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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
  • 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