[MULTIPLAYER] - Significant improvements to general multiplayer stability. - Significant improvements to Hot-Join stability. - Multiplayer now using the same AI move caching as single player, improving turn-times significantly. - Lobby improvements: We now display game details in the lobby list (players in each game, map size, map type, DLC required, etc.). - Host can now kick players from the staging room when loading a save (if a player cannot return to a game, the game can now be continued by the rest of the players). - Found and corrected additional causes of Out-of-Sync. - Exploit: Corrected an exploit that allowed players on the same team to trade cities back and forth to auto-heal it. - Exploit: Corrected an exploit that allowed players on the same team to trade cities back and forth to generate endless City Strikes. - Exploit: Corrected an exploit that allowed a player to â€œlagâ€ the UI to gain multiple free techs.
[UI] - Change â€œLoad Gameâ€ save sorting to be â€œLast Modifiedâ€ by default.
[BUGS] - When scrapping a unit, make sure any â€œcargoâ€ units are scrapped as well. - When a unit is destroyed that is carrying another unit, make sure to kill both (missiles sometimes lingered). - Corrected a bug that was causing eliminated Civâ€™s to not generate notifications correctly. - Changed notification language for when a Research or Trade deal is cancelled due to the AI running out of funds to pay for it (per-turn deal), or are eliminated. It was currently displaying a â€œbecause of warâ€ notification which is incorrect. - Corrected an issue that could cause unhappiness from city count and number of specialists to become incorrect over the course of a long game. - Changed Frigate obsolete tech to Combustion. - Fixed Korean science building exploit. - Fixed a problem with City Strike that gave the user the impression that they could not end their turn, when in reality, city strike was still active. - Crash: Fixed a crash that could occur in hot-seat when exiting to the main menu. - Crash: Fixed a crash that could occur when a unit was eliminated by standing too close to a Citadel.