diff --git a/android/assets/jsons/translations/French.properties b/android/assets/jsons/translations/French.properties index a0db060a3d..e6064dc77d 100644 --- a/android/assets/jsons/translations/French.properties +++ b/android/assets/jsons/translations/French.properties @@ -946,9 +946,7 @@ Add in capital = Ajouter à la capitale Add to [comment] = Ajouter à [comment] Upgrade to [unitType] ([goldCost] gold) = Améliorer en [unitType] ([goldCost] or) Upgrade to [unitType]\n([goldCost] gold, [resources]) = Améliorer en [unitType]\n([goldCost] or, [resources]) - # Requires translation! Transform to [unitType] = Transformer en [unitType] - # Requires translation! Transform to [unitType]\n([resources]) = Transformer en [unitType]\n([resources]) Found city = Fonder une ville Promote = Promouvoir @@ -1334,7 +1332,6 @@ Can upgrade from [unit] = Amélioration de [unit] Can upgrade from: = Amélioration de : Upgrades to [upgradedUnit] = Améliorable en [upgradedUnit] Obsolete with [obsoleteTech] = Obsolète avec [obsoleteTech] - # Requires translation! Can Transform to [upgradedUnit] = Transformable en [upgradedUnit] Occurs on [listOfTerrains] = Apparaît sur [listOfTerrains] Occurs on: = Apparaît sur : @@ -6106,7 +6103,6 @@ Destroys tile improvements when attacking = Détruit les aménagements de case e Cannot move = Ne peut pas se déplacer [amount] Movement point cost to embark = [amount] point(s) de Mouvement pour embarquer Can speed up the construction of a wonder = Peut accélérer la construction d'une merveille - # Requires translation! Can transform to [unit] = Transformable en [unit] Costs [amount] gold per turn when in your territory = Coûte [amount] Or par tour quand construit sur votre territoire by consuming this unit = en consommant cette unité diff --git a/android/assets/jsons/translations/Korean.properties b/android/assets/jsons/translations/Korean.properties index dab679b27e..66654d1568 100644 --- a/android/assets/jsons/translations/Korean.properties +++ b/android/assets/jsons/translations/Korean.properties @@ -946,9 +946,7 @@ Add in capital = 수도에 추가 Add to [comment] = [comment]에 추가 Upgrade to [unitType] ([goldCost] gold) = [unitType](으)로 ([goldCost]골드) Upgrade to [unitType]\n([goldCost] gold, [resources]) = [unitType](으)로 ([goldCost]골드, [resources]) - # Requires translation! Transform to [unitType] = [unitType](으)로 변신 - # Requires translation! Transform to [unitType]\n([resources]) = [unitType](으)로 변신 ([resources]) Found city = 도시 건설 Promote = 승급 @@ -1334,7 +1332,6 @@ Can upgrade from [unit] = 이전 유닛: [unit] Can upgrade from: = 이전 유닛: Upgrades to [upgradedUnit] = 다음 유닛: [upgradedUnit] Obsolete with [obsoleteTech] = [obsoleteTech] 연구 후 생산 불가 - # Requires translation! Can Transform to [upgradedUnit] = [upgradedUnit](으)로 변신 가능 Occurs on [listOfTerrains] = 발생하는 지형: [listOfTerrains] Occurs on: = 발생하는 지형: @@ -6106,7 +6103,6 @@ Destroys tile improvements when attacking = 공격시 시설 파괴 Cannot move = 이동 불가 [amount] Movement point cost to embark = 승선하는데 [amount] 행동력 소모 Can speed up the construction of a wonder = 불가사의 건설 가속 가능 - # Requires translation! Can transform to [unit] = [unit] (으)로 변신 가능 Costs [amount] gold per turn when in your territory = 영토 내에 건설시 턴당 -[amount] 골드 by consuming this unit = 이 유닛을 소모하여 diff --git a/android/assets/jsons/translations/Ukrainian.properties b/android/assets/jsons/translations/Ukrainian.properties index 7a0b2a0269..682bb703e2 100644 --- a/android/assets/jsons/translations/Ukrainian.properties +++ b/android/assets/jsons/translations/Ukrainian.properties @@ -946,9 +946,7 @@ Add in capital = Додати в столицю Add to [comment] = Додати до [comment] Upgrade to [unitType] ([goldCost] gold) = Удосконалити до [unitType] ([goldCost] золота) Upgrade to [unitType]\n([goldCost] gold, [resources]) = Удосконалити до [unitType]\n([goldCost] золота, [resources]) - # Requires translation! Transform to [unitType] = Перетворити на підрозділ «[unitType]» - # Requires translation! Transform to [unitType]\n([resources]) = Перетворити на підрозділ «[unitType]»\n([resources]) Found city = Заснувати місто Promote = Підвищити @@ -1334,7 +1332,6 @@ Can upgrade from [unit] = Можна отримати вдосконаливши Can upgrade from: = Можна отримати вдосконаливши: Upgrades to [upgradedUnit] = Удосконалюється до «[upgradedUnit]» Obsolete with [obsoleteTech] = Застаріває після дослідження технології «[obsoleteTech]» - # Requires translation! Can Transform to [upgradedUnit] = Можна перетворити на підрозділ «[upgradedUnit]» Occurs on [listOfTerrains] = Зустрічається на таких клітинках: [listOfTerrains] Occurs on: = Зустрічається на: @@ -6106,7 +6103,6 @@ Destroys tile improvements when attacking = Знищує покращення н Cannot move = Неспроможний рухатись [amount] Movement point cost to embark = [amount] пунктів руху для посадки на борт Can speed up the construction of a wonder = Може прискорити будівництво дива - # Requires translation! Can transform to [unit] = Можна перетворити на підрозділ «[unit]» Costs [amount] gold per turn when in your territory = Коштує [amount] золота за хід, коли розташована на вашій території by consuming this unit = використавши цей підрозділ diff --git a/android/assets/jsons/translations/completionPercentages.properties b/android/assets/jsons/translations/completionPercentages.properties index 26e522fce2..685feb8a1c 100644 --- a/android/assets/jsons/translations/completionPercentages.properties +++ b/android/assets/jsons/translations/completionPercentages.properties @@ -5,23 +5,23 @@ Afrikaans = 7 German = 99 Swedish = 90 Turkish = 71 -Ukrainian = 99 +Ukrainian = 100 Filipino = 97 -French = 99 +French = 100 Portuguese = 51 Indonesian = 99 Catalan = 99 Finnish = 38 Spanish = 99 Malay = 24 -Brazilian_Portuguese = 99 +Brazilian_Portuguese = 100 Traditional_Chinese = 99 Polish = 99 Lithuanian = 98 Romanian = 76 Simplified_Chinese = 99 Bulgarian = 21 -Korean = 99 +Korean = 100 Persian_(Pinglish-DIN) = 14 Japanese = 72 English = 0 diff --git a/changelog.md b/changelog.md index 4d23444e07..89d8d1f440 100644 --- a/changelog.md +++ b/changelog.md @@ -1,14 +1,11 @@ ## 4.4.1 -Bonus damage additive - -Differentiated attackable from visible tiles per Civ V - -Tiles 1 step out of bounds of visibility are visible if they're higher than current tile - New tile visibility framework! + - Differentiated attackable from visible tiles per Civ V + - Tiles 1 step out of bounds of visibility are visible if they're higher than current tile + - Higher tiles can be visible beyond non-visible, hidden tiles -Added framework for tile visibility testing +Damage bonuses are additive, per Civ V, not multiplicative Resolved health bar overflow problems diff --git a/docs/Other/Intentional-departures-from-Civ-V.md b/docs/Other/Intentional-departures-from-Civ-V.md new file mode 100644 index 0000000000..d16684e469 --- /dev/null +++ b/docs/Other/Intentional-departures-from-Civ-V.md @@ -0,0 +1,19 @@ +## Water melee units can attack land units on shore + +A result of a Discord poll. Water melee units in Civ V are considerably underpowered, so much so that even on maps with water they weren't considered competitive. + +This change brings back an edge to water melee units that makes them worth building. + +## Workers do not complete an improvement on the same turn - they get orders to work on it + +This allows players to assign workers to improve tiles, and then to reconsider and change improvement or move them elsewhere. + +Building stuff takes time! + +## Forests and Jungle are visible 1 tile outside visibility range + +In Civ V, this is the behavior of Hills and Mountains, but not of Jungle and Forest. + +And yet, Jungle and Forest *can block* Hills, and Hills+Forest can block Mountains from view - so they must be the same height! + +This part of Civ V visibility makes no sense, considering the otherwise well-structured visibility logic, and we consider this to be a bug. diff --git a/fastlane/metadata/android/en-US/changelogs/798.txt b/fastlane/metadata/android/en-US/changelogs/798.txt index 38a9586353..a508d3282f 100644 --- a/fastlane/metadata/android/en-US/changelogs/798.txt +++ b/fastlane/metadata/android/en-US/changelogs/798.txt @@ -1,14 +1,9 @@ - - -Bonus damage additive - -Differentiated attackable from visible tiles per Civ V - -Tiles 1 step out of bounds of visibility are visible if they're higher than current tile - New tile visibility framework! + - Differentiated attackable from visible tiles per Civ V + - Tiles 1 step out of bounds of visibility are visible if they're higher than current tile + - Higher tiles can be visible beyond non-visible, hidden tiles -Added framework for tile visibility testing +Damage bonuses are additive, per Civ V, not multiplicative Resolved health bar overflow problems