Old World November 2nd Updated Test Build
The test branch has been updated and is now 1.0.69366 Test 11/01/2023
Design
Programming
UI
Bugs Fixed
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