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.
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.
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!
The main branch has had a hotfix update to version 1.0.68964
We made Kush playable in the current Game of the Week to all players regardless of DLC ownership, but random chance also made it a One City Challenge with Ruthless AI, which perhaps wasn't the best introduction!
The hotfix adjusts the current Game of the Week to have friendlier settings in order to give Kush a chance to sh(r)ine.
It also fixes a bug where some premade maps would fail to start for non-DLC owners.
October 4th update - Commanders buffed
The main branch has been updated! Main Branch: 1.0.68949 release 10/04/2023
To celebrate the release of our 3rd DLC, Pharaohs of the Nile, this weeks Game of the Week (4th-10th October) will feature the new nation from the DLC, the Kush, regardless of DLC ownership
Headline changes
Commander leader flanking bonus increased
Added list of past events to character tooltip
AI and performance improvements
Design
Commander leaders now get +100% bonus attack strength while Flanking (up from +50%)
City Site ownership is now determined first by who has a military unit on the tile (in the case of an ally)
Event options with the chance to gain 1 delayed trait now get offered as a fallback rating if the trait is invalid.
Non-allied tribe settlements that are not on city sites no longer get absorbed into a nation by border expansion
Revised city site placement algorithm so that you can now have player starts closer than two minimum city site distances apart, if the map is too small for the number of players
Higher-tier wonders now count toward lower-tier goals - e.g. Legendary wonders will be counted for the "have 1 Strong wonder" goal
Can now hurry obsolete units already in the build queue
End turn is canceled if there are new decisions to make after automated units move
Programming
Games in the completed folder no longer include replay data
Adjacent effectUnit refactor
Tribal invasion AI improvements
Combat AI improvements
Added console command setTribeInvasion
Added mod support for specific tribes and tribe strengths to use central AI to coordinate their units
Change mod Infos files now processed after append mod Infos files
Improved terrain mod support and performance optimizations
Map scripts now use internal variable/functions to set terrain formations, without persisting them to tile data since formations are only needed at generation time
Removed terrain formation ID and tile elevation from network data
Removed some unused terrain renderers
Removed unnecessary calls for timeline border tiles
Got rid of tile latitude in network data and saves. The save now instead stores the min/max latitude of the generating mapscript, latitudes are calculated as needed
Optimization to avoid calls to native code in a few places
UI
Added list of past events to character tooltip
The location of initial city improvements (Garrison, Fair) can be specified by using the relevant improvement ping on a valid urban tile. This replaces the old system of ctrl+clicking the preferred tile.
Improvement pings now always get removed when a tile improvement or terrain changes
Leader selection screen now uses multiple rows instead of scroll arrows
Peace mission now shows tooltip explaining mission is disabled when one nation has not met the other
Added toggle to tutorial events to allow the tutorial to be disabled directly from the event
Improved urban adjacency requirement help text
Tooltips for Barracks, Harbors etc now say they are a spawn point for relevant units
Removed city site text on tiles with settlements on them. Tile tooltip now shows if tile is a city site.
Map editor UI cleanup
Added progress for "Establish a State Religion" ambition
Hurry helptext now shows warning if cannot hurry due to missing prereq, such as Scholar governor for Inquiry
Event browser added new event warnings
Added strategy notes to Encyclopedia entries for Laws
Turning existing characters into Courtiers no longer triggers a popup
Bugs Fixed
Fixed theology ambitions getting canceled too early
Fixed AI bug where city sites were sometimes claimed by non military units, when they should not have been claimed at all
Fixed missing icon in turn notification when in no characters mode
Bonuses that takes away citizens are no longer possible if it means removing specialist builds with progress from the city queue
Events featuring nations that are eliminated are now correctly made invalid
Fixed tile status tooltips not showing
Fixed issues with mountain renderer
Fixed save/load bugs
Fixed tile tooltips overlapping minimap in Windowed mode
Fixed potential data issue for tile text with undo
Fixed non-allied units not being bounced when a unit newly occupies a tile.
Fixed rare issue that could cause saves started whilst offline to fail to load when online
Fixed scenarios not unlocking when playing offline
Text and event fixes
September 27th Updated Test Build
The test branch has been updated and is now version 1.0.68836 Test 09/27/2023
This is a small update which mostly contains technical changes to support our upcoming DLC, Pharaohs of the Nile, available October 4th on Steam, Epic and GoG!
UI Turning existing characters into Courtiers no longer triggers a popup
Old World Pharaohs of the Nile DLC
Do you have what it takes to rule as Pharaoh? We are happy to announce the next DLC for Old World, "Pharaohs of the Nile". 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.
"Pharaohs of the Nile" releases on October 4th.
Watch the trailer https://youtu.be/zU_dH1jHgD4?si=3JoBe5gs26RMWUo5
The test branch has been updated and is now version 1.0.68735 Test 09/20/2023
Design
Commander leaders now get +100% bonus attack strength while Flanking (up from +50%)
City Site ownership is now determined first by who has a military unit on the tile (in the case of an ally)
Event options with the chance to gain 1 delayed trait now get offered as a fallback rating if the trait is invalid.
Non-allied tribe settlements that are not on city sites no longer get absorbed into a nation by border expansion
Programming
Games in the completed folder no longer include replay data
Adjacent effectUnit refactor
UI
The location of initial city improvements (Garrison, Fair) can be specified by using the relevant improvement ping on a valid urban tile. This replaces the old system of ctrl+clicking the preferred tile.
Improvement pings now always get removed when a tile improvement or terrain changes
Leader selection screen now uses multiple rows instead of scroll arrows
Peace mission now shows tooltip explaining mission is disabled when one nation has not met the other
Bugs Fixed
Fixed theology ambitions getting canceled too early
Fixed AI bug where city sites were sometimes claimed by non military units, when they should not have been claimed at all
Fixed missing icon in turn notification when in no characters mode
Bonuses that takes away citizens are no longer possible if it means removing specialist builds with progress from the city queue
Events featuring nations that are eliminated are now correctly made invalid
Fixed tile status tooltips not showing
Fixed issues with mountain renderer
Fixed save/load bugs
Fixed tile tooltips overlapping minimap in Windowed mode
Fixed potential data issue for tile text with undo
Fixed non-allied units not being bounced when a unit newly occupies a tile.
Fixed rare issue that could cause saves started whilst offline to fail to load when online
Text and event fixes
These changes can be accessed on the test branch. To switch to this version:
Right click on Old World in your library, and hit properties, then navigate to the Betas tab and use the dropdown menu to switch from 'none' to the test branch.