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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

October 11th Updated Test Build

The test branch has been updated and is now version 1.0.69073 Test 10/11/2023

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 600 civics. This replaces their previous 10% chance to enlist on kill.
  • 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


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


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 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 summary



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
  • Text and event fixes

Old World Pharaohs of the Nile DLC released

We are pleased to announce that the third DLC for Old World, entitled Pharaohs of the Nile, is now available with a 10% launch discount.

Six scenarios will take you across the span of Egypt's New Kingdom in a new campaign, from the unification of Egypt to the Bronze Age Collapse. The DLC also introduces a new nation, the Kingdom of Kush, whose bonuses to shrines and forts make them a force to be reckoned with.

Read all about it and get "Pharaohs of the Nile" now at https://store.steampowered.com/app/2587410/Old_World__Pharaohs_of_the_Nile/

You can also listen to the developers discussing the new content in the Mohawk podcast at https://podcasters.spotify.com/pod/show/mohawk-games/episodes/Old-Worlds-Pharaohs-of-the-Nile-DLC-e2a2lmc

Hooded Horse Strategy Publisher Sale

Hi everyone! Old World and other games published by Hooded Horse are all featured at the Hooded Horse Publisher Sale. Come check it out!

Hooded Horse Strategy Publisher Sale

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