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Old World November 2nd Updated Test Build

The test branch has been updated and is now 1.0.69366 Test 11/01/2023

Design
  • Persian Unique Units (Palton Cavalry and Cataphract Archer) now have a range of 1. This can be increased by effects which increase range (Hills, Marksman promotion etc).
  • Kush now available on the Middle East premade map
  • Generals of tribal units now get XP
  • Tribes now attack civilian units at a lower priority
  • Upgrading an improvement now also upgrades the specialist, if the existing specialist is less advanced than the starting specialist of the upgraded improvement
  • Rise of Carthage scenario 4 starting city happiness boosted
  • Former regents now get a trait giving +1 wisdom and keep their King/Queen Regent title


Programming
  • AI strategic improvements
  • Better AI awareness of power shift when it moves its units
  • Improved AI evaluation of tiles for border expansion and buying
  • AI exploration and wood chopping improvements
  • Reduced AI fort spam outside of borders, especially for Kush
  • Starting location resource placement order shuffled, so players later in the turn order don't always slightly benefit from rare luxury placement
  • Added Pharaohs of the Nile campaign source and XML to Reference folder
  • Added effectCity bAutoBuildUnits, which is like the current autonomous rule, but builds units instead of projects and specialists


UI
  • Alt+right mouse button is now a shortcut for improvement pings
  • Loading a single player game as a network game now allows AI player reassignment
  • Mouse click no longer triggers when releasing button after drag
  • Reduced spacing in yield display for tile/specialist widgets
  • Reduced tile text font and icon size
  • Random nation now sets random dynasty for both SP and MP
  • Negative changes in happiness/discontent now shown using opposite yield color
  • Event Browser: The New Entry button now opens a new event the Wizard
  • Added Deficit concept to Encyclopedia
  • Dynasty dropdown with Pick Later will use the dynasty name if available
  • Added option to only use default dynasties for AI players


Bugs Fixed
  • Fixed bugs causing replay data to get discarded unnecessarily
  • Fixed events not triggering on clearing tribal camps
  • Fixed double folder names when mod name contains plus (+) symbol
  • Fixed Cognomens getting replaced with lower value versions in some scenarios
  • Fixed critical hit icons not being immediately updated on ending turn or changing turn style in MP
  • Tribe units now actively occupy empty city sites to convert them to settlements again
  • City widget and culture bar update fixes
  • Fixed city attack damage preview for adjacent effectUnits
  • Nested link fix (affected anti-Melee, anti-Infantry etc links)
  • Fixed some null references for tribal invasion AI
  • Fixed leaderboard display in Pharaohs of the Nile scenario 6
  • Fixed families of starting units in Pharaohs of the Nile scenarios 3 and 6
  • Fixed issue with scenarios not getting unloaded correctly
  • Fixed tribe AI movement bug
  • Fixed Hittite AI chopping trees too much at the expense of exploring
  • Fixed Map Editor not setting mapWidth and mapHeight values on loading a map
  • AI military fix
  • A slot assigned to an AI when loading a MP game now gets full AI state
  • Fixed an AI cache issue for of existing improvements outside territory
  • Fixed no character UI issues
  • Happiness/discontent bar sign issue fixes
  • Fixed subject reordering breaking old saves
  • Fixed out of range exception
  • Fixed decision cycling sometimes not actually cycling
  • Worker selection cycling UI performance fix
  • Fixed client background task deadlock
  • Text and event fixes