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
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
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
Bugs Fixed
Map editor fixed generate map not placing city site improvements on city site tile
Map editor fixed bug that reset active nation start sites.
Map editor generate map now checks mapSizes and assigns the right number of start city sites based on map size in the editor.
Map editor fixed Seaside script not being selectable as off the bottom of the panel
Map editor fixed missing tooltips
Map editor fixed not clearing NationType and TribeType when removing a city site via terrain/height/improvement tools
Modio fix for slow mod download speed due to buffer bottleneck
Fixed bug causing game to get stuck when the Era of Peace occurrence ended via an event
Fixed Play/Win LAN achievement errors
Points to win setting no longer persists from main game to scenarios
Fixed initial Settler sometimes not being placed in the build queue
Fixed some raycast issues with map pins/recommendations
Fixed mountain renderer hanging if there are mountain clusters outside map boundaries
Fixed bug where player custom name and email were being reset in multiplayer
Fixed unit ModVariables not being copied when copying the unit
Fixed UI issue when logging out from modio
Fixed eliminated players in cloud games who still need to load the game not getting marked with a star
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.
September 6th update - New city site number options
The main branch has been updated!
Headline changes:
New map option City Site Number
AI performance improvements
Enhanced modding features
Design
New map option City Site Number that limits the number of city sites available based on the number of nations. Options are Unrestricted (default), Restricted (3 city sites per family per nation), Family Seats (1 city site per family per nation) and Capitals (1 city site per nation). Tribal settlements will still appear in places that would have been city sites but these cannot be settled by nations.
Map generator tries to place at least as many free city sites as starting locations on a given land area surrounded by water and mountains.
Tribe units now occupy empty settlements, when given the chance
Game of the Week games now much less likely to have non-default city spacing
Egypt now has -20% costs for same adjacent buildings (down from -25%)
Programming
AI performance improvements
AI finishes already started Wonders with more urgency
Improvements to AI value estimate of effects Added support for showing dynasty portraits, names and backgrounds on the Choose Leader and Setup screens
New features for modders:
Cognomen can now add a memoryCharacter
Added SetHeight to bonuses
Added EffectUnitUnlock to EffectUnit
Description field added to many xmls
Enabled adding custom variables to UnitTypes
Removed hardcoded terrain references
Amended coast renderer and unified mountain and volcano renderers to be more mod friendly
UI
Can now assign hotkey combos that are only used for inaccessible debug hotkeys
Added map option help text for default selections
City site widget no longer blocks clicks when it has no help text (when the tutorial is disabled)
Bugs Fixed
Fixed several causes of replay data getting discarded
Fixed Modio mod tags not adding/deleting on mod updates. Added image size validation to ensure between 256 and 2048 pixels width and height.
Units can no longer spawn on the same tile as other, non-allied units
Fixed bugs with Toggle Names on the mini Tech Tree
Fixed pick later found panel nation help sometimes incorrectly showing preset leaders
Fixed free city site location sometimes not getting revealed
Fixed AI cache initialization
Fixed null reference errors in sprite repo when using portrait mods
Can no longer divorce Olympias in Learn to Play 3
Fixed mission effects playing after entering and exiting city screen
Fixed load/save error with pings that have been placed but not yet been validated
Fixed initial settler tooltip data being treated as cached and not being populated
Fixed editor not assigning tribe tile owner when placing a settlement improvement
Fixed unit status not updating after tile ownership change
Tribe ruins no longer show countdown timer when tribe is extinct
Fixed city site text being updated without visibility
Fixed issues joining MP games and replay data getting discarded with map script mods installed
Adjusted improvement construction turns widget projection distance and scale to prevent occlusion from terrain
Fixed city widgets getting hidden behind camels
Fixed knockback animation incorrectly playing on secondary attack targets
Fixed autonomous cities not getting queued production refunded when it is canceled
Fixed Rider family getting negative opinion from having a tribal spouse - now correctly only applies to a foreign nation spouse
Fixed bug with modded spritesheets
Text and event fixes
August 31st Updated Test Build
The test branch has been updated!
Test Branch: 1.0.68478 Test 08/31/2023
Design
The leader dying with no heir will no longer cause the game to be lost. Instead another character will seize the throne.
City site location placements are now better balanced between nations when using restricted city site numbers
Programming
AI improvements
AI finishes already started Wonders with more urgency
AI performance optimization
Removed more hardcoded terrain references
Amended coast renderer and unified mountain and volcano renderers to be more mod friendly
Added support for showing dynasty portraits, names and backgrounds on the Choose Leader and Setup screens
Bugs Fixed
Tribe ruins no longer show countdown timer when tribe is extinct
Fixed city site text being updated without visibility
Fixed issues joining MP games and replay data getting discarded with map script mods installed
Fixed some map script issues when using restricted city site numbers
Adjusted improvement construction turns widget projection distance and scale to prevent occlusion from terrain
Fixed city widgets getting hidden behind camels
Fixed knockback animation incorrectly playing on secondary attack targets
Fixed autonomous cities not getting queued production refunded when it is canceled
Fixed Rider family getting negative opinion from having a tribal spouse - now correctly only applies to a foreign nation spouse
Fixed bug with modded spritesheets
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.
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New map option City Site Number that limits the number of city sites available based on the number of nations. Options are Unrestricted (default), Restricted (3 city sites per family per nation), Family Seats (1 city site per family per nation) and Capitals (1 city site per nation). Tribal settlements will still appear in places that would have been city sites but these cannot be settled by nations.
Tribe units now occupy empty settlements, when given the chance
Game of the Week games now much less likely to have non-default city spacing
Egypt now has -20% costs for same adjacent buildings (down from -25%)
Map generator tries to place at least as many free city sites as starting locations on a given land area surrounded by water and mountains.
Programming
AI performance improvements
Improvements to AI value estimate of effects
New features for modders:
Cognomen can now add a memoryCharacter
Added SetHeight to bonuses
Added EffectUnitUnlock to EffectUnit
Description field added to many xmls
Enabled adding custom variables to UnitTypes
Removed hardcoded assumption about water heights
UI
Can now assign hotkey combos that are only used for inaccessible debug hotkeys
Added map option help text for default selections
City site widget no longer blocks clicks when it has no help text (when the tutorial is disabled)
Bugs Fixed
Fixed several causes of replay data getting discarded
Fixed Modio mod tags not adding/deleting on mod updates. Added image size validation to ensure between 256 and 2048 pixels width and height.
Units can no longer spawn on the same tile as other, non-allied units
Fixed bugs with Toggle Names on the mini Tech Tree
Fixed pick later found panel nation help sometimes incorrectly showing preset leaders
Fixed free city site location sometimes not getting revealed
Fixed AI cache initialization
Fixed null reference errors in sprite repo when using portrait mods
Can no longer divorce Olympias in Learn to Play 3
Fixed mission effects playing after entering and exiting city screen
Fixed load/save error with pings that have been placed but not yet been validated
Fixed initial settler tooltip data being treated as cached and not being populated
Fixed editor not assigning tribe tile owner when placing a settlement improvement
Fixed unit status not updating after tile ownership change
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.
August 16th update - AI combat improvements
The main branch has been updated!
Headline changes:
AI combat improvements
Combat damage preview improvement
Fixed issue with minimum distance between city sites
Design
The minimum distance of AI nations from human players now scales appropriately with the city site density setting
Programming
AI combat improvements
AI no longer attacks when there is no value in doing so
AI no longer makes attrition attacks if attacking unit is in danger
AI has a better understanding of counterattack damage
AI has a better understanding of the Zealot general ability to not die with more than 1 HP
AI more mindful of enemy units that can stun
Improved speed of Modio mod browser
UI
Combat preview damage text next to unit health bar now shows the unit's maximum damage even if the target has less HP or a Zealot general
Leader is now included in reminders for available tutor targets
Critical hit preview now updates when a unit's critical hit chance changes
Added confirmation dialogs for load hotkeys
Added tooltip info for added turn for building outside territory (only affects forts)
Added tooltips for traits in leader customizer
Added scroll bar to founding panel to allow use of leader customizer with high UI scaling
Added strike bonus to unit attack preview summary against cities
Added game log entry when other nation declares war on you on your turn
Map Editor - reformatted right-side utilities to compress and shrink vertical size. Removed not-working map autosize button
Bugs Fixed
Fixed issue with minimum distance between city sites
Fixed trait helptext showing hidden subjects
Fixed bug with capturing some Roman cities in Carthage 4 scenario
Fixed traits being added to a character while iterating over their traits
Fix for index out of range crash
Fixed bug allowing players to build improvements and roads in non-allied player's territory
Fixed bug in sprite repository asset unloading and loading, which resolves sprite sheet errors when loading games with modded art assets
Fixed bug with delayed random traits and relationships
Fixed rare trade network bug
Fixed some cases where a rival unit in your borders was not getting bumped out of the way when you moved one of your units into its tile
Fixed potential border expansion preview issue
Fixed some AI city effect valuation issues
Fixed citizen count bug when upgrading a building with a queued specialist
Fixed some dynasty specific intro events not firing
Fixed grayed out "Found Capital" button showing wrong helptext when no Family selected
Fixed nicknames not being assigned for new custom characters in events
Fixed intro events not triggering in some circumstances
Fixed being unable to make truce with an AI after they declared war via an event without having met the player
Fixed achievement Alexander The Great not triggering for Alexander Dynasty
Fixed Customize leader option not being remembered
Text and event fixes
August 11th Updated Test Build
The test branch has been updated!
Notable changes:
AI combat improvements
Combat preview damage text next to unit health bar now shows the unit's maximum damage even if the target has less HP or a Zealot general
Bug fixes
Full notes can be reviewed here: https://github.com/MohawkGames/test_buildnotes/blob/main/Old%20World%20Test%20update%202023.08.11
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.
August 2nd Updated Test Build
The test branch has been updated!
Notable changes:
Fixes to minimum city site distance and minimum distance between players
Improved speed of Modio mod browser
UI improvements
Full notes can be reviewed here: https://github.com/MohawkGames/test_buildnotes/blob/main/Old%20World%20Test%20update%202023.08.02
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.
July 28th Hotfix update
The main branch has been updated.
This hotfix patch fixes a border expansion bug introduced in the last main update
July 26th update - Leader customizer and city site density options
The main branch has been updated!
Headline changes:
Added Customize Leader option
Added city site density map option
Improved AIs use of anchoring
Full notes can be reviewed here: https://mohawkgames.com/2023/07/26/old-world-update-111/