Old World Update: National Ambitions and Launch Offensive changes
[h2]Main Branch 1.0.76988 Release 2025-03-26[/h2]
[h3]Headline Changes[/h3]
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[*] New National Ambition system introduced to allow earlier selection of your final ambition
[*] Launch Offensive changes
[*] Continent is now the default map script
[*] AI and performance improvements
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[h3]Design[/h3]
[b]National Ambitions:[/b]
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[*] The final ambition is now called a National Ambition and may be offered early, after a player has completed 5 ambitions
[*] The offer is triggered soon after the player reaches 70% progress towards one of the national ambitions
[*] National Ambitions are not used for tier counting purposes i.e. they do not make regular ambition offers harder
[*] All National Ambitions are listed in the Encyclopedia under their own category
[*] Added new National Ambition '+250 Food, Iron, Stone, Wood and Money per turn'. This replaces the previous ambition to stockpile 2000 of each resource
[*] Added new regular Ambition 'Control 4 Hamlet class improvements'
[*] Adjusted ambition threshold calculations and ambition events to allow a greater variety of ambitions to be offered
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[b]Launch Offensive changes:[/b]
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[*] Offensive effects do not apply to the leader unit
[*] Cannot launch offensive when on cooldown
[*] Leader unit goes on new launched offensive cooldown
[*] For team games, bonus orders from the offensive go to the unit owners
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[b]Continent map script changes:[/b]
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[*] Continent is now the default map script
[*] Added new Extreme Terrain suboption 'None' and made this the default
[*] Tribal Lands placement option removed
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[b]Other design changes:[/b]
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[*] Critical hits on cities are no longer possible
[*] Stun is now possible when attacking a unit in a city without any HP left
[*] Panic and Fireship effects now cause units that cannot retreat to become Disarmed instead of Stunned
[*] Enlisted units by a Zealot leader now return to full health
[*] Hidden units now always ignore ZOC
[*] Money Boost tech card moved to Coinage
[*] Free Trireme and Free Dromon tech cards removed
[*] National ambitions now offered at 70% completion instead of 75%
[*] National Ambitions event enabled in no events mode
[*] Fire shrines now have adjacent modifier to any improvement in the Mine class (now also affects Laurion Mines)
[*] Commander leaders always grant +10XP per turn to all units (previously units had to be idle)
[*] Free improvements are now allowed on resource tiles with a generic improvement ping. Placing a free urban improvement on a resource removes the resource without harvesting it
[*] Adjusted ambition threshold calculations so a greater variety of ambitions gets offered
[*] Events where the AI offers Truce on breaching a city now trigger when the city is captured instead
[*] Can no longer build roads and improvements in territory of an ally
[*] Water tiles no longer need to be adjacent to land in order to transfer them from one of your cities to another
[*] Units that earn XP past the maximum level convert that XP to training
[*] Ezana's Evangelist trait only gives new units Christianity/Adept in city where he is governor (Wrath of Gods)
[*] 7 new events relating to Calamities happening to other players (Wrath of Gods)
[*] Reduced other religion opinion penalty duration for Venerate mission (Wrath of Gods)
[*] Increased chance of Scrub appearing on new Arid tiles on Ebbing Sea map from 2% to 10% (Wrath of Gods)
[*] Eruption and Earthquake intensities tweaked (Wrath of Gods)
[*] Made Calamities less common on the Rare and Very Rare settings (Wrath of Gods)
[*] Wrath of Gods scenario now uses a customized map script with more Volcanoes (Wrath of Gods)
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[h3]Programming[/h3]
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[*] Rendering API change: Linux / Steam Deck now default to Vulkan. Windows supports Vulkan with a command-line switch -force-vulkan
[*] Epic Mac build now runs natively when run outside of the Epic launcher, i.e. using alternative launcher such as Heroic
[*] Improved UI responsiveness when cycling through workers
[*] Performance improvements
[*] AI combat improvements
[*] Improved AI use of Launch Offensive
[*] Improved AI order predictions when planning moves
[*] AI is more aggressive in moving towards enemy cities when at war
[*] AI more likely to place ranged units in forest when defending its territory with a Tactician leader
[*] AI fort building now less common
[*] AI tries harder to delay using anchored units so that land units don't get stranded
[*] AI now less eager to build some wonders that are not very useful (e.g. Jebel Barkal without world religion)
[*] AI cares a little more about culture
[*] Invading organized tribes are less timid
[*] Added ALLOW_CITY_CRITICAL_HITS to globalsInt, for use by modders
[*] Mod manager no longer fully loads installed maps when fetching subscription info
[*] Unit XP overflow into training uses TRAINING_PER_XP for consistency
[*] Buildable projects now use a ProductionType such as YIELD_CIVICS. Non-buildable projects do not require this
[*] iCivics has been renamed to iCost in project.xml
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[h3]UI[/h3]
[b]Setup screen changes:[/b]
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[*] Removed Options Preset dropdown from Simple setup and added Event Level
[*] Added Reset Options button to Advanced and MP setup screens
[*] Added difficulty mode to Advanced setup screen
[*] Simple setup settings are saved separately from advanced setup settings. Going back and forth between Advanced and Simple screens retains only nation and dynasty settings
[*] Entering the setup screens with a premade map that restricts nation choices stored in the options file will no longer keep that map choice, to ensure all nations are shown
[*] Enabled DLC no longer gets reset every time
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[b]Other UI changes:[/b]
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[*] Selected characters now appear in the upper right side of the screen and Ambitions in the upper left
[*] Added Net Yield Change to specialist build tooltip, which takes modifiers into account and subtracts yields for any replaced specialist
[*] Popup text minimum scaling reduced
[*] Removed background UI blur when events are active
[*] EffectUnit links now also include the effect icon by default
[*] Timeline screen slider is now disabled while advancing by season or by year
[*] Clarified City Site Number help text
[*] Wonder legitimacy bonuses now named per culture tier to differentiate them
[*] Can now queue the same tile multiple times without the unit executing the queued moves
[*] When the last tile in a move queue is right-clicked, the unit executes the queue
[*] Flipped luxury panel buttons
[*] Tweaked alignment for scenario-specific goal info
[*] Archetypes now shown in line of succession panel
[*] Strategic resource icons for unit production shown on city categories when available
[*] Temporary unit effects now show the remaining turn count on their icons
[*] Changed all happiness/discontent yield displays to use relevant icon instead of signed text
[*] Added worker list to tile tooltip when multiple workers are stacked
[*] Selecting a character centers the camera on job-relevant city or unit
[*] Research UI is now always shown regardless of selection
[*] Added reminder for pillaged tiles
[*] Added ability to hide improvement tooltips by holding CTRL
[*] Timeline now shows map terrain changes over time
[*] Timeline now shows current revealed-not-visible state for borders when it is set to show the current turn
[*] With a land unit selected, hovering over a water tile in anchor range will show "Must end move on land tile"
[*] Network games are now paused automatically when the game is over
[*] Cannot surrender a multiplayer game if you are the last player remaining
[*] World tile text now shows over city UI
[*] Unworked wonders show Requires Worker text with worker selected
[*] Right-click toggles tab panel menus off if already open
[*] Improved unit strength tooltip text
[*] Updated premade map descriptions
[*] Removed some of the yield breakdown from the specialist tooltip and added modified total yield
[*] Removed line break from event option tooltips that start goals
[*] Removed 'New Event in Wizard' button from Event Browser
[*] City links that do not open the city screen now pan the camera to the city when clicked (i.e. tribal raid notifications)
[*] Starting a game using a parameter string no longer updates the options file with the game's settings
[*] Added custom savegame prefix to standalone scenarios
[*] Added more promotion and effectUnit information to encyclopedia
[*] Updated credits
[*] Updated Shapur's dynasty description to clarify that Strike applies to melee and ship units (Wonders and Dynasties)
[*] Plague flies are only shown on units with the Plagued effect. Plague fog effect is confined to city territory (Wrath of Gods)
[*] Wildfire visual effect is less extreme (Wrath of Gods)
[*] Improvement pings are no longer removed by an occurrence rendering a tile impassable (Wrath of Gods)
[*] Boosted plague fog visibility (Wrath of Gods)
[*] Boosted volcano animation speed (Wrath of Gods)
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[h3]Bugs Fixed[/h3]
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[*] Fixed Korean text sometimes not displaying
[*] Fixed text autosizing issues
[*] Fixed popup text not updating immediately after changing scaling
[*] Fixed assert when removing player ownership from a tile with a religion attached
[*] Fixed forest on lake tile in Middle East map
[*] Fixed bad city border preview on Old World Map by removing an urban tile to the west of Pella
[*] Fixed a threading issue that could cause server-side exceptions
[*] Fixed unit queuing bugs
[*] Fixed units not being selectable through overlays
[*] Fixed some UI elements not updating properly after undoing initial found
[*] Fixed occasional opinion arrow misalignment in event popup
[*] Fixed city recommendation assert
[*] Fixed workers and ships in cities with no defenses not taking damage from attacks
[*] Fixed clicks on parts of the UI selecting map elements behind them
[*] Fixed Continents map script bug
[*] Fixed Caravans being unable to travel through anarchy territory
[*] Fixed improvements being repairable inside hostile territory
[*] Fixed unit health bars appearing incorrectly for some attack previews
[*] Fixed the Ignore Map Nation Starts option not working on some maps
[*] Fixed Family Seat founding bonus not showing in the setup screens and in game before player has founded their capital
[*] Fixed Road To overlay not updating when changing mouseover tile
[*] Fixed flickering issue when hovering over build recommendations on some parts of the screen
[*] Fixed bug where AI could still win in some cases when player achieves victory on the same turn
[*] Fixed goal threshold bug incorrectly making ambitions invalid
[*] Fixed Barbarian Horde MP achievement not working in hotseat
[*] Fixed Greek and Assyrian capitol buildings not being shown when adjacent to rivers
[*] Fixed Allow Negative Cognomens option appearing when no characters option selected
[*] Fixed Free Court Minister encyclopedia entry with null icon
[*] Fixed encyclopedia prompt showing on traits with no encyclopedia page
[*] Fixed encyclopedia null references
[*] Fixed succession law preview tooltip showing wrong law
[*] Fixed Courtiers Added stat not increasing when recruiting an existing foreign courtier
[*] Fixed Organized tribes not healing
[*] Fixed some AI bugs
[*] Fixed research UI not updating immediately when yield rates change
[*] Fixed Carthage scenarios giving a lower-tier victory than earned if one of the goals was completed indirectly
[*] Fixed Portrait Editor loading issue
[*] Fixed portrait models potentially obscuring each other
[*] Fixed unit cycle tooltip sometimes not locking
[*] Fixed ship building on a tile that has turned to land
[*] Fixed nested link issue in governor candidate tooltip
[*] Fixed team color intensity slider
[*] Fixed map timeline GIF palette not representing border colors correctly
[*] Fixed citrus grove configuration
[*] Fixed ZOC display exception
[*] Fixed pillage notification links selecting units
[*] Fixed some dropdown appearance issues
[*] Fixed autobuild cities not repairing upon being founded with a damaged settler
[*] Fixed bug in effectCity help text yield breakdown
[*] Fixed occurrence effects after a new city has been founded
[*] Fixed sporadic disconnections in network and server games when one or more player slots are open
[*] Fixed pathfinding for hidden units
[*] Fixed AI bug that caused it to sometimes move units back and forth between the same tiles
[*] Fixed null pointer if an init phase EffectPlayer, i.e. from difficulty mode, uses miReligionOpinionChange (only affects mods)
[*] Fixed aiUnitTraitConsumptionModifier help text bug (only affects mods)
[*] Fixed repair yield purchase for Stateira (Wonders and Dynasties)
[*] Fixed Flood not displaying correctly in some cases (Wrath of Gods)
[*] Fixed Calamity level showing on in-game difficulty mode and game parameters tooltips, if the content is disabled in the current game (Wrath of Gods)
[*] Fixed calamity postprocessing profiles overriding postprocessing settings from graphics settings i.e. Motion Blur (Wrath of Gods)
[*] Fixed some rendering issues when terrain changes height (Wrath of Gods)
[*] Fixed calamity effects being removed from rivers too early in some cases (Wrath of Gods)
[*] Fixed eruptions displaying on volcanos obscured by fog of war (Wrath of Gods)
[*] Fixed double legitimacy penalty when abandoning a Demand (Wrath of Gods)
[*] Fixed trees removed from building improvements not being counted for demands (Wrath of Gods)
[*] Fixed issue where some global calamities that target tiles were instead targeting all tiles (Wrath of Gods)
[*] Fixed Wrath of Gods scenario victory event not triggering when next victory becomes impossible (Wrath of Gods)
[*] Fixed Wrath of Gods scenario duplicate victory threshold events in some cases (Wrath of Gods)
[*] Fixed Hurricanes not displaying correctly in some cases (Wrath of Gods)
[*] Fixed wrath generation issues casued by Undo / Restart Map (Wrath of Gods)
[*] Fixed mid and major raid Occurrences being invalidated (Wrath of Gods)
[*] Fixed Calamities causing city sites to become impassable (Wrath of Gods)
[*] Global Occurrence fixes (Wrath of Gods)
[*] Text and event fixes
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