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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

Old World November 8th Updated Test Build

The Old World test branch has been updated and is now version 1.0.69464 Test 11/08/2023

Design
  • Increased AI penalties on lower difficulty levels
  • Passive AI will not capture cities from a player who originally founded them
  • Added new trait flavor text and changed some to only appear dependent on character age. Reduced the likelihood of vomiting and diarrhea when characters become severely ill.
  • Tweaked tutorial events to make them less prone to cluster on the same turns

Programming
  • Better AI coordination so it doesn't get some units attacking a target while other healthy ones are retreating
  • AI fixes and performance improvements
  • GOG SDK updated
  • Added STAT_YEARS_REGENT

UI
  • Dynasties are now shown and can be selected on the Choose Leader screen
  • Moved cycle button tooltips to right of cycle button UI
  • Added border expansion preview for under construction specialists
  • Added yields change from trade and tribute to war declaration effect tooltip and yield loss from connected cities to peace breaking effect tooltip

Bugs Fixed
  • Fixed last page of Modio mods not displaying in install tab
  • Fixed bug with cloud games not updating correctly when exiting without completing turn, causing them to need to be rewound
  • Fixed turn style and turn timer dropdowns in server host controls
  • Fixed simultaneous mode non-dynamic turn timer length
  • Fixed map script bug causing generation to sometimes fail on Desert maps with large number of players
  • Fixed improvement construction time remaining not updating when worker goes on cooldown
  • Fixed Spartan elimination event in Rise of Carthage scenario 2
  • Fixed idle councilor reminder showing when no missions available
  • Fixed Wonders being eligible for pillage by event bonuses
  • Text and event fixes

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

October 25th update - Zealots and Regents reworked

The main branch has been updated!
Main Branch: 1.0.69265 release 10/25/2023

Headline changes
  • Zealot leader generals have a new action 'Apply Enlist'
  • Reworked regencies
  • Added option to disable tile improvement recommendations


Design
  • Zealot leader generals have a new action 'Apply Enlist', which gives their next kill a 100% chance to Enlist for 3 turns, for the cost of 400 civics. This replaces their previous 10% chance to enlist on kill. When a unit is Enlisted, instead of dying it switches sides and can be controlled by the player.
  • Reworked regencies:
  • Regents no longer lead to legitimacy decay as normal leader changes do.
  • The Rightful Heir will automatically become the Chosen Heir and this cannot be changed by the Regent.
  • Regents no longer cause others in the line of succession to become bypassed on becoming Regent or on giving up the throne.
  • Regents who do not give up the throne become Usurpers and do cause others in the line of succession to become bypassed.
  • The free Garrison in your Capital and Fair from a Traders seat can now appear on any valid tile instead of only on existing urban tiles. As before, the locations of these can be set by using improvement pings.
  • Exiting a cloud game mid turn will now save your progress and no longer reset to the start of the turn on reload
  • Urban tiles no longer placed under tribal settlements unless they are city sites (applies when City Sites number is modified)
  • Pharaohs of the Nile campaign - No leader turns family opinion penalty no longer applies
  • Pharaohs of the Nile scenario 3 - Reduced raids and increased Amun units on higher difficulties
  • Pharaohs of the Nile scenario 6 - Climate change induced Nile flooding now has a 10 turn grace period
  • Tweaked capture foreign cities ambition tiers
  • Sacred and Profane - Make Clergy mission requires target to be single
  • Enabled Extreme Terrain and Tribal Lands map options for multiplayer Continent and Donut map scripts and Tribe Number map option for multiplayer Seaside and Bay map scripts
  • Fervent trait (from the Kush Piye dynasty) now grants the bonus militia in the city the religion spreads to instead of in the capital
  • Enlightenment Theology now gives +3 happiness per Monk class instead of +2 per Elder Monk
  • Guilds now gives happiness per Hamlet class improvement instead of just per Town
  • Random maps are more likely to have at least one luxury resource of each type (does not apply to mirror maps)


Programming
  • Added new EffectUnit options for modders - SelfApplyEffectUnitYieldCost, SelfApplyEffectUnitTurns, AttackApplyEffectUnitTurns, aiOccurrenceFromModifier, bMercenary
  • Added new EffectPlayer option for modders - miMaxCities
  • AI now waits until it has a greater power ratio before launching an attack outside of its borders
  • Clarified the distinction between a tribe city site, a tribe settlement tile, and a tribe site, which are all technically different things but in many cases the same
  • AI performance optimization
  • Added AI for Zealot leader enlisting
  • Improved performance in Heroes of the Aegean scenario 2


UI
  • Added player option to disable tile improvement recommendations
  • Schemer's Adopt Child mission now visible on the leader
  • Character event log now puts all events of the same year on the same line, to save some vertical space
  • Removed 16 nation display cap from Choose Leader screen
  • Better improvement ping support for bonus improvements. If there is no improvement ping, an improvement ping for the same class is considered.
  • Added helptext to events requiring an active Occurrence
  • Mod Manager - Uploading mods is now a background task like downloading is. Status added to bottom of mod manager
  • Mod Manager - faster Modio downloads. Download size and percentage added to mod download status.
  • Added warning to the tooltip if assigning a general or governor is going to replace another character
  • Character illness is now included in the turn
  • Rival visibility toggle (\) now shows visibility from allied units as well
  • New cognomen popup will now display the legitimacy it gives
  • Other team VPs will now display in yellow/red as they get close to victory
  • Improved display of Zealot Enlist Next effect
  • Tooltip for event bonuses that affect all cities of a religion now shows how many cities it will affect
  • Added loading hint for Slow AI option


Bugs Fixed
  • Fixed cloud game bug where sometimes it remained locked to a player who had exited the game without ending their turn
  • Fixed potential issues with transition from sequential to simultaneous turnStyle
  • Units that were under attacked cooldown and now are supposed to be allowed to move because of a turnStyle change, have their cooldown removed
  • Attacked cooldown is no longer given if an attacked unit could not move at that point in the turn anyway
  • Fixed null reference
  • Fixed tile visibility exception
  • Fixed OccurrenceEndPlayer bonus
  • Fixed victory popup display with more than 10 ambitions or players
  • Fixed camera panning to attacked cities with Follow AI set to None
  • Fixed turn style and turn timer in the options popup being applied before you click save
  • Fixed reset button on options panel not updating the turnStyle and turnTimer settings
  • AI now does diplomacy with other AI first before getting to humans so diplomacy events are more current
  • Fixed improvement help text bug on city sites
  • Fixed victory event not appearing if the leader dies on the last turn
  • Pharaohs of the Nile campaign - Blocked Visitor from the East event
  • Pharaohs of the Nile scenario 2 - Blocked Monotheism law
  • Pharaohs of the Nile scenario 3 - Change state religion hidden until appropriate time in the campaign
  • Pharaohs of the Nile scenario 3 - Fixed some Zone of Control bugs
  • Pharaohs of the Nile scenario 3 - Fixed defeat event not popping on total defeat, or loss of Akhetaten. Improved speed of victory event popup.
  • Pharaohs of the Nile scenario 3 - fix possible AI hang when it's thinking about healing an Amun unit by pillaging
  • Pharaohs of the Nile scenario 4 - Ramesses and Muwatalli event and achievement fixes
  • Pharaohs of the Nile scenario 5 - fix defeat event not popping.
  • Pharaohs of the Nile scenario 6 - Worst Possible Ending achievement fix
  • Learn to Play 3 - Fixed rare null ref error if there's no heir. Fix defeat not triggering if conquered by raiders/rebels/barbs
  • Fixed AI not declaring war on tribes to expand
  • AI retreat fix
  • Fixed some AI exploration confusion
  • Map Editor - Fixed null ref when removing ruins improvement from an urban tile
  • Old World premade map fix to Kush starting location
  • Fixed events featuring players or tribes the player has not yet met
  • Fixed some rare AI behavior when encountering danger before founding the first city
  • Fixed new game portraits being overwritten with second display of portraits using nation index instead of playable nation index. Was affecting Hatti and Kush if those DLC were not owned.
  • Fixed some issues with loading a save in a different game mode from where it was saved
  • Reduced frequency of limit of 5 events per turn getting exceeded
  • Fixed improvement upgrade cost bug
  • Fixed Resume and Quick Cloud Load on main menu not unloading mods first
  • Fixed bug with tribe settlement distribution
  • Fixed free tech preferring tech currently being researched
  • Fixed bad AI exploration with military units
  • Fixed events not working for cities in anarchy
  • Fixed bugs with Rise of Carthage scenario 3 sometimes failing to generate goals
  • Fixed stolen city/city site trigger not taking teams into account
  • Fixed family luxury menu display issue
  • Fixed opinion bars displaying inconsistently
  • Fixed specialist widget timers not updating when city yield production changes
  • Fixed Learn to Play 5 bug where player couldn't declare war again after accepting truce via an event
  • Fixed unit/city stats sometimes not updating when general/governor stats change
  • Fixed frame limit functionality
  • Fixed map script non-city resource placement
  • Fixed premade maps failing to start when No Ancient Ruins option enabled
  • Text and event fixes

October 18th Updated Test Build

The test branch has been updated and is now version 1.0.69198 Test 10/18/2023

Design
  • Zealot Enlist ability cost reduced from 600 civics to 400 civics
  • Fervent trait (from the Kush Piye dynasty) now grants the bonus militia in the city the religion spreads to instead of in the capital
  • Enlightenment Theology now gives +3 happiness per Monk class instead of +2 per Elder Monk
  • Guilds now gives happiness per Hamlet class improvement instead of just per Town
  • Random maps are more likely to have at least one luxury resource of each type (does not apply to mirror maps)


Programming
  • Added AI for Zealot leader enlisting
  • Improved performance in Heroes of the Aegean scenario 2


UI
  • Rival visibility toggle (\) now shows visibility from allied units as well
  • New cognomen popup will now display the legitimacy it gives
  • Other team VPs will now display in yellow/red as they get close to victory
  • Improved display of Zealot Enlist Next effect
  • Tooltip for event bonuses that affect all cities of a religion now shows how many cities it will affect
  • Added loading hint for Slow AI option


Bugs Fixed
  • Fixed Resume and Quick Cloud Load on main menu not unloading mods first
  • Fixed bug with tribe settlement distribution
  • Fixed free tech preferring tech currently being researched
  • Fixed bad AI exploration with military units
  • Fixed events not working for cities in anarchy
  • Fixed bugs with Rise of Carthage scenario 3 sometimes failing to generate goals
  • Fixed stolen city/city site trigger not taking teams into account
  • Fixed family luxury menu display issue
  • Fixed opinion bars displaying inconsistently
  • Fixed specialist widget timers not updating when city yield production changes
  • Fixed Learn to Play 5 bug where player couldn't declare war again after accepting truce via an event
  • Fixed unit/city stats sometimes not updating when general/governor stats change
  • Fixed frame limit functionality
  • Fixed map script non-city resource placement
  • Fixed premade maps failing to start when No Ancient Ruins option enabled
  • Text and event fixes