Old World November 15th Updated Test Build
The Old World test branch has been updated and is now version 1.0.69594 Test 11/15/2023
Design
Programming
UI
Bugs Fixed
Design
- New difficulty level added The New. Reworked AI penalties on lower difficulty levels.
- Reduced Schemer leader orders per war from 2 to 1
- Garrison getting pillaged no longer removes existing governor
- Autonomous rule now repairs damaged cities that cannot passively heal completely in a turn, even if it's currently building something else
- Reduced Desert mapscript size to be in line with other maps
- Collateral damage (pierce, splash etc) formula simplified. This now does the percentage of the damage of a direct attack to the same unit, rounded up. This change increases collateral damage dealt in some circumstances.
- In the Rise of Carthage scenarios, Balearic Slingers are now buildable on the islands instead of regular Slingers. Regular Slingers can upgrade to Balearics.
- Tweaked a few trait inheritance outcomes
Programming
- AI combat improvements. Improved retreat and target selection.
- Revised AI Settler movement to force march when it has excess orders
- Fixed the AI starting multiple Settlers at the same time, when it just needs one
- Fixed AI incorrectly estimating the cost of buying resources
- Fixed AI risky behavior of attacking too close to the fog of war without protection
- AI builds militia more frequently instead of festivals if it cannot build other units
- Minor Stun/Push AI optimization
- Minor AI exploration fix
- One AI cache per player, instead of one per game
- Units that require a non-buildable improvement are no longer considered a possible build, unless that improvement is present
UI
- Revised cloud game host control popup to be more consistent. Replaced general save button with individual action buttons.
- Improvement suggestions no longer take worker safety into account
Bugs Fixed
- Fixed AI assert
- EffectUnit iActionsExtra are now applied immediately upon acquiring the effect
- Fixed a few instances where the number of tribes were miscounted
- Fixed the Sentinel dynamic tutorial triggering in the wrong player's territory
- Fixed collection modification during enumeration
- Fixed reveal map division by zero when one of the players has been eliminated
- Fixed city sites not keeping track of original tribe upon being cleared
- Fixed tribe site visibility on the minimap when settlements are not city sites
- Text and event fixes