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NEWS
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Main Pagehttps://freeciv.fandom.com/wiki/How to update a soundset from 3.0 to 3.1
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Freeciv
932
pages
Explore
Main Page
All Pages
Community
Interactive Maps
Recent Blog Posts
Top content
most_popular
most_visited
Screenshots
Terrain
Features
Introduction to Freeciv
Cities
Units.mp2d
Multiplayer II: Dragoon, Game Manual
highest_ratings
Largest categories
SVG flags
Aborigines.svg
Afghanistan.svg
Ainu.svg
Akwe.svg
Almohad.svg
Amazigh.svg
Abkhazia.svg
Broken SVG
Acadia.svg
Animals.svg
Armenia.svg
Atlantis.svg
Austria.svg
Azerbaijan.svg
Babylon.svg
NEWS
NEWS-2.0.0
NEWS-2.0.1
NEWS-2.0.2
NEWS-2.0.3
NEWS-2.0.4
NEWS-2.0.5
NEWS-2.0.6
Augmented
Augmented2 ruleset modpack
Augmented modpack: terrain
Ts.seals.png
Ts.forest game.png
Ts.grassland pheasant.png
Ts.saltpeter.png
Ts.uranium.png
Buildings
B.airport.png
B.aqueduct.png
B.apollo program.png
B.aqueduct.classic.png
B.airport.classic.png
B.asmiths trading co.classic.png
B.apollo program.classic.png
Playing Freeciv
Starting war
City building completed
Why do unit reload on ships with expended moves
Play by email
Time
Freeciv - VERY annoying gameplay bug (crosspost)
Is there any kind of balance in freeciv?
Trident
U.warriors.trident.png
U.trireme.trident.png
U.transport.trident.png
U.submarine.trident.png
U.stealth fighter.trident.png
U.stealth bomber.trident.png
U.worker.trident.png
see all categories
newly_changed
How to update a ruleset from 3.1 to 3.2
How to update a tileset from 3.1 to 3.2
Main Pagehttps://freeciv.fandom.com/wiki/How to update a soundset from 3.0 to 3.1
How to update a soundset from 3.0 to 3.1
Delegation
Euclidean Distance
Distances in Freeciv
Most linked-to pages
Browse by category
community
Featured users
Zarah Witchcraft
Cazfi
~aanzx
Klap Trap
Community portal
News archive
Forum
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== Server / General == === Changes affecting players (supplied rulesets) === * Vision-providing bases, such as buoys, could in some circumstances <em>remove</em> visibility from tiles, perhaps preventing the owner's cities from working them, in the presence of autosettlers. {{hrm|797698}} {{hrm|781551}} * Various automatic processes in cities at turn change, such as rearranging workers when a settler is built, no longer interrupt rapture growth before the player can intervene. {{hrm|771536}} * A warning is now displayed every turn when units are at risk of being disbanded due to an armistice turning into a peace treaty. {{hrm|764959}} * All players are now warned the turn before a game is due to end due to a spaceship arriving, or due to the <tt>endturn</tt> server setting. {{hrm|764421}} {{hrm|764956}} * Stop displaying "wonder will be finished next turn" messages for obsolete wonders. {{hrm|764965}} * If a city starts to build an improvement from the worklist whose requirements are not yet met (for instance, its technology is not yet known), it will now be left on the worklist, rather than purged. The city will accumulate production points until the requirements are met or the player intervenes. (This is a longstanding feature, but has been broken for a long time.) {{hrm|846514}} * If a player used <tt>/away</tt> to set up caretaker AI, any worker tasks the player had set (by right-clicking on the city map) would be forgotten. {{hrm|685283}} * Cities produced pollution slightly too often. {{hrm|763881}} * When your attempt to steal technology fails, you're now told if it is because you already stole from that city. {{hrm|801810}} * The <tt>dispersion</tt> server setting on hex maps now uses a hexagonal distribution, rather than a square one. {{hrm|767131}} * Historians failed to take angry citizens into account when reporting on the "HAPPIEST Civilizations". {{hrm|763884}} * Fix a possible network protocol warning when units are starving. {{hrm|661865}} * Increased the amount of culture points required for cultural victory in rulesets where that is possible: civ2civ3 (disabled by default), experimental, and sandbox (disabled by default). {{hrm|766716}} * Being the first to gain an achievement no longer gives you double the usual culture bonus for that achievement. (Affects civ2civ3 and sandbox rulesets.) {{hrm|763885}} * Fix unconfirmed server trouble in rulesets with a "Land Ahoy" achievement (civ2civ3, experimental, sandbox). {{hrm|823174}} * Improvements to civ1 ruleset fidelity: ** Remove all restrictions on tax rates. {{hrm|827329}} ** Only Artillery and Bombers should ignore City Walls, not other aircraft. {{hrm|822926}} ** The Great Wall did not prevent population loss in cities it protected. {{hrm|822929}} ** Railroads can no longer be built on city centre tiles (and do not appear there automatically), for behaviour closer to the original. {{hrm|803249}} ** Forests can no longer be planted on river tiles. {{hrm|825239}} ** Online help claimed that land units could be airlifted; they can't. {{hrm|850673}} === Changes affecting other rulesets / modders === * In rulesets which allow capturing units, it's no longer allowed to capture a transport which is carrying units. (Previously this was allowed, but left the game in a broken state.) {{hrm|772516}} * In rulesets with nation-specific starting units, care is now taken to place them on tiles they can exist on, and clear any huts from their tile. {{hrm|767129}} * A unit entering a tile containing multiple hut-like extras is now handled more correctly. {{hrm|824708}} * If a unit entered a tile containing an extra with cause 'Hut', then any other extras on the tile with category "Bonus" would also be treated as more huts, even if they didn't have cause 'Hut'. (For example, this would affect Ruins in supplied rulesets, except that it's not possible for Hut and Ruins to end up on the same tile by the operation of standard game rules.) {{hrm|782719}} * The game editor didn't allow changing research bulbs if the player was researching Future Tech at the time. {{hrm|765089}} * Copying and pasting tiles in the game editor would accidentally paste the same units three times. {{hrm|850947}} * Rulesets which defined a unit type without any <tt>tech_req</tt> could crash the server, rather than giving an error message. {{hrm|816374}} * Fix inability to use <tt>default/nationlist.ruleset</tt> in a custom ruleset lacking standard plural-named terrains such as 'Hills'. {{hrm|827555}} * Calling the Lua API function <tt>(City):inspire_partisans</tt> from the client could crash it, due to incomplete game knowledge. Now this function returns <tt>false</tt> if determining the answer requires knowledge that is not available in the caller's context. {{hrm|797679}} * Coding style clean up to supplied <tt>default.lua</tt> script. {{hrm|822189}} * The included Lua engine has been upgraded from 5.3.4 to 5.3.5. {{hrm|765936}} === Changes affecting server operators === * If control of a player was delegated over a game load/save cycle, ending the delegation would not restore control to the original owner. {{hrm|772657}} * If a fixed random seed (<tt>gameseed</tt>) was set, second and subsequent games started on a single server would not honour it. {{hrm|761219}} * Included Luasql has been upgraded from 2.3.5 to 2.4.0. {{hrm|801775}} === Low-level changes === === General === * Various changes to pathfinding, affecting how goto paths are drawn in the client as well as the actual paths chosen by units. Notably, the "Turns to target" shown for goto paths now indicates how many turns before the unit can act again, as it did in 2.5. Other changes affect fueled units, including a fix for a possible infinite loop. {{hrm|763893}} {{hrm|657396}} {{hrm|824278}} {{hrm|824099}} {{hrm|824100}} {{hrm|824102}} {{hrm|765079}} * Saving a map image could cause a crash with a high number of players on a crowded map. {{hrm|707912}} * Tweaked the categorisation of the event cache settings. {{hrm|778665}} * Slightly improved diagnostics for missing sound files. {{hrm|799291}} * Various internal changes which should only affect developers. {{hrm|735284}} {{hrm|656441}} {{hrm|656443}} {{hrm|735289}} {{hrm|767074}} {{hrm|768652}} {{hrm|755356}} {{hrm|776786}} {{hrm|778025}} {{hrm|780526}} {{hrm|780300}} {{hrm|800781}} {{hrm|800852}} {{hrm|801661}} {{hrm|801777}} {{hrm|819537}} {{hrm|821112}} {{hrm|821128}} {{hrm|821847}} {{hrm|824076}} {{hrm|828263}} {{hrm|846809}} {{hrm|847090}} {{hrm|848027}} {{hrm|823695}} {{hrm|820981}} {{hrm|851193}} === AI === * The AI is now more likely to build sea attacker units. {{hrm|825073}} * The AI now attaches some (small) value to gaining culture points. {{hrm|767726}} * The AI now values getting an embassy from diplomacy, in rulesets like civ2civ3 where that reduces research costs. {{hrm|767838}} * Fix possible regression in AI's ability to build defending units when under threat. (Also, a server crash when started with <tt>--debug 4</tt>.) {{hrm|764974}} * AI is now more likely to build attacker units that will make a difference to the goal of conquering a specific city. {{hrm|825074}} * Speed-up for threaded AI. {{hrm|804448}} * Fix some failures to fully initialise AI state on loading a savegame. Could possibly affect ferries. {{hrm|804394}} {{hrm|804440}}
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