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Old World March 25th Updated Test Build

[h3]Old World test branch update 1.0.82852 Test 2026-03-25[/h3][p][/p][p]To switch to the test branch, right click Old World in Steam and select Properties, open the Game Versions & Betas tab and select 'test' in the version list.[/p][p][/p][h3]Design[/h3]
  • [p]Crossbow strength reduced to 6 from 8[/p]
  • [p]Polybolos strength reduced to 8 from 10[/p]
  • [p]Windlass now requires Coinage instead of Manor[/p]
  • [p]Windmills require Windlass instead of Hydraulics. Watermills are still available at Hydraulics[/p]
  • [p]Free Court Soldier moved from Infantry Square to Stirrups[/p]
  • [p]Free Court Merchant moved from Chain Drive to Cartography[/p]
  • [p]Free Court Merchant moved from Fiscal Policy to Manor[/p]
  • [p]Free Longbowmen moved from Manor to Battle Line[/p]
  • [p]Free Horse Archer moved from Land Consolidation to Composite Bow[/p]
  • [p]Schemer order buying now costs an extra Legitimacy point every time it's used. Cost increase resets for each leader[/p]
  • [p]Lowered civics cost of Fisher, Trapper, Rancher, and Gardner specialists to match other rural specialists[/p]
  • [p]Judaism no longer requires Labor Force[/p]
  • [p]Kartir event triggers less often[/p]
  • [p]AI no longer gets shrines and pastures for free as part of their initial development handicap, to prevent very early religion founding[/p]
  • [p]Game of the Week no longer varies city site numbers[/p]
[h3]Programming[/h3][p][/p]
  • [p]AI no longer skips laws and basic improvements in order to save for future Wonders[/p]
  • [p]AI pushes culture harder in its highest culture cities[/p]
  • [p]Non-raider tribe AI tweaked to keep them more focused on nearby targets[/p]
  • [p]Pathfinder tweak to prefer single tile paths whenever possible[/p]
  • [p]Border renderer and shader optimizations[/p]
[p][/p][h3]UI[/h3][p][/p]
  • [p]Added player option Manual Bonus Placement. This skips the popup prompt when placing a bonus improvement from an event or city founding bonus[/p]
  • [p]Tribe sites now display both Next Unit turns and Development turns [/p]
  • [p]Road map pins now appear with the Contextual Map Tacks option enabled when Engineer units are selected [/p]
  • [p]Added tooltips to ping improvement dropdown[/p]
  • [p]Renamed 'Exploring' trait to 'Traveling Afar'[/p]
  • [p]Adjustments to reduce blur on text displayed on world UI[/p]
  • [p]Reintroduced very simple lighting to the minimum detail level for standard shaders[/p]
  • [p]Removed random option from City Site Number options[/p]
  • [p]Added explanation to non-city site camp tile tooltips[/p]
  • [p]Improved helptext for General traits which aren't valid for some units[/p]
  • [p]Worker positions with and without height overrides are no longer mutually exclusive[/p]
  • [p]Cities owned by Tribes or in Anarchy now show in the Timeline Screen[/p]
  • [p]When gifting, hiring, or recruiting a unit, the helptext specifies that the cooldown is for the unit (and not the action)[/p]
  • [p]Disabled Mirror Map option on Desolation & Ebbing Sea mapscripts (Wrath of Gods)[/p]
[p][/p][h3]Bugs Fixed[/h3][p][/p]
  • [p]Fixed Cyrillic text display regression[/p]
  • [p]Fixed text outside of viewport bounds sometimes not clipping[/p]
  • [p]Fixed custom overlay icons not showing correctly on first opening[/p]
  • [p]Fixed barbarian widget sorting incorrectly with rivers[/p]
  • [p]Fixed barbarian widget cutting out the revealed-not-visible effect past the edges of the icon widget[/p]
  • [p]Fixed pathfinder avoiding ZOC tiles from unseen units[/p]
  • [p]Fixed color of requirements for adopting State Religion when you have no cities of that religion[/p]
  • [p]Fixed units getting temporarily rendered twice when upgrading[/p]
  • [p]Fixed AI sometimes moving its ranged siege units when it doesn't need to[/p]
  • [p]Fixed characters getting randomly married if currently targeted by a marriage mission[/p]
  • [p]Fixed skull highlights for attack previews[/p]
  • [p]Fixed fog of war revealing the same tiles multiple times[/p]
  • [p]Fixed rivers not updating their appearance in sync with changes to terrain detail level[/p]
  • [p]Fixed world pins over vegetation having the shadowed outlines of vegetation drawn on top of them[/p]
  • [p]Fixed volcano effects sometimes not applying to mountains when the volcano is on the edge of the map or in MP games[/p]
  • [p]Fixed AI saying it will leave a city site and then not doing so[/p]
  • [p]Fixed Next Unit tooltip hitbox[/p]
  • [p]Fixed women being able to birth children from different fathers on the same turn[/p]
  • [p]Fixed player notification issue with occurrences[/p]
  • [p]Fixed prereqs for repeatable techs showing up in searches that bring them up[/p]
  • [p]Fixed non-urban city sites in Donut map script[/p]
  • [p]Fixed lakes sometimes being placed next to ocean[/p]
  • [p]Fixed worker particles turning pink when a worker is selected in some cases[/p]
  • [p]Fixed Trade Network overlay getting locked on after building roads[/p]
  • [p]Fixed Jerwan Aqueduct flickering between turns (Wonders and Dynasties)[/p]
  • [p]Fixed Rejuvenation replacing Trees with Scrub (Wrath of Gods)[/p]
  • [p]Text and event fixes[/p]

Old World March 24th Hotfix update

[h2]Main Branch 1.0.82832 Release 2026-03-24[/h2][p][/p][p]This is a hotfix release that fixes bugs with MP connectivity and improves the display of UI text[/p]

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Old World March Update: Flanking changes, Theology buffs and Tech Tree search

[h3]Main Branch 1.0.82741 Release 2026-03-18[/h3][p][/p][h3]Headline changes[/h3][p][/p]
  • [p]Flanking now protects from counterattack damage for all units[/p]
  • [p]Enlightenment and Redemption theology buffs[/p]
  • [p]Added tech tree search[/p]
[p][/p][h3]Design[/h3][p][/p]
  • [p]Flanking now protects from counterattack damage for all units[/p]
  • [p]Enlightenment Cathedrals give growth per population, not per citizen[/p]
  • [p]Redemption gives +50% to harbors and hamlets (was +20%)[/p]
  • [p]Redemption Cathedrals allow hurrying specialists and projects with training[/p]
  • [p]Zealot leaders can now only rush units with training[/p]
  • [p]Monasteries can be built in Clerics family cities without Monasticism[/p]
  • [p]Clerics no longer start with Divine Rule[/p]
  • [p]Baths can no longer be built on sand (except for Clerics)[/p]
  • [p]Events that spread a religion now contribute to religion spread goals[/p]
  • [p]Legal Code law upkeep now 6 Money per city (instead of 0.2 Orders)[/p]
  • [p]Divine Rule law upkeep now 0.5 Science per city (instead of 6 Money)[/p]
  • [p]Guilds law upkeep now 0.5 Orders per city (instead of 10 Money)[/p]
  • [p]Besieger effect now valid for Melee and Ranged (previously Melee and Siege)[/p]
  • [p]Increased Growth required for new population now occurs after 30 growths instead of 20[/p]
  • [p]Yield per opinion level effect now starts from 0 at Furious to a maximum of 5 at Friendly. Affects Statesmen Civics, Estates Training and Culture, and Corruption Reform Civics[/p]
  • [p]Disciples generate 1 Culture per turn on their Holy Sites[/p]
  • [p]The presence of Rebels in Hunters family cities no longer affects family opinion[/p]
  • [p]Clergy traits now have a minimum age of 18 (Sacred and Profane)[/p]
  • [p]Player now starts with Divine Rule active in Pharaohs of the Nile scenarios 2 and 3[/p]
  • [p]Major defeat/victory in Pharaohs of the Nile scenarios also awards minor defeat/victory achievements[/p]
[p][/p][h3]New Events[/h3][p][/p]
  • [p]Grief[/p]
  • [p]Last of the Pack[/p]
  • [p] Founded (lost tie) x4[/p]
  • [p]The Wanderers[/p]
  • [p]Tribal Truce Offer (no war due to alliance)[/p][p][/p]
[h3]Programming[/h3][p][/p]
  • [p]More frequent updates in the network games browser[/p]
  • [p]Added support for mapscripts to set a maximum number of teams[/p]
[p][/p][h3]UI[/h3][p][/p]
  • [p]Added tech tree search[/p]
  • [p]Rural and Urban worker filters now show improvements that are not currently valid due to culture level restrictions[/p]
  • [p]Dynasty entries in Encyclopedia are labelled with Dynasty name instead of first ruler name for clarity[/p]
  • [p]Text localization updates[/p]
  • [p]Records screen displays Improvements Controlled and Improvements Finished stats separately[/p]
  • [p]Disciples no longer counted in the Workers Produced stat[/p]
  • [p]Added improvement theology potential bonuses to help text[/p]
  • [p]Improvements to Critical Hit and Culture Level concept text[/p]
  • [p]Non-hostile and hidden unit damage is now included in the text on mouseover[/p]
  • [p]Health bar shows damage only from hostile units with visibility, as before[/p]
  • [p]Added Disable Turn Start Cycling and Disable Automatic Cycling player options[/p]
  • [p]Improvement tooltip shows unit cooldown warning when relevant[/p]
  • [p]Changed ship anchoring color from white to a more transparent version of the already anchored color[/p]
  • [p]Removed camera snapback when clicking on minimap on city screen[/p]
  • [p]Non-host observers of network games can now send chat messages[/p]
  • [p]Added an in-game menu button to directly rehost a network game if it becomes unlisted, which otherwise prevents additional players from joining[/p]
  • [p]Add Worker Turns stat to Records Screen[/p]
  • [p]Added some explanation text to the hurry tooltip when an invalid specialist cannot be hurried[/p]
  • [p]Added "Tutorial: Grand Vizier" to Encyclopedia[/p]
  • [p]Added "Councilors" section to DLC Summary pages[/p]
  • [p]Removed unhelpful Clergy links on Clergy Encyclopedia help[/p]
  • [p]Merged Council Encyclopedia concept with Councilor concept[/p]
  • [p]Updated Caravan Mission concept text to include how to gain Caravan access[/p]
  • [p]Increased sampling point size for better Cyrillic support[/p]
  • [p]Family tag grammar pass[/p]
[p][/p][h3]Bugs Fixed[/h3][p][/p]
  • [p]Fixed unit widgets stacking incorrectly[/p]
  • [p]Fixed unit widgets in the back of the stack having their icons sorted behind water[/p]
  • [p]Fixed kill preview icon drawing behind city widget[/p]
  • [p]Fixed reversed logic for Unit Cycling option[/p]
  • [p]Fixed unit cycling after attacking with Unit Cycling option on[/p]
  • [p]Fixed worker filters showing for non-allied units[/p]
  • [p]Fixed unit build list not showing valid Improvements on mouseover tile (w. Ctrl) if vegetation is present but not enough Orders are available to remove it[/p]
  • [p]Fixed Occurrence showing as started in notifications when set as pending via bonus[/p]
  • [p]Fixed some broken links in Chinese event text[/p]
  • [p]Fixed raider AI[/p]
  • [p]Fixed game UI registering clicks while file browser is open[/p]
  • [p]Fixed custom overlay getting cleared by temporary road overlay[/p]
  • [p]Fixed menu transparent backgrounds rendering as blank when colorblind filter is on[/p]
  • [p]Fixed female worker tools being tinted by team color[/p]
  • [p]Fixed pink models in burning cut scrub during wildfires[/p]
  • [p]Fixed main menu color looking different on minimum detail settings[/p]
  • [p]Fixed Family, Tribe, and Nation sometimes not being assigned to premade characters[/p]
  • [p]Fixed archetype assignment bug[/p]
  • [p]Fixed colors getting applied to links that no longer exist[/p]
  • [p]Fixed issue with characters both leaving the nation and becoming a governor or general in simultaneous events[/p]
  • [p]Fixed Event Browser loading of dependent mods[/p]
  • [p]Fixed city counterattack not being shown in the preview[/p]
  • [p]Fixed unit damage text sometimes being incorrectly updated[/p]
  • [p]Fixed roadbuilding pathfinder to not pass through rival nation territory[/p]
  • [p]Fixed Cmd key interaction when assigning hotkeys on Mac[/p]
  • [p]Fixed some Custom Overlay interaction issues[/p]
  • [p]Fixed damage text showing on units other than the top defender[/p]
  • [p]Fixed Remove Dissent projects being able to be queued multiple times[/p]
  • [p]Fixed Marsh tiles being replaced by Urban during map generation[/p]
  • [p]Fixed Egypt getting improvement cost discounts for adjacent improvements of a different team[/p]
  • [p]Fixed Rebel and Anarchy units receiving Tribe Level fatigue bonus[/p]
  • [p]Fixed automatic placement of bonus improvements sometimes being placed on a bad tile[/p]
  • [p]Fixed map script not being preserved when using Reroll Game option with random map script selected[/p]
  • [p]Fixed Player 1 name and player archetypes not being saved from MP setup screen[/p]
  • [p]Fixed help text typo about alliance with Ruthless AI[/p]
  • [p]Fixed "Blackmailed by" relationship text[/p]
  • [p]Fixed some player info panels not getting hidden when selecting unmet nation[/p]
  • [p]Fixed icons sometimes not showing on city production list[/p]
  • [p]Fixed governor tooltip flickering on city list screen[/p]
  • [p]Fixed family/religion order on tab tooltip[/p]
  • [p]Fixed tribe units sometimes not moving when they wanted to move[/p]
  • [p]Fixed anchor ranges sometimes not showing[/p]
  • [p]Fixed selection not clearing when closing event popups[/p]
  • [p]Fixed Point Symmetry city sites and resources not always being symmetric near the center[/p]
  • [p]Fixed visual issue where units that exit fog of war and make an attack immediately during AI's turn disappear after attacking[/p]
  • [p]Fixed Suppress Dissent projects only being completable once per city[/p]
  • [p]Fixed yield previews sticking when cycling units[/p]
  • [p]Fixed unit crit chance not updating properly on attack preview[/p]
  • [p]Fixed doubled notifications for starting/ending tribal alliances[/p]
  • [p]Fixed One Continent per Team map option with multiple players per team[/p]
  • [p]Fixed tile ownership not being revealed to an agent player when new tiles are added to the city territory[/p]
  • [p]Fixed some terrain tiles not rendering their normals correctly[/p]
  • [p]Fixed flickering fog of war from allied vision[/p]
  • [p]Fixed timeline rendering on the first turn in Pharaohs of the Nile scenarios[/p]
  • [p]Fixed mod-loading strict mode on startup when loading external mods[/p]
  • [p]Text and event fixes[/p]

Old World March 11th Updated Test Build

[h3]Old World test branch update 1.0.82651 Test 2026-03-11[/h3][p][/p][p]To switch to the test branch, right click Old World in Steam and select Properties, open the Game Versions & Betas tab and select 'test' in the version list.[/p][p][/p][h3]Design[/h3]
  • [p]Monasteries can be built in Clerics family cities without Monasticism[/p]
  • [p]Clerics no longer start with Divine Rule[/p]
  • [p]Baths can no longer be built on sand (except for Clerics)[/p]
  • [p]Events that spread a religion now contribute to religion spread goals[/p]
[p][/p][h3]Programming[/h3]
  • [p]Added support for mapscripts to set a maximum number of teams[/p]
[p][/p][h3]UI[/h3]
  • [p]Rural and Urban worker filters now show improvements that are not currently valid due to culture level restrictions[/p]
  • [p]Dynasty entries in Encyclopedia are labelled with Dynasty name instead of first ruler name for clarity[/p]
[p][/p][h3]Bugs Fixed[/h3]
  • [p]Fixed Point Symmetry city sites and resources not always being symmetric near the center[/p]
  • [p]Fixed visual issue where units that exit fog of war and make an attack immediately during AI's turn disappear after attacking[/p]
  • [p]Fixed Suppress Dissent projects only being completable once per city[/p]
  • [p]Fixed yield previews sticking when cycling units[/p]
  • [p]Fixed unit crit chance not updating properly on attack preview[/p]
  • [p]Fixed doubled notifications for starting/ending tribal alliances[/p]
  • [p]Fixed One Continent per Team map option with multiple players per team[/p]
  • [p]Fixed tile ownership not being revealed to an agent player when new tiles are added to the city territory[/p]
  • [p]Fixed some terrain tiles not rendering their normals correctly[/p]
  • [p]Fixed flickering fog of war from allied vision[/p]
  • [p]Text and event fixes[/p]