swordman for some unknown reason. I tried to activate the swordman, so I could move the swordman, but whenever I clicked the swordman it reactivated the worker again. It was completely impossible to activate the swordman. The next turn I could move the worker to the swordman, but for some reason the road was built in the tile with the swordman, it wasn't built there before
I also played a hotseat game. Both players ended up having a problem selecting the unit in the capital. For player 1 the unit could be seen, but you couldn't click on it, even though the popup says click to select. For player 2 the unit couldn't be seen, I could only see circle around the unit icon, but the unit icon was gone and no popup text when hovering over the icon that you couldn't see. I could select the unit from the unit-window in the upper left corner
I also just noticed in a normal play game, the citystate Soul refered to itself as Katmandu. You could see the name of the city was clearly Soul, but when hovering the mouse on top of the city it said Katmandu. I noticed this when I got a message saying I almost had no influence left in Katmandu, but was confused when I was sent to Soul
And just a few minutes ago I noticed I couldn't use normal keys when I alt-tabbed to Windows (using Windows 7) if I had Civ V running in the background (as soon as I closed the game everything went back to normal). If I outside of the game pressed M, everything minimized and the arrow keys unmaximized the window and sent it to the direction of the key (e.g. if I pressed arrow left, the window filled the left side of the screen)
Your first point is a bug if you have only one person to move, the programming is already moved on to the AIs turn and won't let you pick a different unit. In fact, if you have say 4 movement on that unit, and only move 2 spaces, it will clearly show the 2 spaces available, but end your turn. Of if you plan to move 1 spot and fire, you can move 1 spot and have your turn end.
Seoul was changed to Kathmandu because of the new Korean Civ.
The windows tabbing problem is due to the fact that Civ is sucking all your memory into the AIs turn. If you keep trying, you can get a flash on your screen and it will go to the next application.
It's shame that now that they finally have the conceptual things working OK, the mechanical ones don't. Some more examples are that the ! no longer stops the auto turn from going on, potentially giving the enemy free attacks. My favorite is if you click on a ! to change the focus and deal with the problem, it goes right back to where it thinks you should be.
Mike