cazfi wrote:There's support for including a datafile in section file format, but with freely selectable content, to a ruleset, for ruleset lua scripts to use. The idea is that the lua script can implement any kind of parser for the datafile.
At this time scripting API has single function, luadata.get_str(key), for reading from the datafile.
New extra remove cause "Enter". It's for the hut entering behavior; so that behavior is now defined separately from the "Hut" extra appearance cause. This makes it easier, and sometimes more correct, to have huts that are not placed by the map generator in the beginning of the game. Feature #802768.
Wit this setting, history values grows interest each turn. The idea is that older history of the equal original value is more important than recent history. By the interest mechanism older history has grown more interest than recent.
The "Attack" action has been split in "Suicide Attack" ("Missile") and "Attack". The "Missile" unit class flag has moved to the ruleset. This allows you to create suicide unit types without having to give them their own unit class.
The split was done a year ago but not announced here.
The new effect Action_Success_Actor_Move_Cost allows you to subtract a certain amount of move fragments from a unit after it successfully performs an action. This comes on top of the movement point penalty the action itself. The movement cost of successfully performing "Establish Embassy", "Investigate City", "Bombard", "Capture Units", "Expel Unit" and "Heal Unit" has been fully moved to the ruleset.
You can now have "Bombard" and "Heal Unit" that doesn't take away all the movement of the actor unit. You can also adjust up the price of "Investigate City" from one move fragment to a full move.