mirror of
https://github.com/yairm210/Unciv.git
synced 2025-07-06 16:28:40 +07:00
Fixed bug when attempting to load a game that uses mods you don't have
This commit is contained in:
@ -366,7 +366,7 @@ class GameInfo {
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tileMap.gameInfo = this
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tileMap.gameInfo = this
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// [TEMPORARY] Convert old saves to newer ones by moving base rulesets from the mod list to the base ruleset field
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// [TEMPORARY] Convert old saves to newer ones by moving base rulesets from the mod list to the base ruleset field
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val baseRulesetInMods = gameParameters.mods.firstOrNull { RulesetCache[it]!!.modOptions.isBaseRuleset }
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val baseRulesetInMods = gameParameters.mods.firstOrNull { RulesetCache[it]?.modOptions?.isBaseRuleset==true }
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if (baseRulesetInMods != null) {
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if (baseRulesetInMods != null) {
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gameParameters.baseRuleset = baseRulesetInMods
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gameParameters.baseRuleset = baseRulesetInMods
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gameParameters.mods = LinkedHashSet(gameParameters.mods.filter { it != baseRulesetInMods })
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gameParameters.mods = LinkedHashSet(gameParameters.mods.filter { it != baseRulesetInMods })
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294
docs/uniques.md
294
docs/uniques.md
@ -1,6 +1,5 @@
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## Table of Contents
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## Table of Contents
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- [Improvement uniques](#improvement-uniques)
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- [Global uniques](#global-uniques)
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- [Global uniques](#global-uniques)
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- [Building uniques](#building-uniques)
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- [Building uniques](#building-uniques)
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- [CityState uniques](#citystate-uniques)
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- [CityState uniques](#citystate-uniques)
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@ -8,98 +7,18 @@
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- [Unit uniques](#unit-uniques)
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- [Unit uniques](#unit-uniques)
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- [Terrain uniques](#terrain-uniques)
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- [Terrain uniques](#terrain-uniques)
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- [Resource uniques](#resource-uniques)
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- [Resource uniques](#resource-uniques)
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- [Improvement uniques](#improvement-uniques)
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- [Conditional uniques](#conditional-uniques)
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- [Conditional uniques](#conditional-uniques)
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- [Ruins uniques](#ruins-uniques)
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- [Ruins uniques](#ruins-uniques)
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- [Promotion uniques](#promotion-uniques)
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- [Promotion uniques](#promotion-uniques)
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- [Deprecated uniques](#deprecated-uniques)
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- [Deprecated uniques](#deprecated-uniques)
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## Improvement uniques
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## Global uniques
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#### [stats]
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#### [stats]
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Example: "[+1 Gold, +2 Production]"
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Example: "[+1 Gold, +2 Production]"
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Applicable to: Improvement, Global, FollowerBelief
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Applicable to: Global, FollowerBelief, Improvement
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#### Provides [amount] [resource]
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Example: "Provides [20] [Iron]"
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Applicable to: Improvement, Building
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#### Can also be built on tiles adjacent to fresh water
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Example: "Can also be built on tiles adjacent to fresh water"
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Applicable to: Improvement
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#### [stats] from [tileFilter] tiles
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Example: "[+1 Gold, +2 Production] from [Farm] tiles"
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Applicable to: Improvement
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#### [stats] for each adjacent [tileFilter]
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Example: "[+1 Gold, +2 Production] for each adjacent [Farm]"
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Applicable to: Improvement
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#### Can be built outside your borders
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Example: "Can be built outside your borders"
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Applicable to: Improvement
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#### Can be built just outside your borders
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Example: "Can be built just outside your borders"
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Applicable to: Improvement
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#### Cannot be built on [tileFilter] tiles until [tech] is discovered
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Example: "Cannot be built on [Farm] tiles until [tech] is discovered"
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Applicable to: Improvement
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#### Cannot be built on [tileFilter] tiles
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Example: "Cannot be built on [Farm] tiles"
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Applicable to: Improvement
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#### Does not need removal of [tileFilter]
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Example: "Does not need removal of [Farm]"
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Applicable to: Improvement
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#### Gives a defensive bonus of [amount]%
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Example: "Gives a defensive bonus of [20]%"
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Applicable to: Improvement
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#### Costs [amount] gold per turn when in your territory
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Example: "Costs [20] gold per turn when in your territory"
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Applicable to: Improvement
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#### Deal [amount] damage to adjacent enemy units
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Example: "Deal [20] damage to adjacent enemy units"
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Applicable to: Improvement
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#### Great Improvement
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Example: "Great Improvement"
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Applicable to: Improvement
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#### Provides a random bonus when entered
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Example: "Provides a random bonus when entered"
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Applicable to: Improvement
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#### Unpillagable
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Example: "Unpillagable"
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Applicable to: Improvement
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#### Indestructible
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Example: "Indestructible"
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Applicable to: Improvement
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## Global uniques
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#### [stats] [cityFilter]
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#### [stats] [cityFilter]
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Example: "[+1 Gold, +2 Production] [in all cities]"
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Example: "[+1 Gold, +2 Production] [in all cities]"
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@ -295,6 +214,31 @@ Example: "May buy [buildingFilter] buildings with [Culture] for [20] times their
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Applicable to: Global, FollowerBelief
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Applicable to: Global, FollowerBelief
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#### [amount]% Strength
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Example: "[20]% Strength"
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Applicable to: Global, Unit
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#### [amount] Movement
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Example: "[20] Movement"
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Applicable to: Global, Unit
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#### [amount] Sight
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Example: "[20] Sight"
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Applicable to: Global, Unit
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#### [amount]% Spread Religion Strength
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Example: "[20]% Spread Religion Strength"
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Applicable to: Global, Unit
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#### Normal vision when embarked
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Example: "Normal vision when embarked"
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Applicable to: Global, Unit
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#### Free [baseUnitFilter] appears
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#### Free [baseUnitFilter] appears
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Example: "Free [Melee] appears"
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Example: "Free [Melee] appears"
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@ -391,6 +335,36 @@ Example: "Remove extra unhappiness from annexed cities"
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Applicable to: Building
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Applicable to: Building
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#### Consumes [amount] [resource]
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Example: "Consumes [20] [Iron]"
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Applicable to: Building, Unit, Improvement
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#### Provides [amount] [resource]
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Example: "Provides [20] [Iron]"
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Applicable to: Building, Improvement
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#### Unbuildable
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Example: "Unbuildable"
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Applicable to: Building, Unit
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#### Cannot be purchased
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Example: "Cannot be purchased"
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Applicable to: Building, Unit
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#### Can be purchased with [stat] [cityFilter]
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Example: "Can be purchased with [Culture] [in all cities]"
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Applicable to: Building, Unit
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#### Can be purchased for [amount] [stat] [cityFilter]
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Example: "Can be purchased for [20] [Culture] [in all cities]"
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Applicable to: Building, Unit
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#### Cost increases by [amount] per owned city
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#### Cost increases by [amount] per owned city
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Example: "Cost increases by [20] per owned city"
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Example: "Cost increases by [20] per owned city"
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@ -406,6 +380,11 @@ Example: "Requires a [Library] in this city"
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Applicable to: Building
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Applicable to: Building
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#### Not displayed as an available construction without [buildingName/tech/resource/policy]
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Example: "Not displayed as an available construction without [buildingName/tech/resource/policy]"
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Applicable to: Building, Unit
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#### Must be on [terrainFilter]
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#### Must be on [terrainFilter]
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Example: "Must be on [Grassland]"
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Example: "Must be on [Grassland]"
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@ -469,36 +448,6 @@ Example: "Once The Long Count activates, the year on the world screen displays a
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Applicable to: Nation
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Applicable to: Nation
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## Unit uniques
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## Unit uniques
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#### Consumes [amount] [resource]
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Example: "Consumes [20] [Iron]"
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Applicable to: Unit, Improvement, Building
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#### Unbuildable
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Example: "Unbuildable"
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Applicable to: Unit, Building
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#### Cannot be purchased
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Example: "Cannot be purchased"
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Applicable to: Unit, Building
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#### Can be purchased with [stat] [cityFilter]
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Example: "Can be purchased with [Culture] [in all cities]"
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Applicable to: Unit, Building
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#### Can be purchased for [amount] [stat] [cityFilter]
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Example: "Can be purchased for [20] [Culture] [in all cities]"
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Applicable to: Unit, Building
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#### Not displayed as an available construction without [buildingName/tech/resource/policy]
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Example: "Not displayed as an available construction without [buildingName/tech/resource/policy]"
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Applicable to: Unit, Building
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#### Founds a new city
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#### Founds a new city
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Example: "Founds a new city"
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Example: "Founds a new city"
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@ -519,31 +468,11 @@ Example: "Can see invisible [Wounded] units"
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Applicable to: Unit
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Applicable to: Unit
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#### [amount]% Strength
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Example: "[20]% Strength"
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Applicable to: Unit, Global
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#### [amount]% Strength decreasing with distance from the capital
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#### [amount]% Strength decreasing with distance from the capital
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Example: "[20]% Strength decreasing with distance from the capital"
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Example: "[20]% Strength decreasing with distance from the capital"
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Applicable to: Unit
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Applicable to: Unit
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#### [amount] Movement
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Example: "[20] Movement"
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Applicable to: Unit, Global
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|
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#### [amount] Sight
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Example: "[20] Sight"
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|
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Applicable to: Unit, Global
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|
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#### [amount]% Spread Religion Strength
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Example: "[20]% Spread Religion Strength"
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|
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Applicable to: Unit, Global
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|
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#### May found a religion
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#### May found a religion
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Example: "May found a religion"
|
Example: "May found a religion"
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|
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@ -554,11 +483,6 @@ Example: "May enhance a religion"
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|
|
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Applicable to: Unit
|
Applicable to: Unit
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|
|
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#### Normal vision when embarked
|
|
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Example: "Normal vision when embarked"
|
|
||||||
|
|
||||||
Applicable to: Unit, Global
|
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|
|
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#### Cannot attack
|
#### Cannot attack
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Example: "Cannot attack"
|
Example: "Cannot attack"
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|
|
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@ -644,11 +568,6 @@ Example: "Never appears as a Barbarian unit"
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|
|
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Applicable to: Unit
|
Applicable to: Unit
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||||||
|
|
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#### Hidden when religion is disabled
|
|
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Example: "Hidden when religion is disabled"
|
|
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|
|
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Applicable to: Unit, Ruins, Building
|
|
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|
|
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## Terrain uniques
|
## Terrain uniques
|
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#### Must be adjacent to [amount] [simpleTerrain] tiles
|
#### Must be adjacent to [amount] [simpleTerrain] tiles
|
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Example: "Must be adjacent to [20] [simpleTerrain] tiles"
|
Example: "Must be adjacent to [20] [simpleTerrain] tiles"
|
||||||
@ -846,6 +765,82 @@ Example: "Can only be created by Mercantile City-States"
|
|||||||
|
|
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Applicable to: Resource
|
Applicable to: Resource
|
||||||
|
|
||||||
|
## Improvement uniques
|
||||||
|
#### Can also be built on tiles adjacent to fresh water
|
||||||
|
Example: "Can also be built on tiles adjacent to fresh water"
|
||||||
|
|
||||||
|
Applicable to: Improvement
|
||||||
|
|
||||||
|
#### [stats] from [tileFilter] tiles
|
||||||
|
Example: "[+1 Gold, +2 Production] from [Farm] tiles"
|
||||||
|
|
||||||
|
Applicable to: Improvement
|
||||||
|
|
||||||
|
#### [stats] for each adjacent [tileFilter]
|
||||||
|
Example: "[+1 Gold, +2 Production] for each adjacent [Farm]"
|
||||||
|
|
||||||
|
Applicable to: Improvement
|
||||||
|
|
||||||
|
#### Can be built outside your borders
|
||||||
|
Example: "Can be built outside your borders"
|
||||||
|
|
||||||
|
Applicable to: Improvement
|
||||||
|
|
||||||
|
#### Can be built just outside your borders
|
||||||
|
Example: "Can be built just outside your borders"
|
||||||
|
|
||||||
|
Applicable to: Improvement
|
||||||
|
|
||||||
|
#### Cannot be built on [tileFilter] tiles until [tech] is discovered
|
||||||
|
Example: "Cannot be built on [Farm] tiles until [tech] is discovered"
|
||||||
|
|
||||||
|
Applicable to: Improvement
|
||||||
|
|
||||||
|
#### Cannot be built on [tileFilter] tiles
|
||||||
|
Example: "Cannot be built on [Farm] tiles"
|
||||||
|
|
||||||
|
Applicable to: Improvement
|
||||||
|
|
||||||
|
#### Does not need removal of [tileFilter]
|
||||||
|
Example: "Does not need removal of [Farm]"
|
||||||
|
|
||||||
|
Applicable to: Improvement
|
||||||
|
|
||||||
|
#### Gives a defensive bonus of [amount]%
|
||||||
|
Example: "Gives a defensive bonus of [20]%"
|
||||||
|
|
||||||
|
Applicable to: Improvement
|
||||||
|
|
||||||
|
#### Costs [amount] gold per turn when in your territory
|
||||||
|
Example: "Costs [20] gold per turn when in your territory"
|
||||||
|
|
||||||
|
Applicable to: Improvement
|
||||||
|
|
||||||
|
#### Deal [amount] damage to adjacent enemy units
|
||||||
|
Example: "Deal [20] damage to adjacent enemy units"
|
||||||
|
|
||||||
|
Applicable to: Improvement
|
||||||
|
|
||||||
|
#### Great Improvement
|
||||||
|
Example: "Great Improvement"
|
||||||
|
|
||||||
|
Applicable to: Improvement
|
||||||
|
|
||||||
|
#### Provides a random bonus when entered
|
||||||
|
Example: "Provides a random bonus when entered"
|
||||||
|
|
||||||
|
Applicable to: Improvement
|
||||||
|
|
||||||
|
#### Unpillagable
|
||||||
|
Example: "Unpillagable"
|
||||||
|
|
||||||
|
Applicable to: Improvement
|
||||||
|
|
||||||
|
#### Indestructible
|
||||||
|
Example: "Indestructible"
|
||||||
|
|
||||||
|
Applicable to: Improvement
|
||||||
|
|
||||||
## Conditional uniques
|
## Conditional uniques
|
||||||
#### when at war
|
#### when at war
|
||||||
Example: "when at war"
|
Example: "when at war"
|
||||||
@ -1028,6 +1023,11 @@ Example: "This Unit upgrades for free including special upgrades"
|
|||||||
|
|
||||||
Applicable to: Ruins
|
Applicable to: Ruins
|
||||||
|
|
||||||
|
#### Hidden when religion is disabled
|
||||||
|
Example: "Hidden when religion is disabled"
|
||||||
|
|
||||||
|
Applicable to: Ruins, Building, Unit
|
||||||
|
|
||||||
#### Hidden before founding a Pantheon
|
#### Hidden before founding a Pantheon
|
||||||
Example: "Hidden before founding a Pantheon"
|
Example: "Hidden before founding a Pantheon"
|
||||||
|
|
||||||
@ -1055,9 +1055,6 @@ Example: "Heal this unit by [20] HP"
|
|||||||
Applicable to: Promotion
|
Applicable to: Promotion
|
||||||
|
|
||||||
## Deprecated uniques
|
## Deprecated uniques
|
||||||
- "[stats] on [tileFilter] tiles once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] from [tileFilter] tiles <after discovering [tech]>"
|
|
||||||
- "[stats] once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] <after discovering [tech]>"
|
|
||||||
- "Deal 30 damage to adjacent enemy units" - Deprecated As of 3.17.10, replace with "Adjacent enemy units ending their turn take [30] damage"
|
|
||||||
- "[stats] if this city has at least [amount] specialists" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] <if this city has at least [amount] specialists>"
|
- "[stats] if this city has at least [amount] specialists" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] <if this city has at least [amount] specialists>"
|
||||||
- "[stats] from every specialist" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] from every specialist [in all cities]"
|
- "[stats] from every specialist" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] from every specialist [in all cities]"
|
||||||
- "+[amount]% [stat] [cityFilter]" - Deprecated As of 3.17.10, replace with "[+amount]% [stat] [cityFilter]"
|
- "+[amount]% [stat] [cityFilter]" - Deprecated As of 3.17.10, replace with "[+amount]% [stat] [cityFilter]"
|
||||||
@ -1091,6 +1088,7 @@ Applicable to: Promotion
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|||||||
- "Immediately creates the cheapest available cultural building in each of your first [amount] cities for free" - Deprecated As of 3.16.15 - removed 3.18.4, replace with "Provides the cheapest [stat] building in your first [amount] cities for free"
|
- "Immediately creates the cheapest available cultural building in each of your first [amount] cities for free" - Deprecated As of 3.16.15 - removed 3.18.4, replace with "Provides the cheapest [stat] building in your first [amount] cities for free"
|
||||||
- "Immediately creates a [buildingName] in each of your first [amount] cities for free" - Deprecated As of 3.16.15 - removed 3.18.4, replace with "Provides a [buildingName] in your first [amount] cities for free"
|
- "Immediately creates a [buildingName] in each of your first [amount] cities for free" - Deprecated As of 3.16.15 - removed 3.18.4, replace with "Provides a [buildingName] in your first [amount] cities for free"
|
||||||
- "Not displayed as an available construction unless [buildingName] is built" - Deprecated As of 3.16.11, replace with "Not displayed as an available construction without [buildingName]"
|
- "Not displayed as an available construction unless [buildingName] is built" - Deprecated As of 3.16.11, replace with "Not displayed as an available construction without [buildingName]"
|
||||||
|
- "[stats] once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] <after discovering [tech]>"
|
||||||
- "+[amount]% Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[amount]% Strength"
|
- "+[amount]% Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[amount]% Strength"
|
||||||
- "-[amount]% Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[amount]% Strength"
|
- "-[amount]% Strength" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[amount]% Strength"
|
||||||
- "+[amount]% Strength vs [combatantFilter]" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[amount]% Strength <vs [mapUnitFilter] units>/<vs cities>"
|
- "+[amount]% Strength vs [combatantFilter]" - Deprecated As of 3.17.3 - removed 3.17.13, replace with "[amount]% Strength <vs [mapUnitFilter] units>/<vs cities>"
|
||||||
@ -1106,3 +1104,5 @@ Applicable to: Promotion
|
|||||||
- "Double movement in coast" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
|
- "Double movement in coast" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
|
||||||
- "Double movement rate through Forest and Jungle" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
|
- "Double movement rate through Forest and Jungle" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
|
||||||
- "Double movement in Snow, Tundra and Hills" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
|
- "Double movement in Snow, Tundra and Hills" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
|
||||||
|
- "[stats] on [tileFilter] tiles once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] from [tileFilter] tiles <after discovering [tech]>"
|
||||||
|
- "Deal 30 damage to adjacent enemy units" - Deprecated As of 3.17.10, replace with "Adjacent enemy units ending their turn take [30] damage"
|
Reference in New Issue
Block a user