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Old World November 22nd update - new difficulty level and balance changes

The main branch has been updated!
Main Branch: 1.0.69678 Release 11/22/2023

Headline changes
  • Lower difficulty levels are now easier and a new lowest level difficulty added 'The New'
  • Many balance changes including nerfs to Persian UUs and Schemer leaders
  • Kush now available on the Middle East premade map
  • AI combat, strategic and performance improvements


Design
  • New difficulty level added The New. Reworked AI penalties on lower difficulty levels.
  • Passive AI will not capture cities from a player who originally founded them
  • 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).
  • Reduced Schemer leader orders per war from 2 to 1
  • Kush now available on the Middle East premade map
  • Reduced Desert mapscript size to be in line with other maps
  • Upgrading an improvement now also upgrades the specialist, if the existing specialist is less advanced than the starting specialist of the upgraded improvement
  • 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
  • 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.
  • Tweaked a few trait inheritance outcomes
  • 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
  • Generals of tribal units now get XP
  • Tribes now attack civilian units at a lower priority
  • Former regents now get a trait giving +1 wisdom and keep their King/Queen Regent title
  • In the Rise of Carthage scenarios, Balearic Slingers are now buildable on the islands instead of regular Slingers. Regular Slingers can upgrade to Balearics.
  • Rise of Carthage scenario 4 starting city happiness boosted



Programming
  • AI combat, strategic and performance improvements
  • Improved retreat and target selection.
  • Better AI coordination so it doesn't get some units attacking a target while other healthy ones are retreating.
  • 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
  • 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 not viewing rebels of other nations as a threat when they actually are
  • Fixed AI incorrectly estimating the cost of buying resources
  • Fixed AI risky behavior of attacking too close to the fog of war without protection
  • Fixed tribe AI movement bug
  • Fixed Hittite AI chopping trees too much at the expense of exploring
  • 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
  • GOG SDK updated
  • Added STAT_YEARS_REGENT
  • 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
  • Dynasties are now shown and can be selected on the Choose Leader screen
  • 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
  • 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
  • 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
  • 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
  • Dynasty dropdown with Pick Later will use the dynasty name if available
  • Added option to only use default dynasties for AI players
  • Added Deficit concept to Encyclopedia
  • Event Browser: The New Entry button now opens a new event the Wizard



Bugs Fixed
  • Fixed events not triggering on clearing tribal camps
  • Fixed bug with cloud games not updating correctly when exiting without completing turn, causing them to need to be rewound
  • Fixed bugs causing replay data to get discarded unnecessarily
  • Fixed Kush Unique Units not applying Zone of Control
  • Fixed map script bug causing generation to sometimes fail on Desert maps with large number of players
  • Fixed last page of Modio mods not displaying in install tab
  • Fixed double folder names when mod name contains plus (+) symbol
  • Fixed simultaneous mode non-dynamic turn timer length
  • Fixed turn style and turn timer dropdowns in server host controls
  • 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
  • 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
  • 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 Map Editor not setting mapWidth and mapHeight values on loading a map
  • 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

Nominate Old World for the Steam Awards

With the start of the Autumn Sale, nominations for this year’s Steam Awards are underway and we’d like to ask for your support by nominating Old World for the Labor of Love Award.



Since OId World's launch we've continued to improve the game with a number of updates. In all, we’ve also added the following:

  • Three new map scripts and one custom map
  • New events
  • Happiness!
  • Improvement pings for city planning
  • Character event history
  • Enhanced modding features
  • Leader customization
  • AI, UI, and performance improvements
  • City site number/density customization
  • Localization updates
  • Bug fixes
  • And many more updates!

We’ve also launched three DLCs, Heroes of the Aegean, The Sacred and the Profane, and most recently, Pharaohs of the Nile. All of these add new ways to play the game with new leaders, factions, events, campaigns to play, and more.

We wouldn’t be here if it weren’t for you, the community, supporting our game throughout development and with each update we’ve brought to Old World. We are incredibly grateful for your support, and we know there will be a lot of competition for this award, so your nomination means the world to us. Please check the nominate button that’s part of this post if you would like to consider us for the Labor of Love award for the 2023 Steam Awards.

Thank you,

The Mohawk Games Team

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